

Firing Delay For Ppc/gauss
#1
Posted 09 June 2013 - 02:04 AM
what do you think about a firing delay of something between 0.5 - 1 s for the PPC weapons and maybe the gauss rifle, too (e.g. a charge up time, which starts when using the trigger).
This would make these weapons a lot harder to use in melee against fast targets and while jumping....just a thought.
This could be effective enough, that the JJ-shake could be removed again. The JJ-shake is a cool mechanic but it makes JJ so much less fun to use.
#2
Posted 09 June 2013 - 02:06 AM
#3
Posted 09 June 2013 - 02:15 AM
NO.
NO!
#4
Posted 09 June 2013 - 02:19 AM

#5
Posted 09 June 2013 - 02:21 AM
#6
Posted 09 June 2013 - 02:45 AM
Uh... yeah, it does nerf those weapon systems quite considerably.
#7
Posted 09 June 2013 - 03:22 AM
#8
Posted 09 June 2013 - 03:34 AM
FTR, none of my mechs carry more than 2 ppcs and /or 1 gauss, I couldn`t mount 2 gauss even if I wanted to.
#9
Posted 09 June 2013 - 06:13 AM
For (ER)PPCs, every (ER)PPC over 2 (20 damage like AC/20) has a chance to "Jam" the gun. Say if you run 3 (ER)PPCs you have a 10% chance each time you fire all 3 that one will jam for a period of time like the UAC/5. 4 (ER)PPCs has a 25% chance, 5 (ER)PPCs has a 55%, 6 (ER)PPCs has a 90% chance. You can call it circuit fusing or capacitor overloading. And it needs to re-route or cooldown etc.
For more than 1 AC/20s every time you fire them within a second or so of each other there is a 20% chance you will damage your gyro/torso turning gear/arm lifting gear. preventing you from gyro=moving your legs, you stop for say 5 seconds or 3 seconds. Torso gear=unable for 5-10 seconds, to turn your torso, stuck @ the angle at which you fired. "torso gear jammed, attempting to unjam" perhaps even a slight shudder left and right as your computer tries to unjam the gear. arm lifting gear, same as torso gear but less time I'd say 3-7 seconds. Something similar to this for dual gauss builds.
These are just rough ideas to prevent this builds from being so successful and fit them back in line with the rest of the game. All of the figures would need to be balanced properly.
Edited by Dizzario, 09 June 2013 - 06:15 AM.
#10
Posted 09 June 2013 - 09:41 AM
McKlig, on 09 June 2013 - 02:04 AM, said:
what do you think about a firing delay of something between 0.5 - 1 s for the PPC weapons and maybe the gauss rifle, too (e.g. a charge up time, which starts when using the trigger).
Firing delay of any duration on any weapon is a Very Bad Idea .
#11
Posted 09 June 2013 - 04:24 PM
Dizzario, on 09 June 2013 - 06:13 AM, said:
Weapons with no moving parts that jam and symmetrical loadouts causing gyro damage because.... because.... because they're poopy-pants!

[Shortened and edited for clarity of reading.]
The real problem with taken suggestions that come from a thought-process like that is not about whether or not there may, or may not (Hint: there usually isn't), an issue. It's that it never ends. The FOTM whine-target can be completely nerfed into the ground and the whining doesn't stop, it just changes targets. It will continue until there's just one mech, with just one build, and then it will be "Here's my idea to nerf skill so bad players can win, too."
#12
Posted 09 June 2013 - 05:55 PM
Zerberus, on 09 June 2013 - 03:34 AM, said:
HSR wasn't to fix firing delay. It was to fix hit detection. Fire delay was something fixed due to HSR being implemented, but not the reason for HSR being added. Not saying I'm for or against the delay on such weapons, but I want to point out for the sake of the debate that HSR has nothing to do with firing delay, so that it can simply be ignored when someone brings it up. To reiterate this further, before HSR, I didn't have a noticeable firing delay because my ping was so high. Adding in a firing delay since HSR is in, would affect everyone equally, not based on their ping.
Short answer, ignore those comments about HSR. They have nothing to do with this discussion. The ones that posted were ignorant to the facts to which they were referring to.
#13
Posted 09 June 2013 - 06:43 PM
#14
Posted 09 June 2013 - 07:13 PM
BadWolf81, on 09 June 2013 - 06:43 PM, said:
MechWarrior 3050 for the SNES. PPC and Gauss had charge times. Not a great game to be honest...
#15
Posted 09 June 2013 - 07:24 PM
#16
Posted 09 June 2013 - 10:17 PM
You could implement the AC/20 or Gauss as firing a 0.5 second burst of multiple projectiles and then going on cooldown.
Or you could double its rate of fire and half its damage and heat per shot. (Though that would be a serious nerf and might need additional adjustments. It also won't happen, because PGI believes that AC/x means x damage per shot.)
But no delay between pressing fire and the weapon firing.
#17
Posted 10 June 2013 - 04:28 AM
MustrumRidcully, on 09 June 2013 - 10:17 PM, said:
You could implement the AC/20 or Gauss as firing a 0.5 second burst of multiple projectiles and then going on cooldown.
Or you could double its rate of fire and half its damage and heat per shot. (Though that would be a serious nerf and might need additional adjustments. It also won't happen, because PGI believes that AC/x means x damage per shot.)
But no delay between pressing fire and the weapon firing.
putting in multiple rounds per shot might work. messing with damage will be problematic though. I would rather see duration effects or an outright slower reload/recharge on gauss, ppc and ac20s
#18
Posted 10 June 2013 - 07:45 AM
We could call it the James Bond syndrome. Only the highest of ELO players, and we know who they are right?, could pull it off. LOL

Edited by MaddMaxx, 10 June 2013 - 07:45 AM.
#19
Posted 10 June 2013 - 07:49 AM
I run a spider with a gauss (it loves to put holes in cockpits :3), if that gun goes, 90% of the time it explodes and takes out my torso in the process.
I don't mind the idea of a simultaneous fire delay though, there's actually something written in the lore about power usage causing there to be a delay in the firing of alpha strikes, as long as it's something like a 0.15s delay between weapons firing when you stack high power usage weapons (so not counting MGs, flamers, AC/2, etc.)
#20
Posted 10 June 2013 - 07:52 AM
Bloody Moon, on 09 June 2013 - 02:06 AM, said:
This, except change "most people" to everyone.
Firing Delay was the dumbest thing this game had back then, and would be the dumbest thing in the game were it to return.
Edited by Bagheera, 10 June 2013 - 07:52 AM.
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