Jump to content

Firing Delay For Ppc/gauss


22 replies to this topic

#1 McKlig

    Rookie

  • Bridesmaid
  • Bridesmaid
  • 5 posts
  • LocationKiel, Germany

Posted 09 June 2013 - 02:04 AM

Hello,

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 Bloody Moon

    Member

  • PipPipPipPipPipPipPip
  • 978 posts

Posted 09 June 2013 - 02:06 AM

We had firing delay earlier in the Beta, most people hated it.

#3 OneEyed Jack

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,500 posts

Posted 09 June 2013 - 02:15 AM

No.

NO.

NO!

#4 The Cheese

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 2,558 posts
  • LocationMelbourne, Australia

Posted 09 June 2013 - 02:19 AM

Posted Image

#5 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 09 June 2013 - 02:21 AM

This idea has come up before, and I totally hate it.

#6 Zaptruder

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 716 posts

Posted 09 June 2013 - 02:45 AM

This is essentially what I was dealing with, without HSR.

Uh... yeah, it does nerf those weapon systems quite considerably.

#7 ArtistX

    Member

  • Pip
  • Philanthropist
  • Philanthropist
  • 17 posts

Posted 09 June 2013 - 03:22 AM

Maybe PPCs but not Guass.... I do like idea of ppc boats having to expose themselves longer to take a shot

#8 Zerberus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 3,488 posts
  • LocationUnder the floorboards looking for the Owner`s Manual

Posted 09 June 2013 - 03:34 AM

I think it`s a bad idea that we already tried long ago, and it would also completely negate the point of having HSR on those weapons in the first place.

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 Dizzario

    Rookie

  • 3 posts

Posted 09 June 2013 - 06:13 AM

Here is my suggestion to fix what is basically an exploitation of game mechanics thats going on with multiple PPC/AC20 builds. The fact that they do nearly all damage to a single point unlike every other weapon in the game (due to spread or mech movement) makes these builds essentially an exploit.

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 IceSerpent

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,044 posts

Posted 09 June 2013 - 09:41 AM

View PostMcKlig, on 09 June 2013 - 02:04 AM, said:

Hello,

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 OneEyed Jack

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,500 posts

Posted 09 June 2013 - 04:24 PM

View PostDizzario, on 09 June 2013 - 06:13 AM, said:

Here is my suggestion to nerf what is basically things that make me QQ....

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 Taemien

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,576 posts
  • LocationNorth Carolina

Posted 09 June 2013 - 05:55 PM

View PostZerberus, on 09 June 2013 - 03:34 AM, said:

I think it`s a bad idea that we already tried long ago, and it would also completely negate the point of having HSR on those weapons in the first place.


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 BadWolf81

    Member

  • PipPip
  • Bad Company
  • Bad Company
  • 37 posts
  • LocationUtah

Posted 09 June 2013 - 06:43 PM

I don't know what MW game it was but PPC's had a charge time to fire and would cause heat if you did not release it. I think this would be a cool way not just to fix PPC boats but to make them unique from every other weapon system.

#14 Taemien

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,576 posts
  • LocationNorth Carolina

Posted 09 June 2013 - 07:13 PM

View PostBadWolf81, on 09 June 2013 - 06:43 PM, said:

I don't know what MW game it was but PPC's had a charge time to fire and would cause heat if you did not release it. I think this would be a cool way not just to fix PPC boats but to make them unique from every other weapon system.


MechWarrior 3050 for the SNES. PPC and Gauss had charge times. Not a great game to be honest...

#15 FunkyFritter

    Member

  • PipPipPipPipPipPip
  • 459 posts

Posted 09 June 2013 - 07:24 PM

I feel like reducing projectile speeds would be a simpler way to achieve the same effect.

#16 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 09 June 2013 - 10:17 PM

Here's my idea - if you want to nerf only, specially, the pin-point damage nature of certain weapons, turn them into a beam-like weapon (with or without projectile speed).
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 Blackadder

    Member

  • PipPipPipPipPipPip
  • 314 posts

Posted 10 June 2013 - 04:28 AM

View PostMustrumRidcully, on 09 June 2013 - 10:17 PM, said:

Here's my idea - if you want to nerf only, specially, the pin-point damage nature of certain weapons, turn them into a beam-like weapon (with or without projectile speed).
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 MaddMaxx

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,911 posts
  • LocationNova Scotia, Canada

Posted 10 June 2013 - 07:45 AM

One can just imagine the cries of those who still like to use their JJ's to snipe, although decidedly more difficult as of June 4th Patch. Under this system, they could Jump, get Shaken, reticule Stirred and then when they lift off the space-bar they would also have to wait to fire... (doh!)

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 TheComet

    Member

  • PipPip
  • 45 posts

Posted 10 June 2013 - 07:49 AM

I honestly don't think the Gauss needs to be nerfed like everyone says, putting a gauss rifle on your mech is basically a way of saying "hey, this arm here, with the gauss, it explodes.", which I think is already a pretty dangerous trade-off for the damage it puts out.

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 Bagheera

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,920 posts
  • LocationStrong and Pretty

Posted 10 June 2013 - 07:52 AM

View PostBloody Moon, on 09 June 2013 - 02:06 AM, said:

We had firing delay earlier in the Beta, most people hated it.


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.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users