How To Balance The Gauss Monsters.
#1
Posted 21 July 2013 - 05:55 AM
This in Conjuction with the heat Scale penalties, brings chassis like the Devastator, King Crab, Mad Cat mk. 2, ETC. down from the world of one button sniping and brawling wins. As well as making them viable candidates for future mech additions.
#2
Posted 21 July 2013 - 06:23 AM
I've always considered adding a longer weapon recharge/cooldown rate for weapons that draw too much power at once.
Maybe if all Mechs has a 'Mana' bar to reflect available power for energy-using weapons, and have a fixed recharge rate for that mana bar, we can balance how many energy weapons can be blasted off at once.
#3
Posted 21 July 2013 - 06:17 PM
#4
Posted 21 July 2013 - 06:33 PM
#5
Posted 21 July 2013 - 06:52 PM
#6
Posted 21 July 2013 - 07:02 PM
However, addressing your point more seriously...
Dual-gauss and dual PPC+Gauss isn't a problem, it really isn't. You can't keep neutering ranged firepower indefinitely or it'll just not be worth taking the weapons. 35 damage pinpoint is about the manageable point, 40 is where the game starts to break down. Rather than addressing specific weapon combinations, I'd much rather see the effectiveness of pinpoint damage reduced across the board in a 'soft counter' fashion by increasing Internal Structure (the value in massive-pinpoint-alpha building being the reduction of TTK to tiny values where spread-damage and DoT weapons can't catch up).
#7
Posted 21 July 2013 - 07:06 PM
#8
Posted 21 July 2013 - 08:01 PM
energy weapons can misfire, where they do not shoot but still give you all the heat they would have generated normally.
missile and ballistic weapons can also misfire, but they do equal damage to whatever section they are in based on their damage (ac10 in LA would do 10 points of damage to LA) technically it makes sense to make this only do internal damage, but balance-wise it might be better to do regular damage
you could then still have over 100% factors like they have now for ammo explosion and internal damage if you are in override.
Edit: the balancing act would be the percentage chance you have based on how much extra heat you have for weapons to misfire
i also didnt add the damage factor for energy weapons since they should generate far more heat. if this becomes not enough of a risk factor, just make it where the energy weapon has a chance to also crit itself and be destroyed
Edited by WarMonkey14, 21 July 2013 - 08:06 PM.
#10
Posted 21 July 2013 - 08:56 PM
Edited by Antonio, 21 July 2013 - 08:56 PM.
#11
Posted 21 July 2013 - 09:01 PM
Sure, the Gauss is long range and low heat, but its range, per-hit damage, and heat are more than balanced by its size, weight, and explosive vulnerability.
Find something reasonable to QQ about, please. Gauss has been fine for a goodly while now.
Edit - PPCs and ERPPCs could use a point or two of extra heat each, and should have their projectile speeds divorced from each other, but that has no bearing on the Gauss.
Edited by Levi Porphyrogenitus, 21 July 2013 - 09:02 PM.
#12
Posted 21 July 2013 - 09:02 PM
HRR Insanity, on 21 July 2013 - 08:10 PM, said:
this, plus seperate barrels for each weapon, especially those in the same location. each weapon in a mech should be modelled and function as a seperate weapon and not as a doubled or tripled single weapon...each with it´s own convergence... imho
#13
Posted 21 July 2013 - 09:28 PM
Snipe weapon should not be worth a pile of dung at facehug range.
#14
Posted 21 July 2013 - 09:36 PM
#15
Posted 21 July 2013 - 09:37 PM
Vox Scorpus, on 21 July 2013 - 09:36 PM, said:
That is what happened to me (ganging up) I was dropping people on the enemy team, so the last 4 enemies decided to kick my face in. Worked pretty well.
#16
Posted 21 July 2013 - 09:40 PM
#17
Posted 22 July 2013 - 12:25 AM
I really thought this was annoying when people did this but...I have no choice:
Learn to play.
Gauss is heavy and very fragile. You can easily take a gauss
off a mech. Learn to aim? I always take it off first. Ammunition is short, the cycle time is looooonnggg.
#18
Posted 22 July 2013 - 12:39 AM
Edited by ObsidianSpectre, 22 July 2013 - 12:40 AM.
#19
Posted 22 July 2013 - 12:51 AM
Actually 2 PPC + 1 Gauss / 1 PPC + 2 Gauss builds are a lot less frightening as 4-6 PPC boats.
The new heat penalties seems to work already - at least from my observations - and the gameplay is a lot more entertaining lately. With some more tweaking and adjustments to the heat penalties there is enough room for improvements.
Edited by Gulinborsti, 22 July 2013 - 12:51 AM.
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