

Gauss Rifle: 6 Second Reload, No Charge Up
#1
Posted 30 August 2013 - 10:55 AM
#2
Posted 30 August 2013 - 11:01 AM
Oh well, can't say they didn't try, although "can say" that they failed for the nth time.
#3
Posted 30 August 2013 - 11:10 AM
DeadlyNerd, on 30 August 2013 - 11:01 AM, said:
Oh well, can't say they didn't try, although "can say" that they failed for the nth time.
The "desync" isn't going to do it either. It just increases the skillgap.
The problem is that sniping weapons are just as good as brawling weapons in brawling situations. Longer CD's for the gauss and PPC would make them worse for brawling, which is exactly what needs to happen.
#5
Posted 30 August 2013 - 11:19 AM
#6
Posted 30 August 2013 - 11:33 AM
I'm not sure what you're going for here. It'll still be just as easy as it is now to put 35 damage wherever you want it and you can snipe just as well with a delay on the Gauss rifle as without. Actually I imagine the sniping is going to be better for people who are forced to aim for the extra .75 seconds before firing than it will be right now, with less PPC followup into the same location.
#7
Posted 30 August 2013 - 11:49 AM
#8
Posted 30 August 2013 - 11:57 AM
Roughneck45, on 30 August 2013 - 11:10 AM, said:
The problem is that sniping weapons are just as good as brawling weapons in brawling situations. Longer CD's for the gauss and PPC would make them worse for brawling, which is exactly what needs to happen.
There are no "sniping" weapons. Have a nice day.
#9
Posted 30 August 2013 - 12:03 PM
JohnnyWayne, on 30 August 2013 - 11:57 AM, said:
There are no "sniping" weapons. Have a nice day.
Depends on how you define "sniping." If you use the literal definition of a human-carried sniper rifle, then no there aren't any snipers in BT.
However, if you use the abstracted definition of long-range weapons that aren't so good up close, then there is in fact plenty of lore support for the "sniper" role for Battlemechs (starting at the bottom left half of the page):

(Page 53 of the Classic Battletech Introductory Rulebook).
Edited by FupDup, 30 August 2013 - 12:03 PM.
#10
Posted 30 August 2013 - 12:09 PM
Found a quick sum up:
JohnnyWayne, on 04 August 2013 - 12:33 PM, said:
The point is, an ac20 jager can't alpha constantly (ever tried it?^^) the current 2x PPC / gauss loadouts can. Thats the issue.
I said it before and I'd like to mention it again here:
I think, to get rid of this issue, we should give too strong weapon combinations a penalty that is appropriate and reasonable. My suggestion for gauss / 2ppcs is, that if you fire 2 ppcs you have to wait 0.5 sec before you can fire a gauss without penalty. But if you do, the gauss will be jammed for some amount of time (e.g 4 sec jam + 4 sec cooldown => literally a longer cooldown) and have a low chance to explode, like it does when its destroyed, that increases the more often you do that in a match.
The explaination would be that the elecromagnetic disruption of 2 fired PPCs disturb the unstable gauss capacitors (that are also the reason it explodes).
This is not canon, but canon is related to TT and not to a shooter. I think, if necessary, mwo needs it own ruleset and stick to canon if possible. Like heatpenalty and my idea. Important to me is that you don't forbid players to use certain combinations. You just restrict how you use them effectively and thereby their efficiency at all.
Edit: Btw, if PPC / gauss is fixed, the gameplay will shift towards lrm, i'd guess. People tend to use the easiest loadout they can get and brawling is rather demanding compared to this.
Dual+ gauss should also get an increased cd if shot within 0.5 sec. Increased powerdrain from the reactor to load the capacitators. If you wonder: I think a pinpoint alpha above 25 points is too high. AC10 has to be looked at if it becomes a problem.
Edited by JohnnyWayne, 30 August 2013 - 12:13 PM.
#11
Posted 30 August 2013 - 05:51 PM
JohnnyWayne, on 30 August 2013 - 12:09 PM, said:
I actually have a thread that expands on this idea.
http://mwomercs.com/...-alpha-problem/
#12
Posted 30 August 2013 - 06:39 PM
For instance, Gauss and PPC are pretty fast projectiles in that game even though the cool downs are relatively long - and they are very damaging. You can get quickly overwhelmed though if other weapon types get in range.
(the stats, estimate may have changed in the last 0.7.1 version)
Light Gauss - 5s
IS Gauss - 6s
Clan Gauss - 7s
Heavy Gauss -7s
PPC - 8s
MW:LL also abandoned pure TT heat/damage values though, and just made everything an equivalent version of a weapon. Hence why MWO is a merri-go-round trying to shoe-in heat/damage values of BT weapons, which takes a lot more serious tweaking than has occurred thus far.
Anyways, whatever PGI does, charge up time makes no sense. In Closed Beta most weapons had a firing delay simply due to the lag and it was highly annoying.
Edited by General Taskeen, 30 August 2013 - 06:47 PM.
#13
Posted 31 August 2013 - 12:04 PM
How about a minimum range (since it is supposed to be a long range weapon)
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