

About Gauss And Moving Forward - Feedback
#141
Posted 03 September 2013 - 11:04 PM
IF the Gauss change was made to make it a role specific weapon then why not just give it a minimum range? The new mechanic will just see players removing the Gauss from the builds.
Also consider the new players the game badly needs. How does it make sense to have a weapon that doesn't actually fire when you press the fire button?
/despair
#142
Posted 03 September 2013 - 11:10 PM
#143
Posted 03 September 2013 - 11:13 PM
Quote
Mkkkay... You really should look into the actual gameplay instead on relying on your "testers", who have missed twice "LRMgeddon", and other major glitches.
Let's take the case of a PPC boat, at 800 meters, hiding behind a hill, popping to the side, shooting, then returning to cover. By the time I spot him, start charging, and release, he's back in cover. Likewise, against a poptart, he can pop, shoot, and I can't return fire, especially at long range (and he can charge while he jumps and still fire).
That mechanic is bad, and Gauss is no longer a "long range weapon", nor a "short range weapon". I predict it will only be used by people that think that "charging" a weapon makes it full of l33t.
Don't get me wrong, I got used to it's borky mechanic after 2 matches, but I will shelf that weapon for one that let's me fire when I need it.
Again, PGI, and Paul, stop "Nerfing" weapons that work, just buff weapons that don't.
EDIT : Also, by "pulling all the levers at once" in this patch (changing Gauss, PPC, and HSR) you basically can't confirm which fix has actually worked. I'm pretty sure that if you only modified PCC, the balance state would have changed in the same direction.
Edited by HRR Mary, 03 September 2013 - 11:27 PM.
#144
Posted 03 September 2013 - 11:15 PM
Morderian, on 03 September 2013 - 04:08 PM, said:
2: you can no longer bind it to keyboard thx to hold to charge because some keyboards dont like pressing mor then 3 buttons the same time
This is an issue for me. With only a 'normal' mouse, I have always had several weapon groups bound to keys.
Usually ammo limited weapons like gauss and missile.
While not an insurmountable issue, it has removed options while increasing the need for additional groups
#145
Posted 03 September 2013 - 11:23 PM
Although I really think that the game needs a cone of destruction type fire system to get the most out of it.
Mechs in the BT universe have targeting and tracking systems to help with aiming, this could be represented with a simple cone. The more weapons the larget the cone, this would reduce the efficiency of boating a ton of weapons instead of introducing things like ghost heat.
Weapons like pulse lasers would have a smaller cone then their normal and ER counterparts because they are more accurate for example. Gauss rifles could maintain a smaller cone due to their charge firing style.
#146
Posted 03 September 2013 - 11:28 PM
I didn't played for months and this patch can bring me back to game.
#147
Posted 03 September 2013 - 11:35 PM
I thought it was pretty good so far. I found the delay helps you aim the shots exactly and if you are not sure you can easily recover and save the ammo. Since ammo is limited this is a great feature.
#148
Posted 03 September 2013 - 11:35 PM

It completly destroys my DragonSlayer configuration. Cant use Gauss at right hand due to this changes, cant use AC20 at hand too, becouse of 9 free slots in hand... I fell myself like an ***** coz bought that mech for MC(
And thats only one of my mechs. Just have no time to look others mechs configurations, like a Dragon etc...

Edited by Theer, 03 September 2013 - 11:37 PM.
#149
Posted 03 September 2013 - 11:41 PM
Please oh please make the UAC5 skill based as well instead of RNG. Some internal heat mechanic or something the pilot can control.
#150
Posted 03 September 2013 - 11:42 PM
#151
Posted 03 September 2013 - 11:43 PM
But that 2km/s speed is HUGE.
#152
Posted 04 September 2013 - 12:40 AM
It's okay to manage one type of special mechanic for a weapon, like the Gauss charge. But if multiple weapons you use have this mechanic, it creates a mental overheat that complicates matters, making it a lot easier to avoid mixing weapons all together.
Just like people tend to avoid mixing different ballistics - the mechancis are pretty much the same, but each ballistic needs a different lead time and has a different cooldown rate. So mixing requires you to get a feeling for the lead time needed for each weapon seperately, and always keep in mind which bleongs to which, and then you also have to coordinate the cooldowns to not waste damage potential.
Most shooters have you use only one weapon at a time, and don't expect you to switch from using your rocket launcher to a laser rifle to a mini-cannon within a 5 second timespan. Such shooters can afford different shooting mechanics for each weapon and truely add variety this way. But Battlemechs are armed with multiple weapons, and you won't see varied builds if the easiest option is to only mix identical weapons.
#153
Posted 04 September 2013 - 12:41 AM
#154
Posted 04 September 2013 - 12:43 AM
Edited by Arguss10, 06 September 2013 - 05:58 PM.
#155
Posted 04 September 2013 - 12:44 AM
Helsbane, on 03 September 2013 - 03:32 PM, said:
Foolish and ineffective change, same as always. At least your track record is untarnished in that respect...
So the heat change and gauss charge didnt alter your play style in the least the masses are happy with the nerf and you complain?.... I dont understand shouldnt we be glad?
#156
Posted 04 September 2013 - 12:47 AM
MustrumRidcully, on 04 September 2013 - 12:40 AM, said:
It's okay to manage one type of special mechanic for a weapon, like the Gauss charge. But if multiple weapons you use have this mechanic, it creates a mental overheat that complicates matters, making it a lot easier to avoid mixing weapons all together.
Just like people tend to avoid mixing different ballistics - the mechancis are pretty much the same, but each ballistic needs a different lead time and has a different cooldown rate. So mixing requires you to get a feeling for the lead time needed for each weapon seperately, and always keep in mind which bleongs to which, and then you also have to coordinate the cooldowns to not waste damage potential.
Most shooters have you use only one weapon at a time, and don't expect you to switch from using your rocket launcher to a laser rifle to a mini-cannon within a 5 second timespan. Such shooters can afford different shooting mechanics for each weapon and truely add variety this way. But Battlemechs are armed with multiple weapons, and you won't see varied builds if the easiest option is to only mix identical weapons.
you cannot use lrms effectively with small pulse lasers or ac 20s due to their locking and arming mechanic but thats ok... so i dont understand the issue here... you speak In favor of alpha builds
#157
Posted 04 September 2013 - 12:50 AM
3urningChrome, on 03 September 2013 - 11:15 PM, said:
Usually ammo limited weapons like gauss and missile.
While not an insurmountable issue, it has removed options while increasing the need for additional groups
i can actually see that being unfair. but the same can be said of people who dont have a good enough graphics card not being able to see as much or as fast as someone with an optimal computer. however this doesnt mean we should ADD to the disparity with complicated mechanics =|... that can go either way and i wouldnt have any complaints
#158
Posted 04 September 2013 - 12:52 AM
Paul, on 03 September 2013 - 02:50 PM, said:
[...]
I've also asked Dave to take a look at lights the same way mediums were addressed. Stay tuned for more information on that.
Please, please, PLEASE don't tell me that you are done with increasing the viability of medium mechs. They turn a little faster. Die as fast as before.
#159
Posted 04 September 2013 - 12:53 AM
This is a first for me, as I have NEVER posted on a game before, in all the years that I have been playing any game.
I think this is the worst mistake since i been playing some months ago. I understand the need to make the game balance. But how do you speak of balance when there are MANY times in which a LRM boat will blast me from 1000M away and I cannot do anything about it. You make the sniper weapon harder, but the LRMs easier? I dont understand the balance.
Anyway, if this is what you guys call balance, then I just might stop playing.
I think it is a great game, and I am sure that it is hard to find a balance. My prayers are with you.
SkyHawkOne
#160
Posted 04 September 2013 - 12:55 AM
I really enjoy this game but I play it because it requires more skill than point and click. So any change that REMOVES those kind of players from the player base or forces them to adapt is a good thing for me.
I was extremely happy to see PPC get a much needed nerf and it was frustrating to see some people defending PPC with arguments that I could have used against them!!! Specifically, they were telling others to adapt and learn to play against PPC!!! Wow. Now that PPC is nerfed and needs more skill to use it effectively, WHO NEEDS TO LEARN TO PLAY? Yes, you! Not me. YOU. You know who you are point and click player also known as 'easy mode' player.
People used a powerful and skillless combo on their builds and telled others to "learn to play" in the forums. wow...
As for the Gauss change. I like it. It's yet another change that forces people to use SKILL in this game. I like it. I also really like that they are seriously trying to give each weapon its own niche. This sounds more like a simulator and less than "fancy weapons doing essentially the exact same thing" which we had before.
Keep up changing the weapons to make them ALL interesting and diverse enough and we can finally see a battlefield that has many different strategies used. Of course something has to be done about the frequency of Assaults. They either need to be reduced with tonnage limits or you need to create other game modes that promote different roles OTHER than straight up fighting. Mediums got a buff but it doesn't really show because most of the time you still need to fight head to head mostly. Fighting head to head with 3+ Assaults is not a viable option for a Medium pilot. I believe that Assaults should have less frequency on the battlefield of each drop so that team need to keep them alive by supporting them, which is exactly what Medium mechs excel at.
I agree about revisiting Flamer and maybe you need to revisit Single Heatsinks too. Give them a reason to exist in a mech. You can also increase Time To Kill {which is always a good thing in a simulator of giant mechs} by implementing minor Heat penalties BELOW 100%. Players will have to manage their heat better. You can also tie this one with Single Heatsinks changes.
Overall, I now enjoy the direction that you try to give the game towards more skill and piloting and less point and click shooting and I don't mean just brawling, I mean sniping too. It needs more skill now and its not such an 'easy' mode anymore. Some so called sniper build could be used extremely effectively for brawling too!!! This was frustrating and needed fixing.
Edited by BOWMANGR, 04 September 2013 - 12:58 AM.
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