About Gauss And Moving Forward - Feedback
#161
Posted 04 September 2013 - 01:03 AM
Just wondering if that was really what you aimed for)))
PPC heat and range changes I appreciate.
#162
Posted 04 September 2013 - 01:06 AM
According http://www.sarna.net/wiki/Gauss_Rifle gauss have minimum range at 60m. PGI forgot it.
Edited by Miken, 04 September 2013 - 01:10 AM.
#163
Posted 04 September 2013 - 01:07 AM
So much to the "skill" part in this mechanic.
With each additional "balance step" on the road to launch i more and more regret to have supportet MWO via founders & phoenix package.
#164
Posted 04 September 2013 - 01:15 AM
It makes you need to keep a distance from your enemy, but once you get good at the timing it turns into a brutal precision mech killer. I think the HSR improvements helped alot too. I am actually hitting what I hit now!
Only played like 5 games so far, but I am really digging this patch. If you keep on this roll its going to be a great launch month!
#165
Posted 04 September 2013 - 01:44 AM
Seriously.
I'm totally fine with the charge up mechanic. Nothing to complain here. You could also make that the gun requires a whole second to charge up, this effectively reduces the DPSs expressed from the weapon by far and it desyncs it from the PPCs as the new bullet speed is. YOU are responsible for the 2PPC 1GR, when you made PPCs load time to get on par of the GR one. The problem where PPCs (to an extent they still are even now) not the GR. The GR already explodes (btw, 2 more HP woah, nothing has changed it still blows up like there's no tomorrow!), requires ammunition and by this at least 18-19 tons just for one. Ok it doesn't heat up but then dear God you've allocated so many tons for it that it's a tradeoff for any backup weapons you eventually bring.
The incredibly punishing mechanic is the capacitor discharge time. 1.25" renders the gun useless. Unless oh well, you bring two of them. So we'll all go back for a while with Gausspults, GaussJagers, GaussPhracts and then you'll nerf also that combo, at that point we'll all fall back to brawling (beware I'm happy with this, I've always been a brawler to the bone) but what enrages me is that you are going to achieve this by destroying weapons systems to a point that they won't be used anymore.
You can make that the charge up time is 1". 1.5s. I don't care. But once the charge up is complete the gun stays loaded undefinitely. Once capacitors are loaded up you're the one who decides when they unload. Not them!!!
Only in 3050 they have capacitors that lose energy, awesome technology advancement!!
All of this, all the stupid choices like ghost heat, could have been solved since day0 with a damn hardpoint restriction system that would have NEVER allowed us to reach certain types of loadouts on mechs that aren't supposed to employ them. And that would have helped to address issues on like the totality of the weapons systems, LRMs with few launchers would be balanced vs those who still bring 70-80 LRMs and so on.
About the PPCs. Changes are welcome on the standard PPCs, for the ERs well, they've fallen into pre-sniping meta heat levels, so that now they heat up so much that they have been rendered practically useless again, so 1 less weapon to be used for loadout variability.
You're keeping up to narrowing loadout choices (btw, I agree with the idea, but not how you are achieving this), to a point that the AC 20 will become uber powah and then you're going to nerf also that, so in the end we'll find ourselves throwing us sticks rather than actually using weapons. The discouragement about this game grows up again and again :/
#166
Posted 04 September 2013 - 02:17 AM
The Gauss weapon change is painful, but I can accept it in terms of the goal of making it a long range sniper weapon.
#167
Posted 04 September 2013 - 02:37 AM
#168
Posted 04 September 2013 - 02:51 AM
Al Bert
#169
Posted 04 September 2013 - 02:56 AM
Miken, on 04 September 2013 - 01:06 AM, said:
Honestly I really wonder why a weapon using a solid penetrator ammunition should have a minimum range of effectiveness. What's happening with the gauss projectile within the first 60 m? Travelling in another univers? Dematerializing and re-materializing after 60 m?
No offense ment - but what's the (technical) reason behind this "rule"?
#170
Posted 04 September 2013 - 03:18 AM
Foster Bondroff, on 04 September 2013 - 01:07 AM, said:
So much to the "skill" part in this mechanic.
The solution would be somehow disable macrossing in the game so that everybody were in the same shoes.
For me it's totally unclear why would I give such an advantage in the hands of some group of players in a skill-oriented game.
They gain more profit and use less skill. WHY?
#171
Posted 04 September 2013 - 03:38 AM
TexAss, on 03 September 2013 - 03:08 PM, said:
My personal opinion: they should fire pulses constantly as long as you hold the trigger, like a machine gun. This would make them differ enough from the typical laser weapons. Basically no cooldown but same HPS and DPS as before.
Make the wubwubwubwubwub viable again please
you are talking about the X-Pulse Lasers...which is essentially a different type of weapon. they exist and hopefully make it into the game somewhere down the line. check this MWLL video at 7:10 to get the idea:
#172
Posted 04 September 2013 - 03:49 AM
Rhinehardt Ritter, on 03 September 2013 - 03:47 PM, said:
Try thinking about overall impact and not just within your personal bubble and maybe there will be an overall difference that you see in drop. But with your signature I doubt you are unbiased in your opinion. Just sayin'
Then again I never thought jump snipers were particularly effective. It was the sheer number of folks in atlases, highlanders (jump jets or no) and all the armour. But weight limits will deal with that. Jump snipers are easy kills when you have a good squad.
When it comes to posts like that, obvious troll is obvious. Some people just have to stand up and complain to feel better about their day lol.
Paul, great to hear, but pls dont touch my uac PLEASE. Thanks over all though. I have enjoyed the game since early early cb, and though every patch has brought some enjoyment for me, this patch has taken the cake. Thanks. White knight out.
#173
Posted 04 September 2013 - 03:57 AM
Mechsniper, on 03 September 2013 - 04:03 PM, said:
Speak for yourself, as an oldschool fan, I understand the difference between TT/Novels and real time fps/sim. Things do not translate well between the two, and some things need to change to enhance the play. Being a sniper as well, I have no problem using the gauss as is. It takes skill to use them now, even more so to hit a light. Practice some more and you will do fine, it takes time to learn things and get good at them.
#174
Posted 04 September 2013 - 04:23 AM
#175
Posted 04 September 2013 - 04:27 AM
Goose, on 03 September 2013 - 03:33 PM, said:
Well, right now, it's very unreliable. They have a very high sustained damage over time which is slightly offset by their lower ammo per ton reducing their total potential damage but the current jamming mechanic means that if you fire a UAC/5 non-stop that you will likely spend more time with the gun jammed rather than firing.
Don't get me wrong, the UAC/5 is an awesome fire support weapon but it doesn't have much brawling potential as there is that chance that you step out behind the corner, start to unload and have it jam right at the start. The only build that really offsets that is by taking 3 of them and using a bit of luck and playing the odds to have atleast 2 firing most of the time.
Which also puts a build that can only be done reliably on a Hero Mech. Being that the UAC/5 build is a build you may see on the competitive scene, you now have part of the competitive scene locked behind a paywall.
#176
Posted 04 September 2013 - 04:46 AM
Rhinehardt Ritter, on 03 September 2013 - 04:09 PM, said:
What the hell do you thing the "cool down time" is?? Once the weapons fires it is "recharging" its cap's to fire again. Its called recycle time which is the same as cool down, they are one in the same. Those cap's don't charge in 0.75 sec's and they don't dissipate that charge if not used in 1.25 sec's. In fact if that was the case then the only time a GR should blow up from a crit hit would be if it took a hit during that window of 0.75 to 1.25 only. Starting to see how this really does not fit the lore now.
#177
Posted 04 September 2013 - 04:52 AM
#178
Posted 04 September 2013 - 04:54 AM
Miken, on 04 September 2013 - 01:06 AM, said:
According http://www.sarna.net/wiki/Gauss_Rifle gauss have minimum range at 60m. PGI forgot it.
OMG! If you know about TT rules you would know that the reason why a GR has a min range of 60m is due to weapons convergence. The GR in TT has no issues what so ever at hitting targets within that range and doing full damage. It just has a slightly reduced chance to hit them since it is slightly harder for the long range weapon system to track targets at short ranges.
#179
Posted 04 September 2013 - 05:00 AM
Quote
Take a look as in a "let's make lights even more fragile" sort of way or something else?
#180
Posted 04 September 2013 - 05:31 AM
CutterWolf, on 04 September 2013 - 04:54 AM, said:
OMG! If you know about TT rules you would know that the reason why a GR has a min range of 60m is due to weapons convergence. The GR in TT has no issues what so ever at hitting targets within that range and doing full damage. It just has a slightly reduced chance to hit them since it is slightly harder for the long range weapon system to track targets at short ranges.
The charge up is still a good mechanic to give the Gauss some individuality to put it in a different category from all of the other weapons as it does do crazy damage at long range with very little heat. Now it requires some finesse and can't be used as effectively at close ranges to simulate the minimum range. With the speed buff it can still hit targets well at long range, the timing thing isn't that hard to get use to, especially when as a founder you played in closed beta.
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