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About Gauss And Moving Forward - Feedback


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#421 Stunner

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Posted 25 September 2013 - 04:29 PM

I noticed that two of the champion trial mechs for launch had the guass rifle and actually played with them to test it out. It wasn't as bad as I thought it would be as I was able to get some shots off but I missed more with it than I would with other ballistics or would often miss the charge up because of the short time between the charge up and the decharging of the system. If they would allow the charge time to stay longer I think it would make the weapon better. So my feed back would be keep the charging up but allow the charge to last longer since if your target is moving it's harder to get him at range and you need just a little bit longer to line up that shot. If you want it to be a sniper weapon then give the sniper some more time to line up that shot.

#422 Genesis Rex

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Posted 26 September 2013 - 07:11 AM

I know I posted an alternative balancing mechanic for the gauss, but after playing around with it more I realize it's just a new skill I need to work on.

There are a lot of good ideas out there as to how the tweak should have been implemented, but I've never seen so many people complain about having to retool their mechs and adapt their tactics.

Here's how the Gauss will work for you:
  • Link the Gauss with an AC/2 or a laser weapon
  • Fire the weapon group
  • Hold down the fire button and track your target so that by the time the Gauss is spooled up and ready to fire you have your trajectory set.
  • Cease fire and watch the Gauss slam into your opponent.
Use this until you're comfortable with the current fire delay.

Your time gaming will be much more enjoyable if you learn to play with the hand dealt you then wait until you're given the hand you want. And you'll be a better player for it.

#423 Tynth

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Posted 29 September 2013 - 09:35 AM

I don't know if anyone has already suggested this but here I go.

I realize when I play MWO and my mech has more than 3 linked weapon groups, it becomes more of a task to manage all those weapons. I'm tempted to try my hand at creating an add-on or tool-tip that creates better more visible cool-down timer for weapon groups.

#424 FireSlade

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Posted 29 September 2013 - 10:00 AM

View PostTynth9827, on 29 September 2013 - 09:35 AM, said:

I don't know if anyone has already suggested this but here I go.

I realize when I play MWO and my mech has more than 3 linked weapon groups, it becomes more of a task to manage all those weapons. I'm tempted to try my hand at creating an add-on or tool-tip that creates better more visible cool-down timer for weapon groups.


Good luck since you will be breaking the TOC for using third party software; macros are about all that is allowed since it is very hard to regulate. Since MWO is a F2P game the Devs. already stated that there will be no user created media. I am running a Logitech 5 button mouse so I try to keep my weapon groups down to about 4, saving the middle mouse button to switch between chain and group fire. With UI 2.0 they mentioned going over the HUD again and making it more user friendly but I would not hold my breath for it.

#425 agentdavion

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Posted 29 September 2013 - 01:52 PM

ive noticed a problem with the gauss I don't know whats making it happen but myself and clan mates have been hit by gauss at a distance and get no hit indicator or rocking or sounds on impact any one else having this problem

#426 ShadowMaw

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Posted 29 September 2013 - 04:35 PM

I have to say I do not like the charge on the gauss. If it was your intent to have some players stop using the weapon you have succeeded.

#427 MavRCK

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Posted 30 September 2013 - 04:26 PM

View PostShadowMaw, on 29 September 2013 - 04:35 PM, said:

I have to say I do not like the charge on the gauss. If it was your intent to have some players stop using the weapon you have succeeded.


It's a shame. It's a clunky mechanism.

If the recycle went down significantly so the dps was increased, it would be valuable again. Now we just use other ballistics to snipe, and they work great.

#428 JigglyMoobs

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Posted 30 September 2013 - 07:33 PM

Over the last few days the hit registration for my dual Gauss build seems to have gone to the cleaners. I've consistently run into 2 situations:

-On distant mechs that are standing still and clearly visible, the Gauss rounds seem to impact something in front of them and never register a hit.

-On light mechs the Gauss hits seem to be doing much less damage than they should be doing, if they register at all.

In the second situation I suspect that only one of the two hits are being detected. Has anyone else run into this problem?

#429 dtgamemaster

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Posted 30 September 2013 - 09:49 PM

I previously sent a support ticket requesting for the removal of the 0.75sec chargetime.

A classic weapon was destroyed and made impossible to use well at all levels of play
Why?
a) Tendency to hold the charge longer than is needed
'b) Tendency to hold the charge so long that you lose the charge
c) Tendency to release the charge too early
d) Inability to take shots properly/confidently at distance over 700m
e) Inability to react well to close-in situations with sounds/explosions interfering with just SHOOTING a damned gauss round
f) Inability to take & LAND immediate shots of opportunity (which is much needed in HIGH-LEVEL play/sniper skill) within a small window.
g) Tendency to LOOK AT weapon status (those small boxes) and wait for cooldown to complete as you cannot JUST HOLD DOWN THE BUTTON TO GET ANOTHER CHARGE.
h) Frustrating to place shots on moving targets, especially with a ping of 250(for me at least) when it is already a great challenge and requires tons of MENTAL spatial calcs, experience, instinct and guesswork.
i) The fact that this is an AMMUNITION based weapon means difficult shots that i could take confidently with a success rate of 50/50 in the past has dropped to 10/90 due to the charge mechanic (you simply did not have the window to place your shot well), making it UNFEASIBLE to snipe in such instances.

I managed to program a macro to charge for a minimum time and fire a gauss round immediately, and 'circumvented' some problems; but ultimately still found it hugely unreliable and extremely bothersome to use.

It isn't as if the gauss weapon is hugely imbalanced for its tonnage and ammo requirement.

In a nutshell, put another nerf on the gauss rifle or reinstate its original status with maybe some tweaks.
JUST REMOVE the chargetime, as this really makes such a heavy ammo-based fragile weapon MEDIOCRE in the WORST possible sense.

Edited by dtgamemaster, 30 September 2013 - 09:50 PM.


#430 White Bear 84

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Posted 01 October 2013 - 03:53 PM

Used to love the gauss like there was no tomorrow.. ..didnt even PPC/Gauss spam in the mechs i had it..

Now my beautiful lover has been taken away from me by bad mechanics and meta game planning.

My only choice is to now jump into bed with the new flavour of the month...

At least I know my gauss will be happy in its new life with NARC. May they have a blissful union atop my trash heap and forever be forgotten.

#431 Cest7

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Posted 02 October 2013 - 10:54 PM

Please lower the recycle time to put its DPS on par with the rest of the ballistic weapons

#432 Sephlock

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Posted 02 October 2013 - 11:59 PM

View PostEisenhorne, on 03 September 2013 - 03:39 PM, said:

Oh god... don't touch the UAC's ;)


Better trot out the doll so UACs can show us where PGI touched them.

#433 Carl Wrede

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Posted 03 October 2013 - 02:46 AM

Sadly i could never come to grips with the new gauss firing mechanic, its just to unintuitive and annoying so i have to say farewell to my most beloved weapon and remove it from all mechs.

RIP Gauss Rifle 2013 ;)

#434 Dirkdaring

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Posted 05 October 2013 - 02:14 PM

View PostShadowMaw, on 29 September 2013 - 04:35 PM, said:

I have to say I do not like the charge on the gauss. If it was your intent to have some players stop using the weapon you have succeeded.


I tried again last night and gave up in utter disgust. My 2xGauss K2 was a light mech killer. Now I can't hit them at all, the charge up totally negates the split second needed shot when lights pop in and out of view. I shelved my K2. Had a 1.35 KDR in it in 399 games. Maybe I'll do 1 more to make it 400. :)

Just plain bad mechanics on PGIs part, and horrible implementation.

Edited by Dirkdaring, 05 October 2013 - 02:16 PM.


#435 No7

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Posted 07 October 2013 - 02:29 AM

Yep, horrible mechanics.

Everyone and their grandmother have moved on to other ballistic weapons.

R.I.P Gauss, you were great and we had a lot of fun together.
Rust in peace.

7

#436 Simbacca

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Posted 08 October 2013 - 08:15 AM

View PostNo7, on 07 October 2013 - 02:29 AM, said:

Yep, horrible mechanics.

Everyone and their grandmother have moved on to other ballistic weapons.

R.I.P Gauss, you were great and we had a lot of fun together.
Rust in peace.

7

So very true.

#437 ShadowbaneX

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Posted 08 October 2013 - 09:30 AM

They still need to reduce the cool-down time to compensate for the extra time it takes to charge up the weapon.

#438 Lupus Aurelius

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Posted 08 October 2013 - 01:02 PM

If they are going to keep this inane mechanic (R. Bollocks, P. Inureye) then a lot has to change. Increase the firing time once charged from 1.25 to 2 seconds, and capacitor explosion only when it is charged up, maybe even a little more health. It was stupid to begin with, and it's only purpose was to eliminate synergy between the Gauss and the ERPPC/PPC.

That could have been done by just altering the firing time, and leaving everything else the same as it was, including the travel speed of the projectile. For that matter, keeping a 300m/s difference between the ERPPC/PPC and the Guass would have done that as well, because you would have to lead each weapon differently when trying to hit a moving target at range.

As far as non-moving targets, if you are standing in the open and not moving, you deserve to be headshotted.

#439 Karl Streiger

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Posted 15 October 2013 - 01:18 AM

View PostLupus Aurelius, on 08 October 2013 - 01:02 PM, said:

That could have been done by just altering the firing time

I linked them together when the PPC had a cycle time of 3 seconds and the Gauss off 4...had no problems to wait an additional second for making the shot.

But i second that, the charged state should be increased.

I dunno if you can trigger the charge manually like you can controll the flaps.
For example you press the charge key - and the Gauss charges up in 4sec...creating 1-3 heat points per second.
When charged the weapon can explode when hit by weapon fire.
You can fire the weapon at any time you want if charged.

After you fired the gun - you have to charge it manually again.

#440 Namerof

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Posted 19 October 2013 - 02:47 AM

View PostRevorn, on 03 September 2013 - 03:43 PM, said:

Taking a look for the Ligths sounds good to me.

In many Matches i see Ligths scoring 800 dmg and 3-4 Kills, Uhmm... Maybe they are verry talentet and skillfully Pilots, but it looks somewhat wrong to me. Imho.


Once they *ACTUALLY* fix hit detection, I have a feeling lights doing this will be few and far between instead of the standard 400-1200 damage I see them doing on the regular.





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