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About Gauss And Moving Forward - Feedback


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#61 Hellcat420

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Posted 03 September 2013 - 04:58 PM

View PostDocBach, on 03 September 2013 - 04:45 PM, said:

will they be fine when uac10s and uac20s launch? Maybe a little foresight to consider when adjusting uac mechanics.


yes they will be fine when the larger uac are released. they are not going to magically be weaker because some larger guns are added to the game.

#62 Tadferd

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Posted 03 September 2013 - 05:01 PM

It's taking some getting used to, but overall I like this change.

Thanks for the posts on this before and after the patch. It's much appreciated.

#63 DocBach

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Posted 03 September 2013 - 05:03 PM

So weapons with the rate of fire of ultra ac's capable of putting heavy damage rounds at a high rate of fire into the same hole doesn't sound like a potential problem to you?

#64 Name140704

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Posted 03 September 2013 - 05:07 PM

I like this patch. Nice work guys <_<

#65 Wintersdark

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Posted 03 September 2013 - 05:07 PM

View PostHellcat420, on 03 September 2013 - 04:58 PM, said:


yes they will be fine when the larger uac are released. they are not going to magically be weaker because some larger guns are added to the game.
You misunderstand him. Its not that the uac5 will be magically weakened by larger versions, its that larger versions could be grossly overpowered.

As it stands, the uac5 is vastly superior to the ac5 for just a single slot/ton more. A uac10 would do damage comparable to an ac20, and a uac20 would do damage comparable to a pair of 20's.

The jam mechanic is a bit of a red herring. It just means you burst/evade/burst/evade. Its not a really good system, because its just a dice roll between absurdly high DPS and high DPS.

Its OK with just the ac5/uac5... Not so much with others.

#66 Hellcat420

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Posted 03 September 2013 - 05:07 PM

View PostDocBach, on 03 September 2013 - 05:03 PM, said:

So weapons with the rate of fire of ultra ac's capable of putting heavy damage rounds at a high rate of fire into the same hole doesn't sound like a potential problem to you?


no more of a problem than the innersphere omnimechs we are currently using.

#67 MnDragon

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Posted 03 September 2013 - 05:08 PM

View PostHelsbane, on 03 September 2013 - 03:32 PM, said:

The charge mechanic added to the gauss rifle did absolutely nothing. All I have to do is lift my middle finger while pressing my index finger. It's a simple finger rolling action. My ERPPCs and Gauss are still firing together, just as they always have. Basically, it did NOTHING to uncouple them aside from make me prep for targets by a fraction of a second instead of twitch shooting with them. If anything it helped me take a split second the get my lead right for targets at range, making my 2xERPPC / Gauss build even more accurate. It didn't even affect my jump sniping. Charge on the way up, let off the jump jets, then the gauss trigger.

It did EXACTLY what it was intended to do...put snipers back out at sniping distance. Yes you can totally do exactly the same thing that you did before at 1000m. Buuuuttt now when that light is circle strafing you at FACEHUGCON 1, try to do the finger rolly thingy and actually hit him. Hope you packed a few medium lasers with you...

#68 Warge

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Posted 03 September 2013 - 05:08 PM

View PostNiko Snow, on 03 September 2013 - 02:50 PM, said:

the Gauss Rifle is still usable at short range.

Only I see in this words echo of "working as intended" and "we checked: it desn't give significant advantage"?

#69 Wintersdark

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Posted 03 September 2013 - 05:10 PM

Anyways, the gauss rifle is great. As a sniping weapon, it was buffed a lot. The 2km/s projectile speed means its virtually a hits can weapon in most cases, while the delay merged its awesomeness in a brawl appropriately. Gauss+PPC sniping is still brutally effective, but vulnerable at close range. All in all, its good.

Sniping wasn't needed, but snipers in brawling range certainly were.

Excellent patch.

#70 Tsunamisan

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Posted 03 September 2013 - 05:10 PM

Seriously another issue with the moving forward part is that Capping points on conquest take way to long. Even with a cap accelerator it doesn't do anything i can literally sit there for minutes an it wont go down. For a light mech where capping is a valid role they need to cap faster as well as the cap accelerator needs boost to 100% if the cap points are going to stay as they are. Point being no single mech can cap anything in any reasonable amount of time so doing so even in a conquest game is pointless they really need to be re-tweaked so that its more viable for the weight classes that it is designed for like light and mediums.

#71 Hellcat420

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Posted 03 September 2013 - 05:11 PM

View PostWintersdark, on 03 September 2013 - 05:07 PM, said:

You misunderstand him. Its not that the uac5 will be magically weakened by larger versions, its that larger versions could be grossly overpowered.

As it stands, the uac5 is vastly superior to the ac5 for just a single slot/ton more. A uac10 would do damage comparable to an ac20, and a uac20 would do damage comparable to a pair of 20's.

The jam mechanic is a bit of a red herring. It just means you burst/evade/burst/evade. Its not a really good system, because its just a dice roll between absurdly high DPS and high DPS.

Its OK with just the ac5/uac5... Not so much with others.

you do understand that the larger ultras dont fire as fast as uac5's right?

#72 Warge

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Posted 03 September 2013 - 05:12 PM

View PostMnDragon, on 03 September 2013 - 05:08 PM, said:

Buuuuttt now when that light is circle strafing you at FACEHUGCON 1, try to do the finger rolly thingy and actually hit him.

Min distance for Gauss could alse solve this.

#73 Guido

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Posted 03 September 2013 - 05:13 PM

View PostMechsniper, on 03 September 2013 - 04:03 PM, said:

Wow, a lot of PGI {Noble MechWarriors} with 0 loyalty to the games history/cannon. Also a lot with no skill vs snipers, so they are happy to qq and then rejoice when a necessary mode of battlefield warfare is destroyed. Sniper mechs including the 9M and 8Q are now pretty much DOA on the battlefield. The guass is at the moment unusable against lights in close and worthless for targets moving in and out of cover. OH, wait guys, I need to charge my gauss rifle(s). GENIUS! Wait, what? A capacitor that doesn't hold its charge? Doubly genius! I think I'll take a break. I'm out for now. No more $ till' things look better. If ever they do. Right now I feel PGI has thrown us old school fans of MechWarrior under the bus.


I'm sorry, but your argument is invalid. First off, in cannon/lore, only the ER version of PPCs were meant to be sniper weapons (and only marginally so), with PPCs being a thunderbolt-throwing cannon of a weapon covering a similar role to Large Lasers, in the medium distance range. In tabletop ranges were determined largely by accounting for the poor ability of the mech's computer to aim; players do not have to suffer that in this game, allowing the entire PPC family became much more effective as sniper weapons. Gauss rifles, while differing a bit between the TT and novel lore, was either a weapon very rarely used except by clan or had a minimum range that it could cause damage. Since TT's minimum range didn't work well with current knowledge of projectiles, the delay is much more in tune with lore/TT and present day knowledge of the weapon than just allowing it to snap shots off whenever and from whatever distance.

You want this game to be cannon-true? Then ask them to put random range-increasing spread on the weapons fired, so your ability to hit targets at ranges beyond effective range is determined purely by luck, and even more so where you hit them.

#74 TheFuzzyBunny

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Posted 03 September 2013 - 05:14 PM

Good patch. I like it so far. No issues with the Gauss charge rate. No issues with the added Heat to PPC's, I used them before you lowered the heat the first time. Keep on getting it better, don't stop here.

#75 VikingN1nja

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Posted 03 September 2013 - 05:15 PM

Gauss is {Scrap} thanks for destroying my $30+ DOLLAR HGN-HM's ability to brawl! other than that hit detection sucks and rest is good.

#76 DocBach

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Posted 03 September 2013 - 05:15 PM

View PostHellcat420, on 03 September 2013 - 05:11 PM, said:

you do understand that the larger ultras dont fire as fast as uac5's right?
ultras fire two rounds in quick succession... there might be more of a delay between those bursts, but those two shots are going to wreak the kind of damage ghost heat was implemented to mitigate.

#77 Wintersdark

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Posted 03 September 2013 - 05:16 PM

View PostHellcat420, on 03 September 2013 - 05:11 PM, said:

you do understand that the larger ultras dont fire as fast as uac5's right?
of course not. But YOU understand that the current Ultra mechanic is shooting twice at an already decreased cycle time as compared to the base weapon, right?

Thus, a uac20 would fire two 20 point shells in rapid succession, wait slightly less than ac20 cycle time, then do it again? 80 damage in less time than the ac20 does 40, but with chance to jam.

Edited by Wintersdark, 03 September 2013 - 05:20 PM.


#78 Warge

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Posted 03 September 2013 - 05:16 PM

View PostGuido, on 03 September 2013 - 05:13 PM, said:

Then ask them to put random range-increasing spread on the weapons fired, so your ability to hit targets at ranges beyond effective range is determined purely by luck,

I like this idea. <_<

Edited by Warge, 03 September 2013 - 05:19 PM.


#79 ROJ

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Posted 03 September 2013 - 05:17 PM

We would like to see more serious updates and patches like this one, if you want us to optimistic and supportive of this game.. Nice work on this patch, it been quite a while until we saw such significant tweaks to the game.

We would love to see more details about what and when we should be expecting from now until the launch.. We are seriously waiting for updates regarding the status of CW, UI2.0 and all the pending items that we wish to see asap.

Edited by ROJ, 03 September 2013 - 05:19 PM.


#80 Wintersdark

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Posted 03 September 2013 - 05:18 PM

View Postomegaorgun, on 03 September 2013 - 05:15 PM, said:

Gauss is {Scrap} thanks for destroying my $30+ DOLLAR HGN-HM's ability to brawl! other than that hit detection sucks and rest is good.
stop trying to brawl with a gauss rifle. Its a sniper rifle, not a brawling weapon. Take a 10, or a pair of 5's, brawl away.

Mines been brawling just fine with two ac5's.





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