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About Gauss And Moving Forward - Feedback


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#81 Hellcat420

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Posted 03 September 2013 - 05:18 PM

View PostWintersdark, on 03 September 2013 - 05:16 PM, said:

of course not. But YOU understand that the current Ultra mechanic is shooting twice at an already decreases cycle speed as combated 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.


well thats the whole point of the uac20. not sure why anything is wrong with that.

#82 Kosmonaut

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Posted 03 September 2013 - 05:18 PM

We still have ghost heat and 3pv. We don't need endless nerfs to the most popular weapons, we need buffs to the other weapons to bring them in line. This is already looking a bit overmuch for PPCs--no damage whatsoever within 90m? Just have the field inhibitors cut damage proportionally to the target's proximity or something--and I'm afraid the same approach is going to be taken to UACs. The addition of a tutorial is very nice and hopefully a sign of more to come, but I'd have thought that with this update we'd have eliminated the need for the incredibly abusable 3pv (I understand some people may disagree but they probably haven't been using it to peek over obstacles and feed their team intel like I have. Trust me, it's fun and easy and it matters not a bit that the drone gives my position away when I can call it back and move behind cover to a new position). I think this is a step in the right direction for the most part but we've got two elephants in the room and they both got a little bigger.

#83 DocBach

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Posted 03 September 2013 - 05:22 PM

View PostHellcat420, on 03 September 2013 - 05:18 PM, said:


well thats the whole point of the uac20. not sure why anything is wrong with that.
ultra AC's in the source material are balanced with a simulated cone of fire where each shot in the burst hit a different location. Having a gun which puts 40 damage into one hole at the same time was deemed counterproductive to gameplay resulting in the ghost heat mechanic.

#84 VikingN1nja

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Posted 03 September 2013 - 05:23 PM

View PostWintersdark, on 03 September 2013 - 05:18 PM, said:

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.


Why should I stop trying to brawl i effectively have up to now there was nothing wrong with the gauss.

Edited by omegaorgun, 03 September 2013 - 05:30 PM.


#85 Hellcat420

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Posted 03 September 2013 - 05:27 PM

View PostDocBach, on 03 September 2013 - 05:22 PM, said:

ultra AC's in the source material are balanced with a simulated cone of fire where each shot in the burst hit a different location. Having a gun which puts 40 damage into one hole at the same time was deemed counterproductive to gameplay resulting in the ghost heat mechanic.

ghost heat was to prevent weapon stacking(boating), not pinpoint damage.

Edited by Hellcat420, 03 September 2013 - 05:29 PM.


#86 ManDaisy

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Posted 03 September 2013 - 05:27 PM

Please for the love of god give flamers more range!

Edited by ManDaisy, 03 September 2013 - 05:30 PM.


#87 DocBach

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Posted 03 September 2013 - 05:29 PM

View PostHellcat420, on 03 September 2013 - 05:27 PM, said:

ghost heat was to prevent weapon stacking, not pinpoint damage.
I wonder why people would stack a bunch of the same weapons together?

#88 Victor Morson

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Posted 03 September 2013 - 05:30 PM

View PostGrey Black, on 03 September 2013 - 03:12 PM, said:

Wait, I don't understand this. We have a dev post detailing why changes were made in a timely fashion addressing community concerns. There's no fire or brimstone or levitating swine.... I'm confused and happy about this.


I took am confused by an all-positive patch, to be honest. None the less, this is the best patch we've had in several months.

#89 VikingN1nja

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Posted 03 September 2013 - 05:31 PM

Gauss as it was, wasn't as effective up close as a AC20 now it's BS!

#90 Mechsniper

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Posted 03 September 2013 - 05:34 PM

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


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.


Sorry {Noble MechWarrior}, but the randomness of tabletop was to simulate skill and movement of both mechs over varying terrain. The varying terrain and movement of the mechs and skill of the operator are already here so your proposed double nerf would further screw things up. And the lore is NOT going to hash with a firing delay that is already in cooldown and a charge that magically disappears from a capacitor in .5 seconds(my measured time of hot weapon in actual use). It also goes against common sense. FURTHER show me a prior MechWarrior title where things were as you proposed. You can't. I played them back when they were released including the NES and NES games. NEVER did gauss work this way, or was the ERPPC a shutdown from firing so few. Only PGI is responsible for ignoring hard point limitations and trying to "fix" the problems this creates.

#91 Roadbeer

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Posted 03 September 2013 - 05:34 PM

View PostSatorii, on 03 September 2013 - 05:28 PM, said:

[Words]


You mean in a Universe where legs make more sense than wheels?

#92 Mechsniper

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Posted 03 September 2013 - 05:36 PM

Like this one where the military is starting to look toward legs. See big dog pack robot via google.

#93 aseth

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Posted 03 September 2013 - 05:36 PM

I'm sort of terrified what you're planning to do with the UAC/5. That's currently a pretty enjoyable weapon, so I'm not looking forward to flavor tweaks to it.

Edit: Though I suppose with larger UAC's coming down the pipe, it can't remain a rapid fire AC.

Edited by aseth, 03 September 2013 - 05:39 PM.


#94 Wintersdark

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Posted 03 September 2013 - 05:36 PM

View PostHellcat420, on 03 September 2013 - 05:18 PM, said:


well thats the whole point of the uac20. not sure why anything is wrong with that.
because it would become a ruinous weapon effectively oneshotting mechs left and right? It be like the ac40 jag but in a single ballistic hard point. What happens when people take two?

#95 Hellcat420

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Posted 03 September 2013 - 05:41 PM

View PostWintersdark, on 03 September 2013 - 05:36 PM, said:

because it would become a ruinous weapon effectively oneshotting mechs left and right? It be like the ac40 jag but in a single ballistic hard point. What happens when people take two?

they wont be one shotting anyone, that is a ridiculous statement. and if you are worried about people taking two, ***** about the mechlab, that is where most of the problems with the game stem from.

#96 KharnZor

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Posted 03 September 2013 - 05:42 PM

Pls dont hurt the UAC5 Paul. Its done nothing to deserve it.

#97 Moku

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Posted 03 September 2013 - 05:45 PM

Now we got to dedicate a separate button to be able to shoot the gauss? If you wanted a delay just add in a delay instead of having to play button games. Stop breaking things that don't need to be changed.

#98 x4vn

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Posted 03 September 2013 - 05:47 PM

Awesome

#99 keith

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Posted 03 September 2013 - 05:48 PM

i would like to see the devs snipe lights moving 151 kph with the new guass. 2 sec is not enough time to track light properly. the man who brought us ghost heat knows best. <S>

#100 R5D4

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Posted 03 September 2013 - 05:48 PM

View PostRoadbeer, on 03 September 2013 - 05:34 PM, said:


You mean in a Universe where legs make more sense than wheels?



"Most man-made vehicles today travel on wheels and for good reason: wheels are much easier to construct and control. In today’s economy, they also tend to be much cheaper than their legged counterparts. However legs have distinct advantages over wheels. The biggest advantage is in transversability and efficiency. Legged robots have a unique ability to:
  • Isolate their body from terrain irregularities
  • Avoid undesirable footholds
  • Regulate their stability
  • Achieve energy efficiency
These advantages are very desirable in modern robotics, and therefore a lot of research is being put into creating robots that can walk. The most challenging task in designing a legged robot is to create a system that can generate the proper gait."


Just saying...

http://en.wikibooks...._Robots/Walkers

As for the patch; I'm giving Gauss a week and if I can't get my head around this...change...then I'm switching out to AC/10. Let's hope that PGI re-evaluates this change often to see if it's having a detrimental effect on Gauss usage.

Edited by R5D4, 03 September 2013 - 05:50 PM.






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