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About Gauss And Moving Forward - Feedback


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#361 Mudhutwarrior

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Posted 09 September 2013 - 08:29 AM

I am just not spending another dime on this game. I bought a CTF and Equipped Gauss wanting to gain some experience. Played a match and had to leave. Come back that afternoon and the patch was in and after 30 or so matches not getting the hang of it I gave up. It may be simple for some but not all of us and it seems for us average or new players the curve gets steeper and steeper. You put us out there to deal with coordinated teams pug stomping and the exploit teams with nothing and now we cant earn to build anymore so we have to buy MC. Your expecting some increase in earnings I assume but out of 8 people I got to join 8 left for the reasons mentioned above. I have boiled it down to two reasons you guys are doing this. Your just really that stupid in a business sense or your just trying to rip off and many as you can while you can.

Now here comes the UAC5 nerf. Sorry I am done after that. Hope you can live on the Pro players because us casual gamers are sick of it.

#362 Lightfoot

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Posted 09 September 2013 - 09:21 AM

I am using an Orion so it dies pretty quick to all the UAC-5's, but this gives me time to look around untill I find someone with a Gauss Rifle to observe.

What I see is ammo counters never changing and some players that have never fired their Gauss Rifles once the entire match!!! I was just observing one player who had a Gauss Rifle, 3 MLAS, and 4 MG's. They were in a fire-fight at 500 meters verus a mech perched on a ridge, motionless. They fired their lasers which were about useless at 500 meters, but the Gauss ammo count remained at 30 rounds. So they never fired it once over a 10 minute match. I guess they couldn't make it work?

Anyway, you folks at PGI should just admit it was a bad idea for the general population of MWO players and go with something else. The classic weakness for the Gauss is a longer recharge and this is fair to everyone. One or two seconds added recharge time should do fine as a drawback, it already has the lowest DPS for it's payload size of any ballistic.

#363 DevilCrayon

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Posted 09 September 2013 - 11:22 AM

I think a longer time for the held-charge would be good. Also, it would be convenient if it would automatically begin charging again after discharge.

#364 Kargarok

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Posted 09 September 2013 - 12:57 PM

Definitely need a longer discharge time/firing window. As a sniper I want to charge up hold my shot for as long as possible to get that perfect shot off. As it stands now, I can't do that. The 1.25 seconds goes by so fast, I am often missing the chance to shoot as the mech stomps on through the gap I was trying to cover. I'm not going to say the guass is useless now but it's not a very good sniping weapon.

#365 Popsmosher

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Posted 09 September 2013 - 01:45 PM

The gauss is great!!!!!!

#366 Simbacca

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Posted 09 September 2013 - 03:39 PM

Like others not a fan of the Gauss changes. The mechanic hurts lighter mechs such as the Hunchback and the Dragon. There are better ways of dealing with the 2 x PPC+1 Gauss complaint that some players have.

#367 Steven McWayne

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Posted 09 September 2013 - 04:53 PM

UAC's are fine now. They still jam a lot and single used they're decent, like on a Hunchback.
You only have a issue if you par them from 2 or more and/or using macros to abuse the "not jamming" system.
Also cool would be a targeting system that makes it harder to hit the hotter the mech are, same as jumping.

#368 h0wl

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Posted 09 September 2013 - 05:22 PM

Quite simply, the game is less fun with this mod, not more.

#369 Haitchpeasauce

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Posted 09 September 2013 - 05:39 PM

This change makes it possible to snipe at slower moving targets that stay in the open for extended periods of time.

In other words, the Gauss Rifle is not an effective sniper weapon. Most sniping opportunities are lost thanks to this mechanic.

Edited by Haitchpeasauce, 09 September 2013 - 05:44 PM.


#370 Bhael Fire

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Posted 09 September 2013 - 07:08 PM

After testing it out for while, I've come to the conclusion that really all this change did was make it so that new and inexperienced players can't use the weapon effectively. If this was the intended goal, then mission accomplished.

I don't mind the charge-up time, as much as the fact the charge dissipates too quickly. That and the fact that the weapon now has an additional 0.75 seconds of downtime (essentially a 4.75 second cooldown). So, increase the charge-hold to 4 seconds (i.e., about the same as "holding your breath" in other games with sniper mechanics) and reduce cooldown to 3.25 seconds (to compensate for the 0.75 charge-up time) then the weapon should be good. Oh...also, the charge up sound is way too quiet. Please add a visual indicator on the aiming reticle that lets the player know when the Gauss is charged. THEN it should be good.

OR just get rid of this charge up silliness and find a more user-friendly way to balance the weapon. ;)

Edited by Bhael Fire, 09 September 2013 - 07:15 PM.


#371 Zinitiate

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Posted 10 September 2013 - 03:54 AM

Please fix the gauss rifle. I'm not one to complain very much, in fact this is the only time I've had any real problem with the game. I never complained with the changes in damage and heat for various weapons, I just got used to it, but the change for the gauss rifle is just too severe.

I find that the firing delay has the opposite effect than what was intended. Most snipers only pop out for a second to take a shot before going back into cover, and the firing delay prevents almost every opportunity to shoot back during that small window. It makes sense just to use multiple PPC's for sniping now since there is no delay, and you can do more damage.

Not only that, but it's an even more effective brawler now. In most short to medium range engagements, the mech's just circle each other with no real cover in between, so it's incredibly east to time your shots which will propably never miss due to the projectile speed buff.

Also I take issue with the decision to put the firing delay on the gauss rifle instead of the PPC's. Most of my builds don't even use PPC's, just a single gauss rifle. It doesn't stand to reason that I should forced to relearn to use most of my builds, when none of them contributed to the PPC/gauss meta at all. Wouldn't it make more sense to put the delay on the PPC's, since they were the weapons that were broken? Or perhaps do away with firing delay all together, and just implement some sort of 'chain fire' only on build that are running both PPC and gauss, and leave builds that are running a single gauss rifle alone.

#372 Curccu

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Posted 10 September 2013 - 04:15 AM

View PostSteven McWayne, on 09 September 2013 - 04:53 PM, said:

UAC's are fine now. They still jam a lot and single used they're decent, like on a Hunchback.
You only have a issue if you par them from 2 or more and/or using macros to abuse the "not jamming" system.
Also cool would be a targeting system that makes it harder to hit the hotter the mech are, same as jumping.

You don't need any macros to annihilate any mech in the game in seconds with multiple(3) UAC5s atm. 15% jam rate is just too low.

#373 Violent Tendencies

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Posted 10 September 2013 - 05:07 AM

To all those unhappy with the gauss penalty, the best way to express your displeasure is by asking for a refund. The only way youll get their attention is by spending your money elsewhere. When I cancelled my overlord and saber packages, this is the ridiculous response they sent regarding the gauss penalty:

"...With some practice, the Gauss Rifle can be even deadlier than it used to be. The design change intention was to make an interesting difference, as too many weapons in the game were too simplistic in their point and click usage. It is entirely possible to fire the Gauss Rifle at the same time as your other weapons, though it requires preparation and additional effort to pull it off consistently..."


Unbelievable.

#374 Tombstoner

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Posted 10 September 2013 - 05:42 AM

You need to spend time on things that fundamentally addresses things like survivability and balance. you never modeled the interactions between mech size,speed, hit location frequency. mechs need armor coefficients to account for this, but your too focused on taking the easy road.

PPC's are energy based versions of Gauss rifles. Gauss rifles are ammo based versions of ppc's. it makes more sense to have the charge time on the ppc. but the gauss has low heat and heat neutral mech's are bad.... face palm.

#375 MustrumRidcully

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Posted 10 September 2013 - 06:24 AM

Anyone ever tried to use a Gauss Rifle together with, say 2 ER LLs and an LRM... And compared that to using 2 Gauss Rifles, or using 1 Gauss and 1-2 PPCs?

Special snowflake mechanics make mixed weapon builds harder to use and even less likely to happen.

#376 Dr Herbert West

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Posted 10 September 2013 - 07:20 AM

View PostMustrumRidcully, on 10 September 2013 - 06:24 AM, said:

Anyone ever tried to use a Gauss Rifle together with, say 2 ER LLs and an LRM... And compared that to using 2 Gauss Rifles, or using 1 Gauss and 1-2 PPCs?

Special snowflake mechanics make mixed weapon builds harder to use and even less likely to happen.


This. A thousand times this. Until GR is changed, GRs will only be useful on 2xGR configs ...

... at least until Ghost Heat 3: Ghost Heat Harder is introduced, and 2xGR gets 60 points of ghost heat.

#377 Rashkae

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Posted 10 September 2013 - 09:04 AM

View PostZinitiate, on 10 September 2013 - 03:54 AM, said:


I find that the firing delay has the opposite effect than what was intended. Most snipers only pop out for a second to take a shot before going back into cover, and the firing delay prevents almost every opportunity to shoot back during that small window. It makes sense just to use multiple PPC's for sniping now since there is no delay, and you can do more damage.



THIS. This is totally right. The Gauss Rifle tweaks were meant to make it more of a sniper weapon, but it's turned it into a sniper's nightmare.

#378 Zinitiate

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Posted 10 September 2013 - 10:37 AM

View PostViolent Tendencies, on 10 September 2013 - 05:07 AM, said:

"...With some practice, the Gauss Rifle can be even deadlier than it used to be. The design change intention was to make an interesting difference, as too many weapons in the game were too simplistic in their point and click usage. It is entirely possible to fire the Gauss Rifle at the same time as your other weapons, though it requires preparation and additional effort to pull it off consistently..."


Unbelievable.


"...too simplistic in their point and click usage."

Haha, what's next? Typing in the konami code to use a TAG?

#379 Astrolux

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Posted 10 September 2013 - 10:55 AM

If you could make it so the Gauss Rifle would start to charge at the end of the recycle timer if I press hold and the fire button during the recycle timer that would be awesome and I would be much more okay with the Gauss Rifle change. Currently it feels awkward.

#380 Delta503rd

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Posted 10 September 2013 - 12:50 PM

INRE: "...the Gauss is still usable at short range ..." Really? Do you people actually play this game? I bought the "hero" Highlander when I started. Against a Jenner I felt I had about an even chance (I may not be the best pilot in the world). Now that the Gauss is a luck shot at best, once a Jenner gets inside 180m I'm in big trouble; one on one he has over twice my speed and agility and (discounting the Gauss) he has more firepower. This is the practical side of the change for me - that my "Assault" just became meat for what should be a very wary heavily armed Scout; this does little to "define our roles". Nor do I understand the technological basis of this move - energy weapons can pre-charge and a Gauss (essentially another energy weapon) cannot; is the technology of this age supposed to be THAT backwards? And people like this change??? I been sold junk iron!!! I been cheated!!! Where's my MC??? vent... vent... vent... snivel... snivel... (heavy sigh)





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