About Gauss And Moving Forward - Feedback
#361
Posted 09 September 2013 - 08:29 AM
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
Posted 09 September 2013 - 09:21 AM
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
Posted 09 September 2013 - 11:22 AM
#364
Posted 09 September 2013 - 12:57 PM
#365
Posted 09 September 2013 - 01:45 PM
#366
Posted 09 September 2013 - 03:39 PM
#367
Posted 09 September 2013 - 04:53 PM
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
Posted 09 September 2013 - 05:22 PM
#369
Posted 09 September 2013 - 05:39 PM
In other words, the Gauss Rifle is not an effective
Edited by Haitchpeasauce, 09 September 2013 - 05:44 PM.
#370
Posted 09 September 2013 - 07:08 PM
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
Posted 10 September 2013 - 03:54 AM
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
Posted 10 September 2013 - 04:15 AM
Steven McWayne, on 09 September 2013 - 04:53 PM, said:
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
Posted 10 September 2013 - 05:07 AM
"...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
Posted 10 September 2013 - 05:42 AM
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
Posted 10 September 2013 - 06:24 AM
Special snowflake mechanics make mixed weapon builds harder to use and even less likely to happen.
#376
Posted 10 September 2013 - 07:20 AM
MustrumRidcully, on 10 September 2013 - 06:24 AM, said:
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
Posted 10 September 2013 - 09:04 AM
Zinitiate, 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
Posted 10 September 2013 - 10:37 AM
Violent Tendencies, on 10 September 2013 - 05:07 AM, said:
Unbelievable.
"...too simplistic in their point and click usage."
Haha, what's next? Typing in the konami code to use a TAG?
#379
Posted 10 September 2013 - 10:55 AM
#380
Posted 10 September 2013 - 12:50 PM
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