Edited by Imperius, 04 September 2013 - 01:36 PM.


Gauss Change Yes Or No?
#1
Posted 04 September 2013 - 07:05 AM
#2
Posted 04 September 2013 - 07:06 AM
#3
Posted 04 September 2013 - 07:12 AM
#4
Posted 04 September 2013 - 07:25 AM
#5
Posted 04 September 2013 - 07:38 AM
Regards
#6
Posted 04 September 2013 - 07:44 AM
if i wanted to charge a weapon i'd rather play megaman ...
#8
Posted 04 September 2013 - 07:49 AM
#9
Posted 04 September 2013 - 08:03 AM
#10
Posted 04 September 2013 - 08:07 AM
Although it would be better if the charge can be held longer. Right now it's actually easier to brawl with gauss than to snipe with it.
*Edite - grammar is hard.
Edited by mike29tw, 04 September 2013 - 08:07 AM.
#11
Posted 04 September 2013 - 08:09 AM
#12
Posted 04 September 2013 - 08:09 AM
Andross Deverow, on 04 September 2013 - 07:38 AM, said:
Regards
This is the reason why I don't like Macros because my self and many others knew that they would be used to circumvent game balance features which is cheating. Now I know some one out there will say that macros are lagit but in truth they are not and I hope PGI changes their minds about them. The reason why no one really complains (My self included) about the rapid chain fire macro that you normally see with AC2s and 5s is because it doesn't circumvent any game balancing feature, the reason why PGI put in the .50 second fire delay between two weapons in chain fire mode was more do to netcode/game engine limitations, not because of balance reasons.
The UAC macro is in fact a cheat as it prevents 95% of jams from occurring by firing the gun at its lowest jam percentage point. I have used a UAC macro, but before using it, I tried manually timing my shots first. Each game I have my UAC weapons jam about 6 to 10 times per game for 10 games. I then used it with a macro and my UAC weapons only jammed 4 or 5 times over a course of 10 games.
Sure you can manually alpha Gauss and PPCs still manually by trying to get the timing down by having the weapons in 2 different groups but it is cumbersom and unreliable. As it should be which is the whole point of having the Gauss charge up mechanic in the first place. But a Gauss macro will circumvent this and making it easy mode because you are bypassing a game balance feature, which is once again cheating the system.
Edited by Coralld, 04 September 2013 - 08:18 AM.
#13
Posted 04 September 2013 - 08:19 AM
#14
Posted 04 September 2013 - 08:19 AM
I can say that last night consisted of a more diverse metagame than the past couple of months.
#15
Posted 04 September 2013 - 08:20 AM
#16
Posted 04 September 2013 - 08:49 AM
I do really like the new sniper nature of the GR, but the weapon need a
* a longer period in which the charge could be hold
* and/or a louder sound to indicate the charging period, and
* a better optic to indicate for the status of the weapon; the Fire group indicator and charge bar is not visible enough, IMHO.
#17
Posted 04 September 2013 - 08:51 AM
That said, I was knocking about in my Atlas that had a gauss rifle, and was able to use the Gauss in close range with slight modification to my behavior and was still fairly effective.
The Gauss is no longer a snap-decision weapon, and of no use with a light other very fast mech in very close quarters - no big deal, that's what laser weaponry is for.
It does take getting used to. I would be curious to see this poll closed, save the results, and try the poll again after a solid week or so of play, and see if the results change. I suspect the changes would be looked upon more favorably as people get some time to acclimate themselves to the mechanic and its application.
#18
Posted 04 September 2013 - 09:10 AM
The projectile speed increase was a good boost to the gauss.
The intent of the charge mechanic was to delink them from PPCs, substantially.
I've argued for a long time that the charge mechanic would be a better balance for the PPC - particularly once the Clan version comes along and it's a gauss rifle for a fraction of the tonnage and space investment.
The charge mechanic for the Gauss makes zero real-world sense. That is the recycle of the weapon. There's no human-scale firing delay necessary (microseconds to isolate the capacitors and the coil from the charging circuitry).
On the other hand - particle accelerators usually take a while to feed into a synchrotron holding pattern before accelerating the whole batch.
A weaponized particle cannon is likely to use an array of synchrotrons that feed into a single beam for laser-injected plasma wakefield acceleration (a few centimeters of plasma wakefield acceleration can accomplish what over 300 meters of RF synchrotrons can accomplish).
But charging such a weapon will take time and heat.
#19
Posted 04 September 2013 - 09:28 AM
#20
Posted 04 September 2013 - 09:28 AM
Andross Deverow, on 04 September 2013 - 07:38 AM, said:
I wish PGI would warn everyone that macros will not be acceptable once UI 2.0 drops. Oh, I can hear the "skill player's'" wailing lamentations, taste the bittersweet "pro" tears...
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