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Gauss Change Yes Or No?


205 replies to this topic

Poll: Do you like the gauss change? (497 member(s) have cast votes)

Do you like the gauss change?

  1. Voted Yes (220 votes [41.98%] - View)

    Percentage of vote: 41.98%

  2. No (241 votes [45.99%] - View)

    Percentage of vote: 45.99%

  3. Voted I'm ok with the charge if the charge held time is increased (63 votes [12.02%] - View)

    Percentage of vote: 12.02%

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#1 Imperius

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Posted 04 September 2013 - 07:05 AM

I personally think the gauss was balanced before, and now the weapon is clunky it doesn't even hold the charge long enough to aim a little. It was fine blowing off your mech if you tried to brawl with it. If they are going to keep the charge then they at least need to increase the charge hold time to at least 10 seconds.

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


#2 Joseph Mallan

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Posted 04 September 2013 - 07:06 AM

I don't like 'em, but so far I don't hate 'em either.

#3 Cycleboy

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Posted 04 September 2013 - 07:12 AM

Someone mentioned in another post about the reason Gauss explode is because of the capacitor discharge if they are damaged. I would have preferred a 0.2sec firing delay with a nice *Whoop... BAM!* sound... capacitor discharge into the mag-coils, then hypersonic launch of the projectile. Would make more sense to me... although much easier to macro a total fire delay in a group. But at least you'd need a longer time on target, or keep leading, not just snap shot.

#4 Coralld

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Posted 04 September 2013 - 07:25 AM

I don't have a problem with it, true the charge mechanic takes some getting use to and I would agree the holding charge duration should be increased from 1.25 to a full 2 secs, but I have to admit, the increase in Gauss projectile speed is nearly doubled and is really sweet. Hell, I manage to leg a Spider with it thanks to the projectile speed increase and slightly better hit detection which is a win in my book.

#5 Andross Deverow

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Posted 04 September 2013 - 07:38 AM

Macro can fix the issue too easily. Just have to set that .75 seconds or whatnot then pow gauss and ppc both go off and hit pinpointed area of the target. I never cared for the weapon much in the first place, used on only 2 chassis. Just replaces them with other weapons. Cant say I hate the way gauss works now but definitely cant say I like it either. I voted no simply due to the wonky-ness of the hold and fire with such a short window to release and fire.

Regards

#6 PR0F35510NAL

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Posted 04 September 2013 - 07:44 AM

uninstalling this game. totally **** it up.

if i wanted to charge a weapon i'd rather play megaman ...

#7 Andross Deverow

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Posted 04 September 2013 - 07:48 AM

View PostPR0F35510NAL, on 04 September 2013 - 07:44 AM, said:

uninstalling this game. totally **** it up.

if i wanted to charge a weapon i'd rather play megaman ...


Buh bye.. sorry things didnt work out.

Regards

#8 Escef

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Posted 04 September 2013 - 07:49 AM

I don't mind the charge, but I find it very difficult to properly line up a shot against a moving target before I lose charge. And worse, it doesn't recharge unless I release the trigger and start again, instead of recycling. Can we turn the reticule green instead of the box?

#9 Vulkur

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Posted 04 September 2013 - 08:03 AM

I didn't dislike the old gauss, but I like the new one. Anything to give each weapon a unique flavor without deviating (too far) from the TT source material is a good thing. Having a capacitor display in the HUD would be nice, and perhaps a louder charge up sound...

#10 mike29tw

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Posted 04 September 2013 - 08:07 AM

It's alright. It gives Gauss a characteristic of its own that involves player interaction rather than randomness(cough...UAC5...).

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 Mehlan

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Posted 04 September 2013 - 08:09 AM

Don't like it...... extend the charge life, or change it. Scale the heat the longer the charge is held...

#12 Coralld

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Posted 04 September 2013 - 08:09 AM

View PostAndross Deverow, on 04 September 2013 - 07:38 AM, said:

Macro can fix the issue too easily. Just have to set that .75 seconds or whatnot then pow gauss and ppc both go off and hit pinpointed area of the target. I never cared for the weapon much in the first place, used on only 2 chassis. Just replaces them with other weapons. Cant say I hate the way gauss works now but definitely cant say I like it either. I voted no simply due to the wonky-ness of the hold and fire with such a short window to release and fire.

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 Cylian

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Posted 04 September 2013 - 08:19 AM

While it is an interesting change, it's just doesn't fit into the rest of the weapon mechanics.

#14 StalaggtIKE

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Posted 04 September 2013 - 08:19 AM

Originally I was against the idea. Now that I've actually used it, I like it. It gives the GR character while allowing it to do well for sniping, especially in tangent with the improved zoom module. I would like to see a longer charged time before having to recharge, louder sound and more dimming of internal lights while charging.

I can say that last night consisted of a more diverse metagame than the past couple of months.

#15 Malleus011

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Posted 04 September 2013 - 08:20 AM

It's awkward to use and confuses the heck out of new players.

#16 Demos

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Posted 04 September 2013 - 08:49 AM

Voted 'No'.
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 Murphy7

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Posted 04 September 2013 - 08:51 AM

I voted "YES" because while I am not thrilled with the charge up mechanic, it is a price I am willing to pay for the increased projectile speed, which both feels more correct for the Gauss round and makes it easier to hit with at longer ranges.

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 Aim64C

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Posted 04 September 2013 - 09:10 AM

It's a mixed bag, honestly.

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 Spheroid

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Posted 04 September 2013 - 09:28 AM

Terrible, terrible change. My gauss Jager and Victor-K are now {Scrap}. Nobody wanted this. The range game is dead.

#20 Navy Sixes

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Posted 04 September 2013 - 09:28 AM

View PostAndross Deverow, on 04 September 2013 - 07:38 AM, said:

Macro can fix the issue too easily. Just have to set that .75 seconds or whatnot then pow gauss and ppc both go off and hit pinpointed area of the target.


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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