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Does A Un-Charged Gauss Still Explode?


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#1 Bishop Steiner

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Posted 04 September 2013 - 10:56 AM

I have not been able to play since the latest patch, and so have not been able to see for myself yet. I have read a lot of the notes, and QQs, and think that overall, while not enamored of the changes, in the hands of a skilled sniper, the delay seems minor, though it does eliminate those snap shots (not entirely a bad thing, as peeking an arm out from cover and getting insta nailed by gauss and PPC all perfectly converged to one location was a little overboard).

But IMO, to be a fair tradeoff, if the Gauss needs that time to charge the capacitors, then it goes to reason that when they are not charged, they would no longer be explosive. IF they are then it's just further penalizing the Gauss instead of balancing it, IMO.

I realize to all the pro-gaming meta-rapists, anything minimizing their ability to stand back and peek or poptart is a horrible crime against humanity, but TBH, I don't tend to care. Learn to actually play the game instead of exploiting Metas.

#2 Drasari

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Posted 04 September 2013 - 10:59 AM

It sure does.

#3 Wintersdark

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Posted 04 September 2013 - 11:04 AM

I would be deeply shocked if it didn't. The whole "charging the capacitors" thing is entirely fluff, this is just a game mechanic. A gauss rifle is considered ammo and explodes as such.

Should it? Shouldn't it? Don't really care.

This is not a Battletech Physics Simulation, which is a very good thing because Battletech is (despite my endearing love) in no way whatsoever grounded in rational physics.

#4 Belorion

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Posted 04 September 2013 - 11:20 AM

Primed charge to full charge... still a reason to explode when not fully charged.

#5 Clit Beastwood

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Posted 04 September 2013 - 01:06 PM

View PostBishop Steiner, on 04 September 2013 - 10:56 AM, said:

I have not been able to play since the latest patch, and so have not been able to see for myself yet. I have read a lot of the notes, and QQs, and think that overall, while not enamored of the changes, in the hands of a skilled sniper, the delay seems minor, though it does eliminate those snap shots (not entirely a bad thing, as peeking an arm out from cover and getting insta nailed by gauss and PPC all perfectly converged to one location was a little overboard).

But IMO, to be a fair tradeoff, if the Gauss needs that time to charge the capacitors, then it goes to reason that when they are not charged, they would no longer be explosive. IF they are then it's just further penalizing the Gauss instead of balancing it, IMO.

I realize to all the pro-gaming meta-rapists, anything minimizing their ability to stand back and peek or poptart is a horrible crime against humanity, but TBH, I don't tend to care. Learn to actually play the game instead of exploiting Metas.


I must thumbs up for a great question. Posted Image

#6 Iskareot

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Posted 04 September 2013 - 01:47 PM

lol so having some of the realistic hinders is ok, but the bonuses.. are not. lol why do I see this reasoning at all.??? lol... Either do it right all the way through or don't do it at all. The ammo (why there is ammo is silly) its more like a laser that charges really. The whole thing kinda skewed now really

#7 Clit Beastwood

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Posted 04 September 2013 - 03:00 PM

View PostIskareot, on 04 September 2013 - 01:47 PM, said:

lol so having some of the realistic hinders is ok, but the bonuses.. are not. lol why do I see this reasoning at all.??? lol... Either do it right all the way through or don't do it at all. The ammo (why there is ammo is silly) its more like a laser that charges really. The whole thing kinda skewed now really


I'm not sure I follow you? A gauss rifle uses magnets to propel a metal slug - that's ammo...?
Can you clarify? I think I might not be properly understanding what you mean.

#8 IceCase88

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Posted 04 September 2013 - 03:19 PM

I agree with Bishop. The Gauss rifle should not explode when hit now since it does not hold a constant charge in the capacitors until it is about to be fired. It is really just stupid that the weapon has to charge up since the actual cooldown would be the charge up period. So essentially, you have 2 cooldown periods and that is only if are able to discharge your shot within the 1.25 seconds. Just plan stupid. Now if you said the ER/PPC should have a charge up period I might understand a bit. Since PGI is making up weapon new weapons characteristics why not just lower the hit points of the ER/PPCs and make them explode when destroyed like the Gauss. Also, make the destruction of the weapon systems destroy the entire location on the mech it is located. For example, take a CTF-3D 2 ERPPC (LA/RA) and Gauss (RT). The 3D takes a crit hit to the ERPPC in the LA and gets destroyed causing the whole LA to blow off. The 3D takes a crit hit to the Gauss in the RT causing the RT torso and subsequently the RA to be destroyed. These changes would really make more sense and make using these weapons a feast or famine situation. You get the benefit of high pinpoint damage but your mech is a walking bomb. Especially since you most likely need an XL engine to make the setup work. What do you think PGI?

#9 kilgor

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Posted 07 September 2013 - 09:19 PM

Advanced BT rules allow the Gauss to be powered down. I think the charge up period is a little ridiculous. I can understand if it takes up to half a second from when you fire before it launches as it has to build up speed. The PPCs would have been the things I would have imagined would have a charge build up before firing. But, then again, I also thing the UAC/5s should fire just like an AC/5 unless double tapped, then if they jam, they are out the rest of the match, just like in Battletech.

#10 Hans Von Lohman

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Posted 08 September 2013 - 09:32 AM

The "charge up" mechanic is actually the "hold breath" mechanic used in sniper rifles in other shooter games.

FYI, the Gauss Rifle actually has a minimum range in the table top game. It isn't intended to be used at close range.

After I remembered that bit of information I was less inclined to act childish about this and actually thought the change to Gauss was a good idea.

However, I do want the time while holding full charge to be longer. 1 second is a bit short for my taste.

#11 Morhadel

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Posted 08 September 2013 - 09:43 AM

In the Lore, there is no firing delay because the weapon charges the capacitors during the reload time.

The Minimum range gave you a penalty to hit if you where under the minimum range, because the IS version is hard to aim. at close range.

This charge mechanic removes all reasons for the Gauss to explode unless its hit while your holding down your fire button.

It will be interesting how they implement the Clan Gauss, as there is no minimum range with it.

Edited by Morhadel, 08 September 2013 - 09:44 AM.


#12 TheMadTypist

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Posted 08 September 2013 - 02:19 PM

The Gauss explodes because its ammo doesn't. One of the drawbacks of ballistics is that you're carrying explosive munitions around inside your 'mech, and the Gauss only has solid slugs to propel. Instead, it explodes for ~20 damage (instead of dealing the whole remainder of damage left in the exploding ammo).

The only reason this is a special downside in MWO is because you can't hide your exploding Gauss in your legs, although as far as I know, Gauss rifles cannot be detonated by staying at high heat for too long like standard AC munitions can. It's an irritatingly fiddly mechanic but not something worth removing a downside of the weapon-family it hails from.

I do think charge should take less time (.5 instead of .75 seconds) and be held for longer (1.5 instead of 1.25 seconds) to make it feel more fluid though.





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