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Gauss Rifle

Weapons

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#261 Khobai

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Posted 13 April 2014 - 12:19 PM

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So all the Gauss desync did was stop mechs with one medium Ballistic slot from competing. Damage-wise it taught players to use 2xAC-5's or 2xUAC-5's which are much more devastating at 600-200 meters than a single Gauss.


Exactly. They didnt need to add a charge-up to Gauss. All they needed to do was give it a long cooldown.

The length of a weapons cooldown should be directly proportional to how much front loaded damage it does. AC20s should have the longest cooldown of any weapon, followed by Gauss, followed by PPCs.

Instead we have this mess of a game where a medium laser has the same cooldown as an AC20 despite the fact the medium laser spreads its damage around like crazy.

#262 Master Maniac

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Posted 13 April 2014 - 12:30 PM

The Gauss Rifle is a powerful, accurate, high-velocity direct fire weapon, and the charge-up adds an extra wrinkle - a layer of difficulty - to its operation that contributes to making it unique. As a long-time Gauss Rifle fanatic, I believe the weapon is just fine where it's at.

Without the change in its mechanics, the Gauss Rifle was nothing more than the clearly-superior version of the AC/20 (faster projectile, more ammo, much much better range). And that's not the idea at all.

View PostKhobai, on 13 April 2014 - 12:19 PM, said:


Exactly. They didnt need to add a charge-up to Gauss. All they needed to do was give it a long cooldown.

The length of a weapons cooldown should be directly proportional to how much front loaded damage it does. AC20s should have the longest cooldown of any weapon, followed by Gauss, followed by PPCs.

Instead we have this mess of a game where a medium laser has the same cooldown as an AC20 despite the fact the medium laser spreads its damage around like crazy.


Ah, "cooldown." The mythical magic bullet of game design that Makes Everything Better ™.

Edited by Master Maniac, 13 April 2014 - 12:31 PM.


#263 Khobai

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Posted 13 April 2014 - 05:55 PM

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Ah, "cooldown." The mythical magic bullet of game design that Makes Everything Better


it does make everything better. because it makes sniping weapons fire slow enough that brawling weapons dominate them again. which is the major problem with the game right now. we dont have a good balance between sniping and brawling because all the sniper weapons fire too quickly.

#264 Master Maniac

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Posted 13 April 2014 - 05:59 PM

View PostKhobai, on 13 April 2014 - 05:55 PM, said:


it does make everything better. because it makes sniping weapons fire slow enough that brawling weapons dominate them again. which is the major problem with the game right now. we dont have a good balance between sniping and brawling because all the sniper weapons fire too quickly.


A weapon does what you use it to do. If you want paper-rock-scissors, go play some mindless MOBA. Mechwarrior has never been, nor should it be, so rigid and uniform in its design.

Imposing an arbitrarily long delay to everything "powerful" is the laziest, most boring game design staple in the history of lazy, boring game design staples. And besides, the Gauss Rifle already requires four seconds between each shot, not counting the charging phase, and that's for a somewhat measly 15 points of damage. Nothing to sneeze at, certainly, but hardly "overwhelming magnum firepower." Don't be pedantic.

#265 GI Journalist

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Posted 14 April 2014 - 08:29 AM

Every time I play with the gauss rifle, it angers me. While perfectly viable as a weapon in a game, I find its current performance to be immersion breaking.

As a MechWarrior I do not want a weapon that does not fire when I pull the trigger and explodes when empty. The trade-offs seem like too much to me. I'll let others make their own decisions.

#266 Dimento Graven

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Posted 14 April 2014 - 08:36 AM

View PostGI Journalist, on 14 April 2014 - 08:29 AM, said:

Every time I play with the gauss rifle, it angers me. While perfectly viable as a weapon in a game, I find its current performance to be immersion breaking.

As a MechWarrior I do not want a weapon that does not fire when I pull the trigger and explodes when empty. The trade-offs seem like too much to me. I'll let others make their own decisions.
Agreed.

Modifying a weapon that already has a LONG reload time to also have a CHARGE time, and NOT decreasing the reload time by the amount of additional charge time is punitive and has a significantly detrimental affect to the weapon's actual in game DPS.

Allowing the weapon to remain explosive in an uncharged state, LET ALONE remain explosive in an UNCHARGABLE (ie: no more gauss rounds) state, is also, overly punitive.

But hey, at least now all the butthurt suktards who like to run out into the open not bothering to stick to cover have switched their hatred to the LRMs now.

There's something to be said for that...

Edited by Dimento Graven, 14 April 2014 - 08:38 AM.






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