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Making Gauss Rifle's Charge Up Time Dynamic?


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Poll: What do you think? (17 member(s) have cast votes)

Do you agree with these suggestions?

  1. Yes (5 votes [29.41%] - View)

    Percentage of vote: 29.41%

  2. No (5 votes [29.41%] - View)

    Percentage of vote: 29.41%

  3. Needs Work (6 votes [35.29%] - View)

    Percentage of vote: 35.29%

  4. Abstain (1 votes [5.88%] - View)

    Percentage of vote: 5.88%

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#1 shellashock

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Posted 21 November 2013 - 08:16 AM

Many people are complaining that the gauss is annoying and difficult to use because of its charge up time. I believe that the gauss could be less annoying if the charge up time was dynamic.

Note: These numbers are just general numbers and would not be final. The following suggestions are my own opinion and I welcome anyone to challenge them to refine my suggestions.

Initial Suggestions:

- The Gauss Rifle can be fired instantly by tapping the fire button. It will have a velocity of 1000 m/s.

- The Gauss Rifle can be charged for up to one second; with an increase of 100 m/s for every .10 seconds you hold it for. Because the charge up time is limited to one second, the maximum speed of the gauss slug would be 2000 m/s (current speed).

- The charge can be held at maximum charge for 1.5 seconds. If you hold the charge for longer then 1.5 seconds, it will release the charge and you will have to recharge again. It might be a good idea to have a .25/.5 second delay between charges.(Discuss)

- This system uses the current hold and release system if you charge and the previous instant fire if you click the fire button immediately.

New Suggestions:

- Dynamic Damage based on charge time. I think that half damage if firing instantly would be too harsh so firing instantly will deal 10 damage if in optimum range. The scale will follow like this:

1000/1100 m/s = 10 damage

1200/1300 m/s = 11 damage

1400/1500 m/s = 12 damage

1600/1700 m/s = 13 damage

1800/1900 m/s = 14 damage

2000 m/s = 15 damage


- There will also be a trade off for damage received when the Gauss Rifle is destroyed. I think that dynamic damage done depending on charge level would be a waste of development time, so it will be one of two values.

The Gauss Rifle is always charged to the point that it can launch the slug at 1000 m/s. This means that even if you are not actively charging or holding a charge, the Gauss Rifle is still able to explode if destroyed. If you are not actively charging or holding a charge, destruction of the Gauss Rifle will deal 10 damage to that location. If you are actively charging or holding a charge, destruction of the Gauss Rifle will deal 20-25 damage to that location. Location is equal to the component the Gauss Rifle is housed in.

- Dynamic Distances based on velocity (and therefore charging time)

1000 m/s = 560 m optimal range, 1680 m maximum range

1100 m/s = 570 m optimal range, 1710 m maximum range

1200 m/s = 580 m optimal range, 1740 m maximum range

1300 m/s = 590 m optimal range, 1770 m maximum range

1400 m/s = 600 m optimal range, 1800 m maximum range

1500 m/s = 610 m optimal range, 1830 m maximum range

1600 m/s = 620 m optimal range, 1860 m maximum range

1700 m/s = 630 m optimal range, 1890 m maximum range

1800 m/s = 640 m optimal range, 1920 m maximum range

1900 m/s = 650 m optimal range, 1950 m maximum range

2000 m/s = 660 m optimal range, 1980 m maximum range

This change combined with the other suggestions will basically make instant firing a gauss rifle like firing an AC 10 for no heat with slightly better range for slightly less speed. Of course it will have trade offs, to make taking an AC 10 worth it, but this could get hairy quickly.


Do you think this would work, or do my suggestions need to be changed or nixed? Comments, refinements, and criticism welcome.

Edited by shellashock, 25 November 2013 - 07:31 AM.


#2 AdamBaines

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Posted 21 November 2013 - 08:21 AM

Interesting. So would you propose a change in damage based off of charge time/velocity of the Gauss slug when it hits the intended target?

So full damage would be at full charge/speed vs. half the damage for an instant shot at half the speed? Then the variation would occur in the time between an instant shot and full charge?

#3 shellashock

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Posted 21 November 2013 - 08:26 AM

View PostAdamBaines, on 21 November 2013 - 08:21 AM, said:

Interesting. So would you propose a change in damage based off of charge time/velocity of the Gauss slug when it hits the intended target?

So full damage would be at full charge/speed vs. half the damage for an instant shot at half the speed? Then the variation would occur in the time between an instant shot and full charge?

I will update my post soon with some new ideas and reasons for my suggestions. And yes, dynamic damage will be part of it.

#4 shellashock

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Posted 21 November 2013 - 09:57 AM

Post is updated with new suggestions.

#5 AdamBaines

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Posted 21 November 2013 - 10:25 AM

View Postshellashock, on 21 November 2013 - 08:16 AM, said:


1000/1100 m/s = 10 damage

1200/1300 m/s = 11 damage

1400/1500 m/s = 12 damage

1600/1700 m/s = 13 damage

1800/1900 m/s = 14 damage

2000 m/s = 15 damage



I would also think that doing a quick shot or any other shot, that is less then full charge, should decrease its range/optimal range. Perhaps you should reflect that as well in your breakdown. Maybe not significantly....but maybe a small percentage between 1-10%?

EDIT: Note of full disclosure, I actually like the existing mechanic and have not complained about the charge time. But I do think what to OP suggests is worth discussion. Just my 2 cents.

Edited by AdamBaines, 21 November 2013 - 10:27 AM.


#6 shellashock

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Posted 21 November 2013 - 01:47 PM

View PostAdamBaines, on 21 November 2013 - 10:25 AM, said:


I would also think that doing a quick shot or any other shot, that is less then full charge, should decrease its range/optimal range. Perhaps you should reflect that as well in your breakdown. Maybe not significantly....but maybe a small percentage between 1-10%?


Added to OP.

Edited by shellashock, 25 November 2013 - 07:33 AM.


#7 AdamBaines

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Posted 21 November 2013 - 02:02 PM

View Postshellashock, on 21 November 2013 - 01:47 PM, said:


This change combined with the other suggestions will basically make instant firing a gauss rifle like firing an AC 10 for no heat with slightly better range for slightly less speed. Of course it will have trade offs, to make taking an AC 10 worth it, but this could get hairy quickly.



Agreed here. but correct me if I am wrong (I'm at work and cant access the mech lab or smurfy), it would be like taking an AC10 that is heavier, takes more slots, and has ammo that has less per ton. No one would take it to use as an AC10, but more of as a desperate measure when in close fighting and not wanting to have to worry about timing the charging mechanism. Only upside (I see right now) is Heat I believe, and I dont think that would be worth it....but I could be wrong.

#8 shellashock

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Posted 21 November 2013 - 02:14 PM

View PostAdamBaines, on 21 November 2013 - 02:02 PM, said:


Agreed here. but correct me if I am wrong (I'm at work and cant access the mech lab or smurfy), it would be like taking an AC10 that is heavier, takes more slots, and has ammo that has less per ton. No one would take it to use as an AC10, but more of as a desperate measure when in close fighting and not wanting to have to worry about timing the charging mechanism. Only upside (I see right now) is Heat I believe, and I dont think that would be worth it....but I could be wrong.

This is exactly what I thought would happen and it is what I was talking about when I said trade offs. There would be better heat and better range, but all those other things would make it more difficult to use than an AC 10. If the numbers are tweaked just right, both an AC 10 and a Gauss rifle would be viable without making one or the other obsolete. That is why I was so worried about getting the range differences, because it could be all the difference in making the AC 10 obsolete.

#9 Bhael Fire

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Posted 21 November 2013 - 03:02 PM

I suggested something similar before the Gauss nerf went in.

This would allow the weapon to be used for snap shots, but not be as deadly as when fully charged.

It also is more realistic, since a more powerful charge will affect its velocity.

Edited by Bhael Fire, 21 November 2013 - 03:04 PM.


#10 shellashock

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Posted 21 November 2013 - 04:46 PM

View PostBhael Fire, on 21 November 2013 - 03:02 PM, said:

I suggested something similar before the Gauss nerf went in.

This would allow the weapon to be used for snap shots, but not be as deadly as when fully charged.

It also is more realistic, since a more powerful charge will affect its velocity.

Great to hear!

#11 ArmageddonKnight

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Posted 22 November 2013 - 08:52 AM

Good idea, aint never going to happen though.
PGI dont seem to be to competent with complex mechanics it seems. Otherwise the hardpoint system would be mroe complex and we wouldnt have so much unbalanced gameplay.
Not only that , the last 'complex' (if u want to call it that) mechanic they put in was Ghost heat, and we all know how bad that is..i mean it was meant to stop/reduce high alpha boating yet it heavily penalises any weapon set fired within 0.5 seconds like the ac2.

So yea, like many good idea's on this forum, dont expect it to happen. I understand ur desire to get the idea out in the open though ;)

#12 shellashock

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Posted 22 November 2013 - 01:39 PM

As a reminder: I would highly appreciate it if people posted their reason(s) for picking an option on the poll. If you agree, say why. If you disagree or think it needs work, post why and suggestions on how to change it to make it better, etc. Thanks for the all the replies so far.

#13 shellashock

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Posted 25 November 2013 - 07:35 AM

Have updated OP with dynamic distance based on velocity suggestion because no one has challenged or proposed changes to numbers. Will declare numbers to be reasonable unless someone gives a compelling argument otherwise.

#14 Coralld

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Posted 29 November 2013 - 08:46 AM

I have been saying from the start that all Gauss needs is its cycle time reduced from 4 sec to 3 or 3.25 to compensate for the .75 sec charge time and have its hold charge time duration increased from 1.25 to 1.5. That's all it needs.

#15 shotokan5

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Posted 29 November 2013 - 09:26 AM

Returned to the way it was before the change. Simply either make the reload time longer or take off just a little punch from the weapon. The way it is now is no more productive than a flint lock rifle.

#16 Coralld

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Posted 29 November 2013 - 03:28 PM

View Postshotokan5, on 29 November 2013 - 09:26 AM, said:

Returned to the way it was before the change. Simply either make the reload time longer or take off just a little punch from the weapon. The way it is now is no more productive than a flint lock rifle.

No! Because PPC/Gaussageddon is bad.

#17 kiriage

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Posted 29 November 2013 - 03:43 PM

I like the idea, but at the risk of sounding a bit primitive it would be the most complex firing mechanic (more than it is allready) of any weapon in the game, it seems a little odd to go to such lengths for one weapon.

#18 shellashock

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Posted 30 November 2013 - 05:09 PM

View Postkiriage, on 29 November 2013 - 03:43 PM, said:

I like the idea, but at the risk of sounding a bit primitive it would be the most complex firing mechanic (more than it is allready) of any weapon in the game, it seems a little odd to go to such lengths for one weapon.

If PGI follows their usual path of using the most complex method, than this suggestion is probably top of the pile. I understand what you mean by saying that it is a lot of work just for one weapon that probably wouldn't do much balance wise, but I thought that it would be a neat idea that might become reality one day, if just for the sake of making the weapon unique while still being able to be used as a quickfire or delayed fire weapon. Basically, giving the people who want an insta-fire gauss get what they want, but with tradeoffs for not charging it.





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