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Some Ideas For Gauss, Ppc And Ac's


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#21 Rebas Kradd

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Posted 09 January 2014 - 05:25 PM

This game indeed beats MechWarrior 2 hands down. That game had all mechs on the exact same scale in terms of both size and speed. Fireflies and Jenners weren't really either fast or hard to hit, and therefore the game degenerated into a clickfest.

MWO accomplished primitive balance and role warfare just by getting the size and scale right.

#22 Mcgral18

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Posted 09 January 2014 - 06:22 PM

View PostVarent, on 09 January 2014 - 04:12 PM, said:


ive lost track of what people are getting mad about honestly.

I just want a balanced shooter with a rough MW feel.


The problem seems to be what different people consider balanced. Different ideas and methods, and opinions.

And PGIs lack of balancing as of late.

#23 Zygot

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Posted 09 January 2014 - 06:49 PM

I want to point something out with this topic, back when gauses and ppcs had a delay fire on them, pop tarting was all but unheard of as being a dominent tactic. I really would like to see both of these weapons regain thier .5 or so second delay on fire. As for ACs, there are tactics that can be used against the 20s, the 10s are extreamly heavy for thier damage, and no assault to date can equip 2 or more. 5s and 2s are another thing, well, 5s arn't that bad alone, but when ppl start chain firing them, the damage goes up (in my mind) waaay too fast, when 4 ac2s can core an atlas in about 3-4 seconds, it is a bit much. Either they need a bit longer on thier delay, or have a repeat ghost head associated with rapid fire weapons like that, if u think about it, they would do that anyways.

#24 Sandpit

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Posted 09 January 2014 - 11:41 PM

View PostZygot, on 09 January 2014 - 06:49 PM, said:

4 ac2s can core an atlas in about 3-4 seconds,

Posted Image

#25 Mcgral18

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Posted 10 January 2014 - 05:08 AM

View PostSandpit, on 09 January 2014 - 11:41 PM, said:

Posted Image


To be fair, 6 of them was 24 DPS...with 300 shots and also lacking armor. With an XL engine.

They could hurt, but they went down fast.

How many volleys could you even get off with current GH? I've seen a 5 AC2 jaeger in recent times, which is arguably better than the hexa-2 since you can afford to shoot. But that was before GH.

Edited by Mcgral18, 10 January 2014 - 05:16 AM.


#26 Joseph Mallan

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Posted 10 January 2014 - 05:23 AM

View PostVarent, on 09 January 2014 - 01:50 PM, said:


Because it wouldnt stop jump sniping. Jump sniping is based around the concept of one shot to fire then release the jump jets to fall back to cover. If you give recoil your actually HELPING them by moving there mech in a direction to better help them torso twist and protect the AC.

Lore wise Jump sniping should stop. Mechanics wise it should be much more difficult to get a shot lined up when you are in a free fall... Just sayin' it's to easy to do right now. ^_^

#27 Varent

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Posted 10 January 2014 - 08:43 AM

View PostJoseph Mallan, on 10 January 2014 - 05:23 AM, said:

Lore wise Jump sniping should stop. Mechanics wise it should be much more difficult to get a shot lined up when you are in a free fall... Just sayin' it's to easy to do right now. ^_^


it shouldnt stop, but it should be much harder. but recoil with current in game mechanics would not help the situation if you understand the mechanics of jump sniping.

#28 Runs With Scissors

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Posted 10 January 2014 - 09:37 AM

jump sniping has players only firing one shot b4 falling back to cover, recoil would have little effect on it. recoil mainly effects shots following after the first one, in which case recoil would actually ENCOURAGE jump sniping. also recoil would affect all weapons mounted on a mech, not just the ballistic, providing an effective nerf to anyone using ballistic at all, except gauss. do we really want to return to PPC/gauss online?

#29 Firewuff

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Posted 10 January 2014 - 08:50 PM

View PostNik Van Rhijn, on 09 January 2014 - 10:35 AM, said:

The main problem is the netcode. Fix that and we could get more consistent problems that might then be able to be fixed.


There is nothign wrong with the net code at all. I play with a 250ping constantly and kick *** most matches.


Re the gauss. it should not be usable at point blank range, it was just too powerfull with range + high alpha+ no heat + no penalties in brawling. I personally think it should slow the mech down by say 30-50% while it cycles (4 seconds?) . This has zero impact on a sniper but would make you think twice which in a close fights as you will be quickly out manvoured. There is precedent in th novels for this. If this was the case, loose the charge mechanic.





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