

Gauss & Ppc 'charge' Fire Delay
#1
Posted 17 January 2014 - 09:18 AM
The PPC requiring a charge up delay would balance the weapon rather nicely. Being an unlimited ammo and only 7 tons and 3 slots has to be counterbalanced by something (10 heat really isn't that much of a counterbalance in an FPS game as it was in TT).
The charge up feature does need a little improvement however... it is very hard to know when its ready to fire as in the middle of a fight the sound gets drowned out. A visible indicator in the HUD would be appreciated.
#2
Posted 17 January 2014 - 09:22 AM
All the Gauss delay has achieved is basically removing the Gauss rifle from the game. Oh, it'll show up a handful of times, but it is one of the rarest weapons on the field (silly things like NARC excluded.)
If you do this to PPC's, you basically remove them from the game as well, finishing off the last useful energy weapon and ensuring that the game is nothing but AC madness with a few medium lasers tossed in.
#3
Posted 17 January 2014 - 09:25 AM
Skyfaller, on 17 January 2014 - 09:18 AM, said:
The PPC requiring a charge up delay would balance the weapon rather nicely. Being an unlimited ammo and only 7 tons and 3 slots has to be counterbalanced by something (10 heat really isn't that much of a counterbalance in an FPS game as it was in TT).
The charge up feature does need a little improvement however... it is very hard to know when its ready to fire as in the middle of a fight the sound gets drowned out. A visible indicator in the HUD would be appreciated.
I almost agree with you, but as we seem to think a Gauss is a Sniper gun the delay is counter to that being so.
#4
Posted 17 January 2014 - 09:31 AM

Actually, its pinpoint convergence which is the problem. The Core of Battletech does not support this and neither does the current version of the game until the support mechanics are redesigned with this in mind or changed to be more in line with Battletech.
Edited by darkchylde, 17 January 2014 - 09:42 AM.
#5
Posted 17 January 2014 - 09:32 AM
#6
Posted 17 January 2014 - 09:33 AM
darkchylde, on 17 January 2014 - 09:31 AM, said:

Actually, its pinpoint convergence which is the problem. The Core of Battletech does not support this and neither does the
current version of the game until the support mechanics are redesigned with this in mind or changed to be more in line with Battletech.
Sorry, Warhawk says what?
#7
Posted 17 January 2014 - 09:35 AM
#9
Posted 17 January 2014 - 09:41 AM
#11
Posted 17 January 2014 - 09:43 AM
Joseph Mallan, on 17 January 2014 - 09:37 AM, said:
Me too. I had a nice little Assault-hunting Blackjack that I found too difficult to use as such after the Gauss adjustment. Ah well. If we can't get rid of it altogether, I still think it should be on a weapon that it makes a little more sense to have an extra charge time.
#12
Posted 17 January 2014 - 09:48 AM
Skyfaller, on 17 January 2014 - 09:18 AM, said:
The PPC requiring a charge up delay would balance the weapon rather nicely. Being an unlimited ammo and only 7 tons and 3 slots has to be counterbalanced by something (10 heat really isn't that much of a counterbalance in an FPS game as it was in TT).
The charge up feature does need a little improvement however... it is very hard to know when its ready to fire as in the middle of a fight the sound gets drowned out. A visible indicator in the HUD would be appreciated.
I disagre, not about the charge mechanic but about the heat. All energy weapons lack dps, even if you would be 100% cooling efficent, they are already in a huge disadvantage.
And PPCs , they are the hottest weapons ingame, especially the er ppcs. Due to the inefficency of Heatsinks, most mechs can only use 2 regular ppcs efficiently.
This is mostly a problem for Assault mechs, because even with thier tonnage capability they are simply heat capped. Even if they have sufficient tonnage they simply can not equip eough heatsinks to cool these weapons. And this is a big problem.
Edited by Nryrony, 17 January 2014 - 09:50 AM.
#14
Posted 17 January 2014 - 09:53 AM
oldradagast, on 17 January 2014 - 09:22 AM, said:
All the Gauss delay has achieved is basically removing the Gauss rifle from the game. Oh, it'll show up a handful of times, but it is one of the rarest weapons on the field (silly things like NARC excluded.)
If you do this to PPC's, you basically remove them from the game as well, finishing off the last useful energy weapon and ensuring that the game is nothing but AC madness with a few medium lasers tossed in.
I agree with you, oldradagast. It's already becoming an all out smorgasbord of AC guns. 2's and 5's with UAC mixed in. To do this to the PPC's is not only insane, but outright ludicrously stupid.
#15
Posted 17 January 2014 - 09:57 AM
The Awesomes I own are no longer so because (ER)PPCs are just too hot for them now.
#16
Posted 17 January 2014 - 10:04 AM
Skyfaller, on 17 January 2014 - 09:18 AM, said:
The weapon grouping indicator turns a bright yellow for charge up and then green when ready to fire. It can be found in the lower right corner and also around crosshairs:

Indicators turn red when a weapon is on cooldown.
Edited by M4NTiC0R3X, 17 January 2014 - 10:06 AM.
#17
Posted 17 January 2014 - 10:07 AM
Quote
Not true. Been seeing a resurgence of Gauss lately after the AC/20 nerf.
While I agree the charge mechanic is horrendously bad, Gauss is far from extinct.
Edited by Khobai, 17 January 2014 - 10:08 AM.
#18
Posted 17 January 2014 - 10:26 AM
#19
Posted 17 January 2014 - 10:50 AM
Joseph Mallan, on 17 January 2014 - 09:49 AM, said:
Clearly, you aren't aware how battletech works. A to hit roll is needed to hit the mech - a targeting computer allows you to chose a specific location to hit which modifies the roll which make it harder to land the shot for each weapon designated. It's risk vs reward which this game does not employ. A missed shot is a missed shot, where as in this game you hit another section of the mech.
Also can you provide any data on how PGI plans on adding the targeting computer to this game, especially since we are still waiting for the command console to be finished.
Edited by darkchylde, 17 January 2014 - 10:52 AM.
#20
Posted 17 January 2014 - 11:04 AM
Joseph Mallan, on 17 January 2014 - 09:49 AM, said:
At the cost of how much tonnage? We get it for free, which abuses the TT armor mechanics with frontloaded damage+pinpoint convergence+absolute precision without any cost.
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