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Still, The Gauss...


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#21 Tincan Nightmare

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Posted 05 March 2014 - 03:04 PM

View PostVarent, on 05 March 2014 - 02:46 PM, said:


its called a long bow. wich has been in several FPS games with explosive arrow tips. also ive seen grenades function similiarly.

So yes. It is.


So the mech is pulling back a giant bowstring to launch the gauss projectiles?

View Poststjobe, on 05 March 2014 - 02:51 PM, said:

What's wrong with it? Never used a sniper rifle in [insert FPS of choice here]? Just switch "scope view" or "hold breath" for "charge-up", and it's the exact same mechanic.


Yep, have played several games that use a sniper rifle, never played one were it didn't fire when I pushed the button to fire it, and the advanced zoom module is already 'scope view' and mechs don't breath.

View Posto0cipher0o, on 05 March 2014 - 02:52 PM, said:

Why not? It adds variety on the weapons panorama, and makes the weapon oriented to a specific role. I'd be okay with other solutions like this added to other weapons to really differentiate and carctreize them. It,s not that different from the lock on time tipical of guided missiles (lrm/ssrm), and makes the use of the weapon a bit more skill dependant, which never hurts on high pinpoint damage weapons.


I would love far more variety to the weapons systems, but handicapping them to make them 'unique' or 'specific' will just make them gather dust in the mech bays. They could just have increased the gauss rifle's cooldown and lowered the speed of the round, instead of making it 'unique'.

#22 KharnZor

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Posted 05 March 2014 - 03:07 PM

View PostTincan Nightmare, on 05 March 2014 - 03:04 PM, said:


So the mech is pulling back a giant bowstring to launch the gauss projectiles?



No. Its charging the capacitor.

#23 Varent

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Posted 05 March 2014 - 03:14 PM

View PostTincan Nightmare, on 05 March 2014 - 03:04 PM, said:


So the mech is pulling back a giant bowstring to launch the gauss projectiles?


you asked about mechanics of a shooter, I gave you mechanics. A charge up is perfectly viable for any shooter game. Period.

#24 stjobe

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Posted 05 March 2014 - 03:21 PM

View PostTincan Nightmare, on 05 March 2014 - 03:04 PM, said:

Yep, have played several games that use a sniper rifle, never played one were it didn't fire when I pushed the button to fire it

Really? Even if it was a bolt-action that wasn't loaded?

View PostTincan Nightmare, on 05 March 2014 - 03:04 PM, said:

and the advanced zoom module is already 'scope view' and mechs don't breath.

Irrelevant. You asked about the mechanic, the mechanic is exactly like holding a button to zoom in or hold your breath, and then another button to fire. Just like any sniper rifle mechanic in any number of FPS games.

#25 Roburn Bliss

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Posted 05 March 2014 - 03:26 PM

I never understood them introducing the charge mechanic. The Gauss is a sniper rifle. Piranha should have balanced it like a sniper rifle in an FPS. High Alpha -> long reload.

They should have just upped the recharge time to 7 seconds or so. I no longer own a Gauss for my Dragon, bring 2 Gauss or don't bring any :P

#26 Varent

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Posted 05 March 2014 - 03:34 PM

View PostRoburn Bliss, on 05 March 2014 - 03:26 PM, said:

I never understood them introducing the charge mechanic. The Gauss is a sniper rifle. Piranha should have balanced it like a sniper rifle in an FPS. High Alpha -> long reload.

They should have just upped the recharge time to 7 seconds or so. I no longer own a Gauss for my Dragon, bring 2 Gauss or don't bring any :P


it was because the snap fires were to strong with it and that wouldnt have any effect on jump sniping. Longer cool down just means a few more seconds before the next jump.

Now that said with the change to jump jets they may be more frugal with how they change it back or how they alter it. But who knows.

#27 Kilbourne Jorgensson

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Posted 05 March 2014 - 03:57 PM

I don't like the charge up mechanic. That's part of the reload time. Make the reload longer or tune the damage down, that I get but the charge up prior to firing has to go. In previous games and in the lore the Gauss is a big hit weapon that never had that mechanic.

Of course in previous games and lore light mechs were never so OP.

#28 Damocles69

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Posted 05 March 2014 - 04:01 PM

View PostTincan Nightmare, on 05 March 2014 - 03:04 PM, said:


So the mech is pulling back a giant bowstring to launch the gauss projectiles?



Yep, have played several games that use a sniper rifle, never played one were it didn't fire when I pushed the button to fire it, and the advanced zoom module is already 'scope view' and mechs don't breath.



I would love far more variety to the weapons systems, but handicapping them to make them 'unique' or 'specific' will just make them gather dust in the mech bays. They could just have increased the gauss rifle's cooldown and lowered the speed of the round, instead of making it 'unique'.

look its fine if you cant use it get good and maybe one day you can

#29 Sephlock

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Posted 05 March 2014 - 04:14 PM

View PostClydewinder, on 05 March 2014 - 11:04 AM, said:

It should only explode when charged.
And it should deal damage to nearby enemies in a large radius (to fully exploit the way MW:O handles splash damage).

That way I could rush up to an enemy mech in my gaussraven like a surfacing Narwhal and charge it up as I ram them!

#30 Bobzilla

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Posted 05 March 2014 - 04:48 PM

There is no logical reason for what is an additional, manual cool down with a limited window, as far as 'in real life' or cannon goes. It was ment to hamper short range use, which I don't feel it does. It doesn't hamper poptarting either as you can time it to be ready when you want easy. It does take away the ability to take a quick shot, which actually hampers it's use as a sniper type weapon. I kinda like the mecanic but it puts way too many tics on the con side, making the gauss a novelty at best. Kinda fun, but completely uncompetitive.

#31 Lightfoot

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Posted 05 March 2014 - 06:21 PM

It's way overdone. You can't use the Gauss with a joystick because you can't track as quickly as you can with a mouse. I don't think PGI tested (or took into consideration) the difference in Gauss difficulty with the two control methods used for Mechs.

This and Ghost Heat turned me from a regular player to an occasional player. Before this I used to try numerous configs and mechs, but now I only use one mech and one loadout and I never do anything in Mechlab. What's the point? PGI has locked out most choices you could make with Ghost Heat, DHS 1.4 while raising PPC heat to DHS 2.0 levels, and the overreaching Gauss Rifle nerf. So now MWO is just the same old thing, over and over.

Seriously, if you bought a new Mech, what could you do with it that was any different from what you already can do? This is what the Gauss Rifle nerf and Ghost Heat has done. Mechlab and Mechs in lockdown mode.

#32 Malleus011

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Posted 05 March 2014 - 06:35 PM

Gauss is not a 'sniper rifle' for the love of Kerensky. It's the main gun for a big chunk of 3050 era Battlemechs. These mechs do NOT attempt to stay at long range, hide in cover, and headshot clanners. The Gauss gets used right alongside the other ballistic weapons in action; close and distant. It did, in canon, have a minimum range, but apparently proper implementation of minimum ranges is too hard for PGI, so we get this lazy crap. The charge mechanic should go.

#33 Lightfoot

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Posted 05 March 2014 - 06:59 PM

I will add that the Mechs are too weak for the 2x normal recharge PGI is using for MWO. And this is the actual problem. But rather than just making the Mechs all tougher to stand up to the 2x recharge or doing away with it PGI is re-inventing Battletech weapon balances and doing it very poorly. IMHO, they have killed Mechlab and mech diversity now.

#34 Bhael Fire

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Posted 05 March 2014 - 07:23 PM

I'd like it to be a weapon that does more damage the longer you hold the charge; that is, press the button and release and it only fires 270 meters and does 5 damage...hold the button until it's fully charged and it travels max range and does 15 damage.

This would make it easier to use with different weapon systems, while at the same time keeping in it's niche as a specialist weapon that works best at long range.

Damage and range affected by how long you let it charge is also more realistic.

Edited by Bhael Fire, 05 March 2014 - 07:26 PM.


#35 BLOOD WOLF

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Posted 05 March 2014 - 07:25 PM

View PostDamocles69, on 05 March 2014 - 11:16 AM, said:

Indeed. I also like guass in its current state. It could stand a slight SLIGHT rate of fire increase to compensate for the charge.

I say again SLIGHT!!!!

slight can make a huge difference my friend.

#36 mekabuser

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Posted 05 March 2014 - 07:57 PM

i just want the charge sound mechanic to be 300% louder. I dont want to do a workaround with weapon groups.. I want to hear the damn thing in the middle of battle which was impossible for me to do. And i tried for many many many matches..

#37 Dirus Nigh

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Posted 05 March 2014 - 10:54 PM

View PostKharnZor, on 05 March 2014 - 03:07 PM, said:


No. Its charging the capacitor.


Then make both PPCs and lasers have the charge mechanic, they use capacitors too.

#38 Varent

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Posted 05 March 2014 - 10:57 PM

I have to wonder why I bother reading the Gause Rifle posts anymore. Any real good balanced suggestions are washed away in the torrent of. "Its horrible and needs to be the way it was again!" and "Hell no it was op as all hell and needs to remain". Why cant people just be happy with a subtle shift to try and bring it back to life a little. PGI is not going to un-nerf it. They haven't un-nerfed anything. They will however make subtle and nice changes it seems. There are several good ones out there. Take a pick and try to promote that. Yelling "UNERF ME NAO!" will get you no where fast.

#39 xXBagheeraXx

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Posted 05 March 2014 - 11:15 PM

20% chance to explode on a critical hit

No charge up time, instantaneous firing...

HP buffed to 12....its a heavy weapon...more hp than the ac10 perhaps, but less than the Ac20

Rate of fire reduced to its current ROF...The current gauss rifles charge time + reload = new gauss rifles overall reload speed. This prevents it from out dpsing the ac20 and will be used more methodically at range.

Introduce some type of smoke trail, perhaps similar to the ones that used to be in MW-LL with large blue smoke rings, or a corkscrew similar to the one that was used in MW-4. Whenever you fire this powerful weapon, EVERYONE can see where it comes from, so dual guass snipers can get singled out very easily by their Gauss trails. Also has the added effect of slightly blinding you till ti dissapates so you have to repositon a bit to spam fire if you are sniping in the adv zoom. (did I mention it looks cool as hell seeing those "corkscrews of **** and doom" Zipping past your canopy? Get something out of that crytek engine PGI!!)


Call that sucker balanced...The low dpm of the current gauss will make you want to keep this at range, yet mechs that cannot mount an ac20 due to space restrictions aren't screwed over (looking at you every other highlander other than the 733C). Dual gauss cats can still be easily clobbered if you get lucky and crit the gauss and it explodes, and it still has less HP than its big brother the ac20.

Edited by xXBagheeraXx, 05 March 2014 - 11:19 PM.


#40 Kaeb Odellas

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Posted 05 March 2014 - 11:32 PM

Remove the Gauss Rifle charge mechanic. Increase its cooldown to 5 seconds.

Add the charge mechanic to the PPC. Maybe give it increased charge-hold time, but have it constantly generate heat while doing so. Reduce cooldown. This should make effective poptarting harder to pull off, increasing the skill cap of the game.


And there you go. Now the Gauss explosion mechanic makes sense, the variety of weapon mechanics is maintained, and the dominance of jump-snipers on the game balance is weakened.





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