Still, The Gauss...
#41
Posted 05 March 2014 - 11:39 PM
Just saying....
#43
Posted 06 March 2014 - 01:29 AM
xXBagheeraXx, on 05 March 2014 - 11:39 PM, said:
Just saying....
I didn't see nearly as many ACs neither. But it was frustrating to press the button and wait half a second till the bullet came out. Also, at the time, PPCs where total scrap (high heat and slow speed), and jumpjetting mechs capable of mounting usefull poptarting weapons wheren't as many as now.
However, i hoped that this thread would have stayed as focused as possible on the giving out suggestions. It's completely useless to just come and yell "i don't like gauss, i don't like PGI's balancing, screw MWO!" and then leave without any constructive opinion. Please try to be mature, ad use the brain that everyone was given to keep the thread clean and don't turn it in the usual QQ fest.
As for the charge mechanic, yeah, it may be unrealistic, but remember that we are speacking about a weapon that delivers 15 points of pinpoint damage at 660 meter, at 2000m/s(or 1700? Can't remember), with almost no heat build up. We can't just increase the cooldown as someone suggested, it would remain a browling weapon, less viable than others, but still usable.
Edited by o0cipher0o, 06 March 2014 - 01:37 AM.
#44
Posted 06 March 2014 - 03:30 AM
#45
Posted 06 March 2014 - 05:09 AM
I was wondering whether an engine power output level would solve both gauss rifles and boating. If all weapons had a power drain on the engine, and the engine only produces a certain amount of power, you cannot fire for example more than 2 PPCs at a time, or if you fire a gauss rifle, you cannot fire anything else along with it.
Meteor Hammer
#46
Posted 06 March 2014 - 07:08 AM
Since then I haven't bought any new Mechs and before that I bought almost every new Mech that was released. 3x Highlanders with Metal, 3x Victors with Dragonslayer, 3x Orions with Protector, 3x Trebuchet, 3x Cataphract with Muromets, 3x Centurion with YLW, 5x Awesome with Pretty Baby. However once the Gauss Rifle De-sync and Ghost Heat came out most of my mechs lost their individual capabilities and there are no new mechs that can do anything different from what I already have.
So as I said, I stopped using Mechlab and stopped buying anything because there is no longer any need. PGI has the Mechs and Mechlab in lockdown mode with their oppressive nerfing of the game since last June I guess it was. Before then MWO was great and just kept getting better.
The only issue was the Mechs were too weak for 2x recharge on weapons. Speaking of which the Gauss Rifle is normally balanced by having a 25-33% longer recharge rate than the AC20 class of short range weapons. It was goofy to have them set at 4 seconds each.
#47
Posted 06 March 2014 - 07:14 AM
Those who cry about it just want a low heat point and click twitch weapon.
#48
Posted 06 March 2014 - 07:54 AM
#49
Posted 07 March 2014 - 01:03 AM
In true MechWarrior the three weapon types are equally viable, so an AWS-9M with 3xERPPC's works fine and is balanced and a Gauss Rifle is no big deal. Certainly these weapons are nothing to whine and cry about when they function normally. That they needed heavy nerfing in MWO points to a larger problem that the Mechs are just too weak to the damage from 2xrecharge even with 2x armor. That shouldn't be a surprise because this doesn't make the Mechs any stronger.
The end result of nerfing all the weapons is that new Mechs can do nothing new so they are no longer needed and this makes Mechlab unneeded since few players buy new Mechs. That's bad news for everyone including PGI who just released a 95 ton Jagermech to get around their own nerfs.
My advice is just stop it now and restore Battletech balance so that Mechlab will have a use again. Get rid of DHS 1.4, Ghost Heat, and the Gauss de-sync. Then make the Mechs tougher as needed for the greater damage that will occur. Then all the Mechs function equally well regardless of hardpoints and weight class. Then you sell a lot more Mechs and upgrades and paint-jobs, etc. While on the field of play you would see a much greater diversity of Mechs and tactics. Now think of the ennui of keeping MWO as it is.
#50
Posted 07 March 2014 - 06:02 AM
Ngamok, on 06 March 2014 - 07:14 AM, said:
Those who cry about it just want a low heat point and click twitch weapon.
No, I want to be able to run Canon builds that actually work correctly, without macros or other crap. But PGI says no.
I miss Battletech.
#51
Posted 07 March 2014 - 06:09 AM
If the heat system worked the other way, with fast cooldown and low heat cap, people would have been forced to use chainfiring and group firing, leaving the alphas as the finishing shot, to use only in desperate/really advantageous situations.
This way many of the current problems, like low TTK anda mechs balancing, would have been non existent, or at least way less pressing.
#52
Posted 07 March 2014 - 07:40 AM
Malleus011, on 07 March 2014 - 06:02 AM, said:
No, I want to be able to run Canon builds that actually work correctly, without macros or other crap. But PGI says no.
I miss Battletech.
The VTR-9K comes with a Gauss sir which is why I am running around with it. Granted the other weapons aren't stock.
#53
Posted 07 March 2014 - 04:41 PM
i only recently started playing the gauss again, didn´t try it since the adjustments it took (and a while before)...
gotta say, after all the crying about it, i was POSITIVELY surprised on how well it performs... currently my most favoured weapon... not only but also BECAUSE it´s way more fun, now that it takes some effort... so much for that...
this being said, i woulnd´t mind if they´d make it less vulnerable to explosions now (i like the idea of "only explosive when charged", maybe from the moment you start to charge it until a few seconds after the shot, so maybe a timeframe of about 5 seconds in which is explosive? ), that bandaid "balancing" workaround seems pretty unnecessary now that 80% of players seem to be unable to shoot it anyway
Edited by Alex Warden, 07 March 2014 - 04:48 PM.
#54
Posted 08 March 2014 - 04:01 AM
Alex Warden, on 07 March 2014 - 04:41 PM, said:
i only recently started playing the gauss again, didn´t try it since the adjustments it took (and a while before)...
gotta say, after all the crying about it, i was POSITIVELY surprised on how well it performs... currently my most favoured weapon... not only but also BECAUSE it´s way more fun, now that it takes some effort... so much for that...
this being said, i woulnd´t mind if they´d make it less vulnerable to explosions now (i like the idea of "only explosive when charged", maybe from the moment you start to charge it until a few seconds after the shot, so maybe a timeframe of about 5 seconds in which is explosive? ), that bandaid "balancing" workaround seems pretty unnecessary now that 80% of players seem to be unable to shoot it anyway
Exactly what i said in the OP. The wepon is in a good spot right now, at the very least it could use a slight increase in the charge holdin time. The only problem is that vestigial explosion mechanic, that in the current implementation is a way too big handicap.
#55
Posted 08 March 2014 - 10:08 AM
#56
Posted 09 March 2014 - 11:53 AM
I think the stay charged time needs a slight buff, and the cool down time could use a slight decrease.
That said, I hate the charge up mechanic. Annoying and turns a canon all around weapon into something that's hard to mix with other weapons.
#57
Posted 09 March 2014 - 12:01 PM
If you wanted to make gauss a sniper weapon the easiest way to do it was give it a minimum range.
If both gauss and ppc had minimum ranges, now you have a huge deadzone where you cant do damage.
#58
Posted 09 March 2014 - 07:38 PM
Also, it should only explode when charged.
#59
Posted 09 March 2014 - 09:01 PM
xXBagheeraXx, on 05 March 2014 - 11:39 PM, said:
Just saying....
PPC's and ballistics never had a delay on firing.
For SOME players, with poor pings, there was a delay in that it took a while to get confirmation of a shot being fired from the server.. But this actually applied to all weapons, including lasers and missiles.
The reason why PPC's and AC's weren't widely used back then was because the netcode was terrible, and made hit detection a joke.
#60
Posted 09 March 2014 - 09:11 PM
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