Lexx, on 13 May 2014 - 02:20 AM, said:
In the table top version of the game (yes I know this is a video game and not a paper and dice game, but the developers wanted to be true to it, at least at first.), you could "power down" a gauss rifle. Powering it down would prevent it from exploding if it got hit. This was especially useful when you were out of ammo, but the explosion could still happen. By definition the gauss explosion is caused by a catastrophic discharge of the capacitors stored energy.
With the changes made to gauss in MWO, we have to charge them to fire. The charge time represents the time it takes to charge the capacitors and build up the necessary energy to fire the weapon. Since we have to charge them, they should be considered "powered down" at all other times, and not explode when hit. Enough damage would still destroy the weapon system, but unless it's actually being charged, or holding a charge, it should not explode.
I think after what PGI did to the gauss rifle, there should also be a change to the explosion mechanics. It makes no sense that gauss should explode and cause internal damage to your mech unless it's charged at the time it's hit.
I can dig it, but it's got to be a matter of consciously, physically, powering the Gauss down. No charge to the gauss, no explosion. Which would work real well for someone that ran out of ammo for their Gauss Rifle.
That having been said, if someone just wants to power it down while moving to avoid a possible explosion, there needs to be a delay between hitting the "power on" button and actually being able to fire. Can't have some bozo out there programming a macro that powers up the weapon, charges, fires, then powers down over and over.
What I'd like to see are some effects of neuro feedback....be it static or lines across the view screen or something. LOTS of things cause the feedback but the most notable are internal weapons explosions (especially the Gauss) or being nailed by a PPC (it's manmade lightning, after all).