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Exploding Gauss

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#1 Lexx

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Posted 13 May 2014 - 02:20 AM

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.

Edited by Egomane, 13 May 2014 - 04:47 AM.


#2 Impyrium

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Posted 13 May 2014 - 02:27 AM

I could dig this. Perhaps if they slightly changed the charge mechanic, so that one 'charges' it separately, which then keeps it ready to fire for ten or so seconds... then once you fire it, you have to charge it again. That way you can still fire it properly but it has the charge mechanic. Add in your suggestion where the guass can't explode without being charged and... well, I see that being a much better mechanic.

#3 ReguIus

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Posted 13 May 2014 - 02:37 AM

I think the Gauss has finally hit it's sweet spot, though I kind of like the idea that if you're out of ammo the weapon is powered down. That would actually make sense.

It was a very conscious decision however that Gauss should be very volatile and not as useful for "twitch shooting" and I think those elements should remain in play.

Still, what I absolutely want the most is that CASE would protect the very component itself from Gauss/ammo explosion. I think that'd be a pretty natural way of balancing it because you need to allocate tonnage and critical slots in order the reap the benefits.

#4 Josef Nader

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Posted 13 May 2014 - 02:44 AM

@OP No, because it negates the danger of having a gauss rifle. Without all these things in place, the Gauss dominates the ballistic slots. People make too big a deal of the charge time. A little practice and the difference is minimal.

However, give me a method to eject ammunition and I'll happily roll powering down the gauss into that.

Edited by Josef Nader, 13 May 2014 - 02:44 AM.


#5 ReguIus

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Posted 13 May 2014 - 03:15 AM

View PostJosef Nader, on 13 May 2014 - 02:44 AM, said:


However, give me a method to eject ammunition and I'll happily roll powering down the gauss into that.


I'd take that any day. Dumping ammo and disabling the weapon would be a brilliant trade off.

#6 Willard Phule

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Posted 13 May 2014 - 03:39 AM

View PostLexx, 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).

#7 Bobzilla

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Posted 13 May 2014 - 06:07 AM

The chance of the gauss getting any love is about the same as them fixing the problems that lead to the guass being king. Heat, pinpoint, convergence, HP system, ranges, RoFs.....

In fact I wouldn't be surprised if it doesn't get more of a nerf. Clans with one smaller and weighing as much as an AC10 and no worries of the XL problem? What gimpness do you think they can put on it.

#8 Levi Porphyrogenitus

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Posted 13 May 2014 - 07:35 AM

Gauss needs to explode to be anywhere near balanced.

I'd favor removing the charge mechanic altogether. Fiction-wise, if anything should have a charge mechanic it'd be PPCs, and Gauss certainly wouldn't given how it operates (the very low heat and explosion chance are due to the trickle-charged capacitors), but I still prefer not having any weapons charge up (maybe Heavy Lasers in a couple years).

The ultimate problem isn't the Gauss itself, it's perfect group-fire precision. The charge mechanic doesn't really fix that, as a decent player can simply macro or practice a bit and time his button clicks to sync fire his Gauss and PPCs.

Instead, make PPCs do damage arcing, and apply dynamic precision reduction based on certain factors. % throttle, % heat capacity, and stability state (airborne, JJs on, and recieved Impulse) should all make your weapons deviate around your aim point.

Note: this is precision reduction, not accuracy reduction. Keeping precision perfect and reducing accuracy still results in pinpoint group fire, it just randomizes the point of impact. Keeping accuracy perfect and reducing precision, though, means that aiming is still necessary for concentrating damage where you want it, but your weapons will deviate around the aim point, reducing pinpoint damage application. Indeed, dynamic precision reduction increases the skill cap, since it forces the pilot no more simply to point and click, but now he must factor in his movement speed, heat level, and stability state when deciding if he wants to take a shot or not.





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