Ok so I know there are some old threads from last year about this topic... I chose not to necro them. If that's a bad thing then mea culpa.
The game "Tips" say clearly that Gauss Ammo does not explode. Yet I was just in a match where the ONLY ballistic weapon I had equipped was a Gauss Rifle. But my Center Torso went critical when my Ammo exploded according to the log. What is up with that?
Seriously, its bad enough that the Gauss Rifle has half the health of any of the ballistic weapons (even the machine gun has 10 health). But then you go and make the ammo explosive as well... That's just NOT Right!!
What really pisses me off is that this is a "KNOWN" issue. Its been reported before. But you people either don't know what you're doing or you don't care. Maybe the more likely scenario is a combination of both.
8 replies to this topic
#1
Posted 24 May 2014 - 05:53 AM
#2
Posted 24 May 2014 - 05:56 AM
The rifle has a 90% chance to explode for 20 damage. Ammo is inert. They've never fixed that message.
#3
Posted 24 May 2014 - 05:57 AM
The Gauss Rifle explodes.
#4
Posted 24 May 2014 - 06:03 AM
The gun itself pops. I've killed many a Gauss boat by blowing off one of his guns and watching the chain reaction take out his engine.
#5
Posted 24 May 2014 - 06:30 AM
I'd imagine the explosion of the Gauss Rifle itself is still classed as an ammo explosion in the log.
Because naming it differently would take effort you see.
Because naming it differently would take effort you see.
Edited by Dago Red, 24 May 2014 - 06:30 AM.
#6
Posted 04 June 2014 - 03:23 PM
case ftw
#7
Posted 04 June 2014 - 04:34 PM
Everyone basically answered this correctly, this is why you never mount a Guass into a left/right torso as it equals bad times
#8
Posted 04 June 2014 - 05:32 PM
Why would the guass explode?
Unless its charging at that moment of the damage the magnets are not charged and therefore would just be inert...
Unless its charging at that moment of the damage the magnets are not charged and therefore would just be inert...
#9
Posted 04 June 2014 - 05:49 PM
Splatshot, on 04 June 2014 - 05:32 PM, said:
Why would the guass explode?
Unless its charging at that moment of the damage the magnets are not charged and therefore would just be inert...
Unless its charging at that moment of the damage the magnets are not charged and therefore would just be inert...
Combination of lore and a bit about coil guns. Yes you have an engine, but there's also a power-enhancing turbine thing [capacitor I think?] in the Gauss Rifle. When the weapon itself is hit, there's a chance the connections with the capacitor and the engine will get make contact as if charging, causing it to try and charge but the weapon itself is just about done for, the resulting explosion is the chain reaction.
Even if you don't try to explain it, what they base it on has the rifle explode even if never used. Shrug your shoulders.
But if you wanted to explain it beyond scientific methods as just gameplay mechanics...
Remember that in lore, the most powerful one shot weapon was the Clan ER PPC and the Gauss Rifle. (AC/20 and UAC/20 were burst fire with several shots. Pulse lasers are laser machine guns. True lasers don't fire all that often; too hot and a large laser did 8 damage. Yes a large pulse laser did 9 and a Clan large pulse did 10 but in lore these are powerful laser MGs. Using MWO's firing cycle of 4 seconds for fun, a Clan LPL might do a pulse every 0.4 seconds of 1 damage. Wub. Wub. Wub. Wub. Wub. Wub. Anyway 10 of them = 1 Clan LPL firing cycle. Remember an Atlas has 304 armor, and typically there was 10 seconds involved. Devastating.)
It makes quite a bit of sense with that in mind. Take that lore and apply it to a game and the Gauss Rifle is the most powerful pinpoint weapon with little heat. It of course is heavier than sin and can explode. The alternative is the Clan ER PPC, which firing just one with MWO's style of ER PPC firing brings you to 50% heat instantly if you're playing real time in a true-to-Battletech heat system (the typical mech cools back to 0 in 4 to 5 seconds with 20 DHS.)
Both come with some serious risks. But that light mech? Typical firestarter. 8 armor on his leg (16 max). 8 health underneath it. 15 damage will cripple it and destroy its foot, hip, or worse, and the fall will finish it off. Instantly disabled Firestarter. Thus, the rifle goes boom in BT because otherwise, "holy crap that's unfair!"
Edited by Koniving, 04 June 2014 - 05:52 PM.
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