
General consensus is very few (and by that I mean like 3 weird people) like the present Gauss charge mechanic. Parallel to this... There's the present war between players who despise the high-alpha pin-point alpha and those who swear by it...
PGI did the Gauss charge to break it from being combined with PPC and or AC mini-alphas. With that they threw in Ghost-Heat to break the massive boating alphas that were the rage at the time.
Now they're messing with AC ranges...
I will admit their efforts have been a mixed bag with IMHO marginal success. In short... they've done a lot of balance two-step, taking 2 steps forward and one step back... And disenfranchised one camp or the other along the way.
My new and exciting solution that as far as I know has not been suggested:
1.) I'm largely ambivalent with the upcoming AC changes... I'm willing to give'm a try.
2.) Remove the existing Gauss charge mechanic.
3.) Apply a simple movement-based charge / delay to both the PPC and the Gauss.
Explanation: The premise is both the PPC and Gauss require a massive amount of energy to be built-up and stored in a capacitor prior to issuing a shot. The production of energy via the engine is capped and as such, movement... or more precisely the magnitude of movement has a direct influence on the length of time it takes to prime and charge their individual capacitors. The faster the mech is moving... the longer the ramp-up time prior to issuing the shot. Jump-jets are treated to the same ramp-up penalty as if the mech was at full speed.
Examples:
PPC/EPPC:
- movement / speed "0" = No ramp-up penalty, issued shots fire instantly.
- movement / speed "1-20% max speed = .10 second ramp-up penalty.
- movement / speed "21-40% max speed = .20 second ramp-up penalty.
- movement / speed "41-60% max speed = .30 second ramp-up penalty.
- movement / speed "61-80% max speed = .40 second ramp-up penalty.
- movement / speed "81-100% max speed = .50 second ramp-up penalty.
Gauss:
- movement / speed "0" max speed = .10 second ramp-up penalty.
- movement / speed "1-20% max speed = .20 second ramp-up penalty.
- movement / speed "21-40% max speed = .30 second ramp-up penalty.
- movement / speed "41-60% max speed = .40 second ramp-up penalty.
- movement / speed "61-80% max speed = .50 second ramp-up penalty.
- movement / speed "81-100% max speed = .60 second ramp-up penalty.
* Number of stacked weapons adds +.01 for each stacked weapon. I.e.. 1 PPC @ 20% max speed = .20 delay. 2 PPCs @ 20% max speed = .22 delay. etc...
** Exampled delays are 1st suggestion and can be tweaked for desired effect.
Functional example:
X Mech is utilizing a mini-alpha combo of 1 A/C5 + PPC + Gauss:
- Player is standing still (Sniping)
-Player pulls the trigger and fires all three at once:
~ A/C fires immediately.
~ Gauss round delays .10 seconds.
~ PPC discharge fires immediately.
Result: The shots are desynchronized.
*A/C round is affected by ballistic drop-off and time-to-target.
*Gauss is desynchronized from the A/C and PPC.
*PPC is unaffected.
As the speed / magnitude of movement increases, so so does the delay and the disparity of the synchronization. (Again... shooting while JJ'ing is treated like 100% max speed)
Desired results:
- Snipers regain ability to stand and deliver a ranged high-alpha shot. Why? They are forced to be stationary to maximize accuracy but at the cost of being a non-moving (easy) target.
- Gauss is no longer hampered by the present clumsy charge mechanic, re-invigorating it's usage.
- PPC (Especially grouped / paired) become less meta-viable secondary to desynchronization.
- Jump-sniping / poptarting gets mitigated secondary to desynchronization.
TL, DR: Remove the clumsy Gauss charge and fix pin-point accuracy issues via a movement-based shot delay that de-harmonizes the present mini-alpha groupings.
Thoughts?