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Please Turn On The Ppc-Gauss Link Nerf


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#1 XX Sulla XX

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Posted 17 July 2014 - 10:32 PM

I was listening to the new NGNG podcast and Russ said they already have the code in game and tested but turned off to make it so you can only fire two PPC or Gause at a time or a combo of each. I think they should turn it on. And yes just explain it as a limit on energy and charging. It is what I have been asking for a limit on long range front loaded pin point damage. This will cut it down to something much more balanced. It will only effect PPC and Gause. This along with the jump jet changes we have will go most of the way to balancing things. So lets just turn it on.

I know lots of people have other suggestions on how to do it. But this code is done and in the game. All they have to do is turn it on. So lets turn it on today :)

Let of know of exact ways you think this will help or hurt game play. I know there are other solutions people like better. But this is already coded and in the game not turned on. And we already have this kind of rule set with the limit on Gauss.

On the pod cast he starts talking about it around 15 minutes or a bit after.
http://www.nogutsnog...hp?topic=2220.0

Edited by XX Sulla XX, 17 July 2014 - 10:53 PM.


#2 Deathlike

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Posted 17 July 2014 - 10:34 PM

Unfortunately, I've been using PPC+AC10s quite a bit, so meh?

#3 Mcgral18

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Posted 17 July 2014 - 10:38 PM

Well, it doesn't affect my MetaHawk or single mounted weapons, so that's nice.

Still, wouldn't it be better if an SRM4 could fire twice in the same span a Gauss or PPC can only fire once? That would be much nicer.

Though it does nothing to the AC+PPC, does it? So, TimberTart is affected most.

#4 XX Sulla XX

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Posted 17 July 2014 - 10:39 PM

Quote

Unfortunately, I've been using PPC+AC10s quite a bit, so meh?
Would be nice to have those included but the AC 10 is not that bad with PPCs. Its a bit hot and the speed of the shells are a bit slow compared to Gauss. And the new JJ changes have an effect with heat and having to take more or just not use JJs etc. So its not perfect but its a good start and its already coded and can just be turned on.

Quote

Well, it doesn't affect my MetaHawk or single mounted weapons, so that's nice.

Still, wouldn't it be better if an SRM4 could fire twice in the same span a Gauss or PPC can only fire once? That would be much nicer.

Though it does nothing to the AC+PPC, does it? So, TimberTart is affected most.
Again its not perfect but its already one and can just be turned on. :)

#5 Ursh

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Posted 17 July 2014 - 10:41 PM

So it won't affect IS meta-jumpsnipers.

Nothing to see here folks, working as intended.

Driving a Dire Wolf is high-risk, high-reward, particularly in the solo queue. Even with the super alpha, almost every gunner is going to struggle to hit a decent fast medium or light. I think the complaints about the direwolf alpha come mostly from the legions of heavy/assault mech players who are the intended target of the Dire Wolf.

#6 MischiefSC

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Posted 17 July 2014 - 10:43 PM

The goal is to keep PPFLD hits to 30-35pts. 50 crosses a threshold that's hard to justify.

#7 Deathlike

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Posted 17 July 2014 - 10:43 PM

View PostUrsh, on 17 July 2014 - 10:41 PM, said:

Driving a Dire Wolf is high-risk, high-reward, particularly in the solo queue. Even with the super alpha, almost every gunner is going to struggle to hit a decent fast medium or light. I think the complaints about the direwolf alpha come mostly from the legions of heavy/assault mech players who are the intended target of the Dire Wolf.


No... it's coming from the instant-gib action on the Light pilots... however many that exist in the queues.

Edited by Deathlike, 17 July 2014 - 10:43 PM.


#8 Mcgral18

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Posted 17 July 2014 - 10:45 PM

View PostUrsh, on 17 July 2014 - 10:41 PM, said:

So it won't affect IS meta-jumpsnipers.

Nothing to see here folks, working as intended.

Driving a Dire Wolf is high-risk, high-reward, particularly in the solo queue. Even with the super alpha, almost every gunner is going to struggle to hit a decent fast medium or light. I think the complaints about the direwolf alpha come mostly from the legions of heavy/assault mech players who are the intended target of the Dire Wolf.


I think most people who use LL boats can attest the .5 second delay isn't catastrophic. You simply charge the gauss, fire then put both PPCs out. Or vice versa, since gauss is faster than the PPCs.

It would separate the alpha from 50 to potentially 20+30 since you should be able to torso twist in that span.

It couldn't hurt gameplay anymore than the current JJ nerf did.

#9 XX Sulla XX

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Posted 17 July 2014 - 10:46 PM

Quote

The goal is to keep PPFLD hits to 30-35pts. 50 crosses a threshold that's hard to justify.
Exactly the goal is to keep front loaded long pin point damage at about 30. Just turning this on would go a long way to doing that. I really can not see a downside to it.

Quote

I think most people who use LL boats can attest the .5 second delay isn't catastrophic. You simply charge the gauss, fire then put both PPCs out. Or vice versa, since gauss is faster than the PPCs.

It would separate the alpha from 50 to potentially 20+30 since you should be able to torso twist in that span.

It couldn't hurt gameplay anymore than the current JJ nerf did.
I think it will only make game play better.

#10 Hobgoblin I

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Posted 17 July 2014 - 10:47 PM

It is a slippery slope saying you can't fire X amount of weapons at once as a hard rule. Ghost heat is bad enough already, I really don't want to keep seeing band **** applied to a broken heat or convergence issue. They need to fix the core issues.

<edit> seriously? you can't say the plural of the word that comes after band in the brand name of the adhesive bandages???

Edited by Hobgoblin I, 17 July 2014 - 10:51 PM.


#11 Mcgral18

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Posted 17 July 2014 - 10:48 PM

Until we get the King Crab with its 60 PP FLD alpha.

At 270M...

#12 XX Sulla XX

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Posted 17 July 2014 - 10:52 PM

Quote

It is a slippery slope saying you can't fire X amount of weapons at once as a hard rule. Ghost heat is bad enough already, I really don't want to keep seeing band **** applied to a broken heat or convergence issue. They need to fix the core issues.
Truth is ghost heat has worked. Not the most elegant wayt do it but its worked and its easy to adjust. The already have a limit on Gauss so you can only fire 2. Really I not see where this is going to introduce something bad or hurt game play. And its not something we are asking them to code. It is coded and done.

#13 Deathlike

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Posted 17 July 2014 - 10:52 PM

View PostMcgral18, on 17 July 2014 - 10:48 PM, said:

Until we get the King Crab with its 60 PP FLD alpha.

At 270M...


You mean 2 PPCs and 2 AC20s?

ggclose

#14 xXBagheeraXx

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Posted 17 July 2014 - 10:55 PM

Im still going to run a dual gauss ppc dire wolf.

Still gonna drop 50 point shots on your heads.

Still gonna murder stupid assaults that sit in the open and fire at me well beyond their effective range....

So i say bring on the nerf. Wont affect me much LOL. And even if it does, I can simply move to 2 er large and 4 er mediums with gauss instead, and do must as much damage.

#15 XX Sulla XX

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Posted 17 July 2014 - 10:57 PM

Quote

Im still going to run a dual gauss ppc dire wolf.

Still gonna drop 50 point shots on your heads.

Still gonna murder stupid assaults that sit in the open and fire at me well beyond their effective range....

So i say bring on the nerf. Wont affect me much LOL. And even if it does, I can simply move to 2 er large and 4 er mediums with gauss instead, and do must as much damage.
Well you will do 50 over time not at the same time. Thats enough of a change. I want the Dire Wolf to be a good mech.

#16 Mcgral18

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Posted 17 July 2014 - 10:58 PM

View PostDeathlike, on 17 July 2014 - 10:52 PM, said:


You mean 2 PPCs and 2 AC20s?

ggclose


Apparently I made a mistake in my earlier calculation...but you can mount it with 7 tons of ammo and an XL350 to move at 62.4KPh

STD engine builds allow for Endo, so they end up pretty similar in tonnage, but slower. If we ever get the mech. Almost every variant in the timeline has the same hardpoints. Arm ballistics, torso energy and missiles.

#17 Sarsaparilla Kid

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Posted 17 July 2014 - 11:03 PM

If this is implemented, they should eliminate the charge-up/charge-hold time for Gauss Rifles...that was their original solution to desynching them with PPCs, which apparently has not worked as intended. Now with the proposed limit of 2 of either weapon type, the Gauss charge timers would be a redundant mechanic.

#18 Deathlike

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Posted 17 July 2014 - 11:04 PM

View PostMcgral18, on 17 July 2014 - 10:58 PM, said:


Apparently I made a mistake in my earlier calculation...but you can mount it with 7 tons of ammo and an XL350 to move at 62.4KPh

STD engine builds allow for Endo, so they end up pretty similar in tonnage, but slower. If we ever get the mech. Almost every variant in the timeline has the same hardpoints. Arm ballistics, torso energy and missiles.


The new Assault Jager? Where does one sign up for that?

#19 Mcgral18

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Posted 17 July 2014 - 11:06 PM

View PostDeathlike, on 17 July 2014 - 11:04 PM, said:


The new Assault Jager? Where does one sign up for that?


Apparently no ETA, since against my assumption there is no reinforcement pack in the making.

So, we can't even say Soon™.

#20 Deathlike

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Posted 17 July 2014 - 11:09 PM

View PostMcgral18, on 17 July 2014 - 11:06 PM, said:


Apparently no ETA, since against my assumption there is no reinforcement pack in the making.

So, we can't even say Soon™.


I already have an XL350 around... I could probably add in an XL345 to round out the XL collection soon™.





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