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The Gauss / Particle Projection Directive - Feedback
#101
Posted 29 July 2014 - 05:04 PM
With that said,
I think if you force players who prefer ppc+gauss to remove armor in chunks of 25 instead of 35+ you will just see and massive swing over to ER Larges.
#102
Posted 29 July 2014 - 05:05 PM
"If you have to explain something with a lengthy dissertation and you can't break it down Barney style for the average Joe, then you either don't understand it yourself or you've been snorting too much 'good idea' fairy dust." -my old Section Chief
KISS, Paul. KISS.
This idea is not KISS.
#103
Posted 29 July 2014 - 05:06 PM
PPC/ERPPC + AC/Gauss cannot fire within 2 (or 1) seconds of each other.
#104
Posted 29 July 2014 - 05:07 PM
Yokaiko, on 29 July 2014 - 04:59 PM, said:
Which places an even higher value on pin point damage.
no it doesn't actually it places a higher value to DPS as mechs can get in close and use their higher DPS. Cone of fire actually does the same thing if you think about it. It takes more shots on target to kill a spot. This does it without randomizing it.
Edited by SLDF DeathlyEyes, 29 July 2014 - 05:10 PM.
#105
Posted 29 July 2014 - 05:08 PM
The option to fire 1PPC and have the 0.5 second delay would really mess up chain firing the 3PPCs on my AWS-8Q.
I am unsure of slowing the speed down.
I would like to know if a splash mechanic was considered and if rejected, why.
#106
Posted 29 July 2014 - 05:08 PM
Mcgral18, on 29 July 2014 - 05:01 PM, said:
If an SRM4 could fire twice in the same span the Gauss or PPC could fire in one, that could make a difference. As it stands, the majority of long range weapons handle fine up close, and deal the optimal damage, which is the PP FLD.
Try 5 seconds for Gauss and 6 seconds for PPCs. Just 1 and 2 seconds won't hurt very much.
What? Using the balancing ideas that Mechwarrior 4 got right? Unheard of.
#107
Posted 29 July 2014 - 05:09 PM
SLDF DeathlyEyes, on 29 July 2014 - 05:07 PM, said:
If I need 5 times the amount of time DPSing a target than I do just blowing off a side torso, that is not the case. This is the root of "clan balance" with the longer laser burns and burst fire ACs.
#108
Posted 29 July 2014 - 05:09 PM
And lets not penalise Gauss by itself any more, its already been nerfed. Considering the amount of weight it requires, lets leave it as is at least.
Edited by Ace Selin, 29 July 2014 - 05:12 PM.
#109
Posted 29 July 2014 - 05:11 PM
#110
Posted 29 July 2014 - 05:12 PM
#111
Posted 29 July 2014 - 05:12 PM
Limiting ONLY guass and PPCs together is stupid. It's far too narrow, makes very little sense, and is basically too complicated.
Reducing PPC projectile speed would probably make the PPC useless again. It went the first few years of the game being useless, I'd rather it didn't go back there.
If you have to punish PPCs, do it in a way that doesn't make them useless for "normal" builds. Maybe make PPCs treat all weapons fired at the same time as them as as PPCs. So if you fire a PPC and two AC5s, you get the equivalent heat of firing three PPCs. That would work nicely to limit PPCs to sniping weapons and effectively prevent boating them with low-heat weapons.
Short version:
Either make it so you can't fire ANYTHING at the same time as the gauss, or don't create that limitation. It makes no sense to the player.
OR
Make PPCs treat all weapons fired with them as other PPCs for heat purposes. Fire a PPC and two AC2s? You get three PPCs worth of heat.
Edited by AEgg, 29 July 2014 - 05:13 PM.
#112
Posted 29 July 2014 - 05:13 PM
Fortunately, this is how simple it really is: all of your efforts are trying to combat group firing of multiple weapons - and you are right to do so, that's by far the best tactic as well as fundamentally incompatible with BTech damage system. So stop people from firing groups of multiple weapons. It just doesn't get any simpler than that.
The problem is not the PPC nor Gauss or whatever becomes the next meta if you nerf those with bizarre rules. You're chasing a moving target and by the time you've gone through one round with all weapons ghost heated, fire delayed and whatever, the game's rules will be a total mess.
So how about just stop group fire for all weapons period, no ghost heat no weird fire delays, one rule to balance all weapons. And balance them you will, once it finally becomes possible when you can actually balance weapons instead of arbitrary groups of weapons against each other.
You've got the right target, but the weapon is completely wrong.
Edited by AndyHill, 29 July 2014 - 05:18 PM.
#113
Posted 29 July 2014 - 05:14 PM
The problem, as other people have mentioned, is that there are other viable things for people to fall back on. If gauss gets nerfed, people will mix ppcs with other ballistics just like they always have. It'll be a slightly larger problem for clan mechs on account of clan acs being terrible, but they have other options. If ppcs get nerfed too hard, c-erll+gauss and dual gauss mechs will dominate, and that'll be even more boring than the current meta.
If, for some reason, only the specific combination of ppc+gauss gets nerfed, we'll still be seeing mechs running around with dual guass, 2ac5+2ppc, ac20+2ppc, gauss+erppc+3erml, and however many erlls and gauss rifles they can cram on their clan mech of choice. While the given solution would indeed kill the dreaded cheesewhale, mechs would still be running around with 30 and 40 point alphas while other 30 and 40 point alphas are arbitrarily restricted.
TL:DR; Both options suck and won't solve the problem that you're trying to solve.
#114
Posted 29 July 2014 - 05:15 PM
Skilled players will bash noobs anyway so why the hell not...
#115
Posted 29 July 2014 - 05:16 PM
As for solution two, it's only going to punish players using single or duo ppc builds i.e. adders which can use all the help they can get, and shift everyone use to mixing the ppc with ballistics again.
Edited by SirLankyIII, 29 July 2014 - 05:18 PM.
#116
Posted 29 July 2014 - 05:16 PM
#117
Posted 29 July 2014 - 05:17 PM
Someone mentioned that the reload speed of long range weapons should be longer, or short range weapons be shorter, or both.
This is not going to solve this issue but since the main culprits are good at long an shot range basically you need the DPS of a brawler to be better by comparison.
This does not solve the issue of long range sniping high pinpoint alphas of course but it is a part of the wider balance discussion.
#118
Posted 29 July 2014 - 05:17 PM
So, rather than IS PPCs current 10 pinpoint damage, they would do 5 to the component they hit and 5 'splash' to an adjacent component (or 2.5 to two other components, whatever.)
Clan ERPPCs keep their current splash mechanic, but more of the damage should splash.
I actually think clan ERPPCs should have their damage reduced in general, but that's another topic
#119
Posted 29 July 2014 - 05:17 PM
I assume you intend to release the Hatchetman and other melee-capable mechs in the same patch? Because we are rapidly approaching the point where hand-to-hand combat sounds pretty appealing - and more effective.
#120
Posted 29 July 2014 - 05:17 PM
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