The Gauss / Particle Projection Directive - Feedback
#1121
Posted 08 August 2014 - 03:17 PM
#1122
Posted 08 August 2014 - 05:15 PM
Mister Blastman, on 08 August 2014 - 12:43 PM, said:
No I like charge of Gauss its a way different from other guns and I like it. Like some magnetic bow. It has very quick projectil,e so some charge time is acceptable.
But PPC are slow anyway and EXTRA RANGE PPC should be extra range /its supposed be sniping weapon, so quick projectile and also long range.
Edited by DrSlamastika, 08 August 2014 - 05:17 PM.
#1123
Posted 08 August 2014 - 05:25 PM
Mister Blastman, on 08 August 2014 - 12:43 PM, said:
That's a bad idea. Were you NOT here when Gauss was used for brawling more than sniping?
The charge was needed to make it into a sniping weapon. Remove it, and everyone will be running with dual gauss everywhere.
EDIT: WHY DO WE HAVE A STEINER CHALLENGE WITH NO ATLAS MECHS?
Edited by IraqiWalker, 08 August 2014 - 05:26 PM.
#1124
Posted 08 August 2014 - 05:26 PM
Solution:
- Remove Gauss charge
- 1Gauss + 1PPC can fire together
- 2Gauss + 1PPC two of them can fire together, the third can fire after 1 second
- 1Gauss + 2PPC two of them can fire together, the third can fire after 1 second
- 2Gauss + 2PPC two of them can fire together, the other two can fire after 1 second
Stop.
Edited by Boyka, 08 August 2014 - 05:29 PM.
#1125
Posted 08 August 2014 - 05:27 PM
Boyka, on 08 August 2014 - 05:26 PM, said:
Solution:
- Remove Gauss charge
IraqiWalker, on 08 August 2014 - 05:25 PM, said:
The charge was needed to make it into a sniping weapon. Remove it, and everyone will be running with dual gauss everywhere.
#1126
Posted 08 August 2014 - 05:30 PM
IraqiWalker, on 08 August 2014 - 05:25 PM, said:
The charge was needed to make it into a sniping weapon. Remove it, and everyone will be running with dual gauss everywhere.
EDIT: WHY DO WE HAVE A STEINER CHALLENGE WITH NO ATLAS MECHS?
I have been here since closed beta before the Founder's got in. I have seen it all.
#1128
Posted 08 August 2014 - 05:40 PM
IraqiWalker, on 08 August 2014 - 05:38 PM, said:
Because it is a stupid mechanic and according to PGI, the only reason it was ever put in was to desynch it from PPCs. Now they are desynced... by speed. Might as well.
Gauss was powerful back in the day but good brawlers could sneak up on them and take them down.
#1129
Posted 08 August 2014 - 05:45 PM
IraqiWalker, on 08 August 2014 - 05:25 PM, said:
The charge was needed to make it into a sniping weapon. Remove it, and everyone will be running with dual gauss everywhere.
EDIT: WHY DO WE HAVE A STEINER CHALLENGE WITH NO ATLAS MECHS?
I'm a founder, played this game from the begin, only a few mech can use a dual gauss, and if you use a gauss for a brawler configuration you're a fool, this weapon in heavy and can explode if hit, you need an XL to carry such weight, all things that make that configurations not a brawlers.
#1130
Posted 08 August 2014 - 05:50 PM
#1131
Posted 08 August 2014 - 06:32 PM
Mister Blastman, on 08 August 2014 - 05:40 PM, said:
Because it is a stupid mechanic and according to PGI, the only reason it was ever put in was to desynch it from PPCs. Now they are desynced... by speed. Might as well.
Gauss was powerful back in the day but good brawlers could sneak up on them and take them down.
Yeah, and the ability to snap fire 15 PP FLD for 0 heat wasn't a bonus at all to use it when people close in on you.
Boyka, on 08 August 2014 - 05:45 PM, said:
I'm a founder, played this game from the begin, only a few mech can use a dual gauss, and if you use a gauss for a brawler configuration you're a fool, this weapon in heavy and can explode if hit, you need an XL to carry such weight, all things that make that configurations not a brawlers.
You miss the big point.
One of the biggest problems with the gauss without the charge mechanic is that there is no counterplay. There is no risk in bringing a supposedly long range weapon into a close range fight.
If I sneak up on a PPC mech I can get within minimum range. If I sneak up on an ERPPC or ERLL mech, I can get them to over heat. While the Gauss can slap anymech instantly for 15 PP FLD with 0 heat, and again, no real risk. A sniper weapon should be difficult to use in short range engagements, not be good at all ranges with no drawbacks.
The argument that is explodes is silly, since to do that, your opponent (usually a light mech sent to distract the sniper) needs to first strip your armor.
Boyka, on 08 August 2014 - 05:50 PM, said:
That's only half correct. The fix was for both dealing with HGNs running around with Gauss PPC, and for dealing with the fact that there was almost no risk to using the weapon. There was no threat to you when an enemy got close. You deal instant damage for zero heat, with a relatively short cooldown.
Also, not a single Guass build (valid Gauss build) got hurt by the charge mechanic. Dual Gauss jagers are still running around. The only build that somewhat got hurt was the CPLT-K2 with dual gauss. Even that one still works, just not as good as it used to since over the years high mounted weapons became more and more meta. Basically, even without the charge mechanic, the Gauss cat would've become obsolete anyways.
Edited by IraqiWalker, 08 August 2014 - 06:33 PM.
#1132
Posted 08 August 2014 - 06:49 PM
IraqiWalker, on 08 August 2014 - 06:32 PM, said:
It was, and it was scary as hell to go up against. When I was brawling back then the 'mech I feared the most was the gaussapult. But that was then, before the critical gauss explosion, etc.
I'd at least like to see it given a try.
#1133
Posted 08 August 2014 - 06:54 PM
IraqiWalker, on 08 August 2014 - 06:32 PM, said:
Yeah, and the ability to snap fire 15 PP FLD for 0 heat wasn't a bonus at all to use it when people close in on you.
You miss the big point.
One of the biggest problems with the gauss without the charge mechanic is that there is no counterplay. There is no risk in bringing a supposedly long range weapon into a close range fight.
If I sneak up on a PPC mech I can get within minimum range. If I sneak up on an ERPPC or ERLL mech, I can get them to over heat. While the Gauss can slap anymech instantly for 15 PP FLD with 0 heat, and again, no real risk. A sniper weapon should be difficult to use in short range engagements, not be good at all ranges with no drawbacks.
The argument that is explodes is silly, since to do that, your opponent (usually a light mech sent to distract the sniper) needs to first strip your armor.
That's only half correct. The fix was for both dealing with HGNs running around with Gauss PPC, and for dealing with the fact that there was almost no risk to using the weapon. There was no threat to you when an enemy got close. You deal instant damage for zero heat, with a relatively short cooldown.
Also, not a single Guass build (valid Gauss build) got hurt by the charge mechanic. Dual Gauss jagers are still running around. The only build that somewhat got hurt was the CPLT-K2 with dual gauss. Even that one still works, just not as good as it used to since over the years high mounted weapons became more and more meta. Basically, even without the charge mechanic, the Gauss cat would've become obsolete anyways.
And you miss another big point: you can carry a gauss if you sacrifice 15 tons, with at least 4 tons of ammo for justify it you have 19 tons for one "explosive" gun, you can doing a lot of good configuration with a single gauss partnered with some medium laser or SRM; support role, mid to far distance.
There were a lot before gauss charge, i don't see no one now and these configurations were not a problem, poptarting problem just remain. Configurations restricted by a game mechanics: not a big deal.
Edited by Boyka, 08 August 2014 - 06:59 PM.
#1134
Posted 08 August 2014 - 06:57 PM
Boyka, on 08 August 2014 - 06:54 PM, said:
And you miss another big point: you can carry a gauss if you sacrifice 15 tons, with at least 4 tons of ammo for justify it you have 19 tons for one gun, you can doing a lot of good configuration with a single gauss partnered with some medium laser or SRM; support role, mid to far distance.
There were a lot before gauss charge, i don't see no one now and these configuration was not a problem, poptarting problem just remain. Restriction in configuration caused by a game mechanics: not a big deal.
These configuration are still viable and usable. They didn't get hurt. Gauss mechs still roam the fields, they're not the OP hammer of god they used to be, that's it, but they are far from being weak, or in need of a buff.
Honestly, the only thing I would tweak about the Gauss rifle is extending the charge retention time. That would allow for greater accuracy with the weapon.
#1135
Posted 08 August 2014 - 07:09 PM
IraqiWalker, on 08 August 2014 - 06:32 PM, said:
The argument that is explodes is silly, since to do that, your opponent (usually a light mech sent to distract the sniper) needs to first strip your armor.
Difficult to keep your armor safe in a brawling cause it's difficult your opponent would be a light, another time: if you would a brawler mech a gauss it's a very bad choice with or without charge.
#1136
Posted 08 August 2014 - 07:58 PM
#1137
Posted 08 August 2014 - 11:57 PM
Boyka, on 08 August 2014 - 05:45 PM, said:
I'm a founder, played this game from the begin, only a few mech can use a dual gauss, and if you use a gauss for a brawler configuration you're a fool, this weapon in heavy and can explode if hit, you need an XL to carry such weight, all things that make that configurations not a brawlers.
I was running a Dragon with 1 Gauss and 4ML and it was a beast. Dragon = Beast. do you believe it?
It was better than an AC20 for brawling because it had 1 heat and a lot more range and ammo back then and it still is.
The charge was not just a balancing factor for a sniper rifle, but it was the best way to simulate the minimum range from Tabletop.
It would make no sense for a bullet to do no damage (like PPCs) at minimum range and the charge simulates the difficulty of aiming at such short ranges perfectly while allowing great aim at longer ranges without a problem.
#1138
Posted 09 August 2014 - 06:38 AM
Reno Blade, on 08 August 2014 - 11:57 PM, said:
It was better than an AC20 for brawling because it had 1 heat and a lot more range and ammo back then and it still is.
The charge was not just a balancing factor for a sniper rifle, but it was the best way to simulate the minimum range from Tabletop.
It would make no sense for a bullet to do no damage (like PPCs) at minimum range and the charge simulates the difficulty of aiming at such short ranges perfectly while allowing great aim at longer ranges without a problem.
Yeah I believe it, I was running configurations like Cataphract with XL, gauss and 5ML, frail but fun to hell. MWO it's a game but every time complex mechanic are introduced become less funny.. IMHO.
You're worried about brawling, introduce minimum range then; you say it would make no sense for a bullet to do damage at minimum range, I say there a lot of things having no sense in this game, take JJ for example, you can jump and turn your mech in the air but if you fire JJ again your mech still fly straight with no minimum correction.. that's weird too.
Make it simple, introduce abstruse mechanic don't help the game, repeat:
- Remove Gauss charge
- 1Gauss + 1PPC can fire together
- 2Gauss + 1PPC two of them can fire together, the third can fire after X second
- 1Gauss + 2PPC two of them can fire together, the third can fire after X second
- 2Gauss + 2PPC two of them can fire together, the other two can fire after X second
That's more simple than what proposed in first post and you don't need to nerf a weapon cause a few mech configurations are too dangerous; restrict the single setup if you want, why all have to pay for a few, like always? by the way I can not stop you to make game more boring..
Edited by Boyka, 09 August 2014 - 06:51 AM.
#1139
Posted 09 August 2014 - 07:10 AM
Only 2 of any PPC/Gauss combo can be fired together.
#1140
Posted 09 August 2014 - 08:03 AM
Reno Blade, on 07 August 2014 - 02:19 PM, said:
Sounds a bit like in "Engarde" when Justin Allard tried to lock onto the Rifleman, but the woods made the targeting system unable to and he switched to manual aiming and fired without a "hard lock" of his weapons.
It would definitely help against the twitch-shooting element of these weapons, but it would not help against the power of these builds.
Of course if the convergence is depending on loadout, somehow...
Well, I don't know about the speed, but if we had the 6 reticules mentioned above converging like this, it could work.
Please excuse the bad animation.
Sandpit, on 07 August 2014 - 02:47 PM, said:
See how each crosshair moves in order to converge on the same spot?
Now if each ballistic and PPC had the same effect, and moved at different speeds based on size, it would solve most of the FLD and PPD issues. You'd still hit exactly where you're aiming but you'd have to show a little patience and skill to line up ALL of your weapons on the same spot.
lasers wouldn't have a convergence mechanic added to them. They could remain as instant convergence which would help make them more viable against ballistics since they're not FLD. Thank you Reno! I was searching and searching for something that would help me illustrate because I think some (including PGI) are misinterpreting what myself and a few others are saying about convergence delay.
This also requires no additional mechanics or coding as this is already in the system. It has to be in order to aim anything. All that would need to be done is just adjust the speed at which a weapon tracks.
simple and elegant. solves all the issues.
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