

The Gauss / Particle Projection Directive - Feedback
#1221
Posted 27 September 2014 - 05:38 PM
#1222
Posted 27 September 2014 - 08:10 PM
Blackdawn75, on 27 September 2014 - 05:38 PM, said:
Where I come from pissing away money means drinking beer/spirits and then pissing. What does it mean where you come from? I don't understand...
#1224
Posted 28 September 2014 - 04:00 PM
IMO this complicated "solution" is pointless. Maybe some crazy ghost heat would help or a random chance to shutdown, but not a no-fire situation.
Edited by Hydrocarbon, 28 September 2014 - 04:07 PM.
#1225
Posted 28 September 2014 - 04:27 PM
In other words work on the problem, and not the symptoms.
#1226
Posted 30 September 2014 - 08:26 AM
If only one Gauss Rifle is equipped on a mech the charged-up time is extended to 3 seconds instead of one.
What a concept! It's balanced and balancing. It enables the single Gauss Rifle for use with any Medium, Heavy, or Assault with just one Ballistic section. It heavily discourages Gauss-boats, but with a reward instead of a beat-down.
It's not a nerf, it's a buff that nerfs by common sense. It conforms to Battle Tech's Gauss Rifle difficulties.
Edited by Lightfoot, 30 September 2014 - 08:27 AM.
#1227
Posted 01 October 2014 - 08:34 AM
If we only have the choice of the two options I would take the Gauss/PPC lockout/timer (Which FYI - I consider a very ugly hack). But PLEASE don't nerf the projectile speed that much on the PPC. It will seriously destroy the weapons usefulness for non-convergence builds.
What I would really like to see is an energy/capacitor management system (like so many here have asked for already). There is just so much you could do with a system like that. You could tie available power to engine size. You could have a mech shutdown for a few seconds that overdrew its available power. You could even have a override that would allow you to overdraw your electrical system at the risk of causing engine damage. Not to mention you could have quirks, modules, and/or consumables that would allow slight adjustments to the system. It would fit the feel of the game better and give you one more tool to balance the game with. Please consider such a system, because what you have proposed so far sucks.
#1228
Posted 01 October 2014 - 10:42 AM

#1229
Posted 01 October 2014 - 10:51 AM
I guess they won't be happy until they are MW2 slow glowing blue orb levels of ineffective.
B L U E B A L L is filtered? REally? Had to change it to "orbs"
Edited by Kain Thul, 01 October 2014 - 10:51 AM.
#1230
Posted 01 October 2014 - 12:07 PM
CryptKpr, on 01 October 2014 - 08:34 AM, said:
If we only have the choice of the two options I would take the Gauss/PPC lockout/timer (Which FYI - I consider a very ugly hack). But PLEASE don't nerf the projectile speed that much on the PPC. It will seriously destroy the weapons usefulness for non-convergence builds.
The speed nerf has been implemented for like 5 patches now.
#1231
Posted 01 October 2014 - 10:07 PM
I hate this PPC projectile slowdown. I don't use gauss rifles and feel like I'm being punished for what others are doing.
Excuse my French but that's bullshit.
Can't you just make the slowdown exist on loadouts that have a gauss installed and normal speed for loadouts that don't??
Slowing down the PPC projectile is the lazy way out & I am very unhappy about it. As a matter of fact the only people happy about this are people who DON'T use PPCs.
Lame decision.
Please give the PPC its speed back.
{no I did not read any posts at all other that Nico's OP}
#1232
Posted 02 October 2014 - 04:30 AM
Here's hoping!
#1233
Posted 02 October 2014 - 01:00 PM
Gorgo7, on 02 October 2014 - 04:30 AM, said:
Here's hoping!
Russ did mention something along those lines.
Russ Bullock, on 29 September 2014 - 05:10 PM, said:
The Awesome 8Q comes to mind with new PPC specific quirks on velocity, cooldown and heat.
#1234
Posted 04 October 2014 - 02:04 AM

#1235
Posted 04 October 2014 - 05:05 AM
Edited by kapusta11, 04 October 2014 - 05:05 AM.
#1236
Posted 06 October 2014 - 01:17 PM
#1237
Posted 06 October 2014 - 01:52 PM
Saiphas Cain, on 06 October 2014 - 01:17 PM, said:
Charge should never be removed. It is literally the best fix ever implemented by PGI.
Gauss is supposed to be a sniper weapon, when Gauss charge is removed, it will be an OP weapon again. Do you remember back when Gauss used to be pretty much the brawl weapon of choice, and pretty much any mech that could fit it, did? A sniping weapon should have draw backs at short range. Without charge, it literally has no drawbacks. No, exploding doesn't count, since your opponent has to go through your armor to get to it first. While they are doing that, you have a 15 point instant shot 1 heat weapon hammering at them.
Gauss was too powerful without charge, it's at least balanced now.
#1238
Posted 06 October 2014 - 02:50 PM
If they really want to nerf the Gauss/PPC combo or AC/PPC combo then just lower the velocity on PPCs that get installed on any mech with a Gauss or AC.
That can't be hard.
#1239
Posted 07 October 2014 - 06:10 AM
IraqiWalker, on 06 October 2014 - 01:52 PM, said:
Charge should never be removed. It is literally the best fix ever implemented by PGI.
Gauss is supposed to be a sniper weapon, when Gauss charge is removed, it will be an OP weapon again. Do you remember back when Gauss used to be pretty much the brawl weapon of choice, and pretty much any mech that could fit it, did? A sniping weapon should have draw backs at short range. Without charge, it literally has no drawbacks. No, exploding doesn't count, since your opponent has to go through your armor to get to it first. While they are doing that, you have a 15 point instant shot 1 heat weapon hammering at them.
Gauss was too powerful without charge, it's at least balanced now.
While the charge is mildly annoying, the reason I dumped my Gauss after the change wasn't because of the charge, it was because adding the charge without decreasing the cooldown decreased the Gauss' DPS significantly. It's a 15 ton (12 ton for clans) weapon that does 3.16 dps, which isn't enough for a medium mech like my Blackjack. A pair of AC2s (or C-UAC2s) have the same projectile velocity, longer range, less tonnage (12 IC, 10 clan) and do over 5.5 dps.
Keep the charge and drop the cooldown to 3.25 seconds and I'd be happy (this is coming from someone who usually only mounts one Gauss, though I do have a Jagermech that can mount two).
I don't know if this is possible (or if the idea has been suggested already), but how about making multiple Gauss mechs charge their Gauss Rifles consecutively rather than concurrent? A single Gauss would have a 0.75 second charge and a 3.25 second cooldown (15 point alpha, 3.75dps); a dual Gauss setup would have a 1.5 second charge with a 3.25 second cooldown (30 point alpha, 6.32dps), and (if we want to go back to firing more than two Gauss at a time) a triple Gauss setup would have a 2.25 second charge and 3.25 second cooldown (45 point alpha, 8.18dps).
#1240
Posted 07 October 2014 - 06:50 AM
Ruccus, on 07 October 2014 - 06:10 AM, said:
While the charge is mildly annoying, the reason I dumped my Gauss after the change wasn't because of the charge, it was because adding the charge without decreasing the cooldown decreased the Gauss' DPS significantly. It's a 15 ton (12 ton for clans) weapon that does 3.16 dps, which isn't enough for a medium mech like my Blackjack. A pair of AC2s (or C-UAC2s) have the same projectile velocity, longer range, less tonnage (12 IC, 10 clan) and do over 5.5 dps.
Keep the charge and drop the cooldown to 3.25 seconds and I'd be happy (this is coming from someone who usually only mounts one Gauss, though I do have a Jagermech that can mount two).
I don't know if this is possible (or if the idea has been suggested already), but how about making multiple Gauss mechs charge their Gauss Rifles consecutively rather than concurrent? A single Gauss would have a 0.75 second charge and a 3.25 second cooldown (15 point alpha, 3.75dps); a dual Gauss setup would have a 1.5 second charge with a 3.25 second cooldown (30 point alpha, 6.32dps), and (if we want to go back to firing more than two Gauss at a time) a triple Gauss setup would have a 2.25 second charge and 3.25 second cooldown (45 point alpha, 8.18dps).
No thank you.
Also, their is a much bigger difference between a Gauss and 2xAC2s. The Gauss is 15 points of pinpoint, front-loaded damage, while the AC2 is only 4 points. That is a HUGE difference. PPFLD >>>>> DPS
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