

The Gauss / Particle Projection Directive - Feedback
#201
Posted 29 July 2014 - 08:30 PM
For what it is worth I'm 100% happy with the state of ppc/gauss in its current implementation. The 50pt DireWolf build MIGHT be a little too powerful but that is about it.
#202
Posted 29 July 2014 - 08:31 PM
How about PPCs have to charge up before firing? You know, like they are supposed to? As in, you press the trigger and now it's going and there's no aborting it. It charges and fires with one click. No holding the button.
This whole "can't fire multiples" business is going about things the wrong way. All it's going to do is shift focus from PPCs and Gauss to PPCs and one or two AC/5...which is already also a problem combo.Your proposed change will hurt Clan 'Mechs more than Inner Sphere 'Mechs, anyway. As much as I despise Clans and their equipment, I think that would be a pretty poor showing to unfairly gimp one side (which reminds me, give IS medium lasers their original heat value).
Really, this is all dancing around the issue, and the issue is that it's way too easy to get an instant 30+ points of damage into one spot on the target from far away. There have been many good ideas on how to fix that tossed around the forums, and I'm sure the myriad authors of said ideas would love to pitch them to you (PGI) in an organized fashion.
But these proposals in the OP? They are not good.
Edited by Yeonne Greene, 29 July 2014 - 08:32 PM.
#203
Posted 29 July 2014 - 08:39 PM
You guys nerfed high alpha builds when they were the only way to play, and now they would help fight clan mechs with superior everything (particularly range). You nerfed PPC heat and took away their scaling below 90, now both negatively impact their use WHEN THEY WOULD HELP FIGHT CLAN PLAYERS. You added a charge to gauss...because I don't know why. The critsplosion and drastically reduced internal HP were enough. The charge just shat upon an already severely "balanced" (nerfed) weapon.
Now your next big plan is to eliminate the players who trigun. I hate getting hit by a poptart or snipe camper, but dagnabbit they're out there doing a job - fighting the overpoweringly long ranged clanners and over abundant LRM slingers.
Let's start looking at rolling back some of these nerfs-upon-nerfs before adding more. We don't need the extra heat and major ghost penalties on PPCs, they're already too large, heavy, and hot to effectively boat...and even 3-4 groupings their damage isn't that impressive. Let's get rid of the gauss charge entirely and let it be a sniper rifle again, instead of some kind of prediction palm reader tarot gun.
AFTER ROLLING THINGS BACK, we can try this system where pairing PPC and gauss has all kinds of fun flavor effects. Adding all these layers of "balance" only continues to punish people who AIM, and encourage people who do not.
Edited by Vermaxx, 29 July 2014 - 08:40 PM.
#204
Posted 29 July 2014 - 08:41 PM
Give PPC's a mechanic which requires a charge before firing ( only they cant be cancelled once charging begins)
When you fire 2 at once, they both charge up same time but shots are released seperately? example Boom, 0.2sec, Boom?
Maybe a 1 sec charge up?
#205
Posted 29 July 2014 - 08:48 PM
All I am saying is I think this is really drastic.
#207
Posted 29 July 2014 - 08:57 PM
CoffiNail, on 29 July 2014 - 03:50 PM, said:

I think the slower PPC might ruin the man-made lightning aspect of the PPC if you slow it down too much.
I like the Gauss PPC energy drain mechanic.
1 PPC can be fired during the charge, 1 second later the second PPC can fire. 2 Gauss fired, no PPC fired until the Gauss is charged, fired and 1 second has passed.
THIS! Yep... sorry for the trolls that want to keep their 2 Gauss, 2 ERPPC Dire Whales. Your time at 1-2 shot lights and mediums is about to come to an end. Oh yeah, time for the TW/Madcats to feel the pain too. HAPPY DAYS! YOU CAN DO IT!!
#208
Posted 29 July 2014 - 08:57 PM
SLDF DeathlyEyes, on 29 July 2014 - 05:52 PM, said:
spoken like a true elitist. There is no skill when you have accuracy with all your guns to a pixel while jumping, there is no skill in killing a single player in massed fire. Why don't you stop using skill as an excuse because we all know you're full of ****. Even FPSs nowadays have reticule bloom, which represents the reduced accuracy of making a precise shot while running. There should be accuracy penalties for running, jumping, and letting your heat go through the roof. That would do more to fix the pinpoint issues than what Paul has planned.
Edited by Vanguard319, 29 July 2014 - 09:19 PM.
#209
Posted 29 July 2014 - 08:57 PM
But energy drain for gauss is a good idea. But do it that the PPC and Gauss can't fire at the same time at all.
In theory firing PPC deal power fluctuations which may interrupt or owerload gauss cannon which can expode or been broken. So mech automatic disable PPC when charging Gauss or disable Gauss at the PPC firing.
#210
Posted 29 July 2014 - 09:01 PM
R5D4, on 29 July 2014 - 07:58 PM, said:
From an actual development standpoint, there is no reason. It's just a copy-and-paste-and-rename of the current heat meter (at least my proposal) in terms of code and even assets if you wanted to be lazy about it. Just different numbers.
As far as I can tell, the prevailing approach is that adding any additional complexity at this point is bad. They don't want to rock the boat, and they don't want another thing for the player to have to worry about.
And I get that. They're trying to surgically carve out problem builds, rather than tackling alphas as a whole. But in doing so, they're merely chasing the cheese around. It's definitely gotten better than it was (with the exception of my Cheese Wolf, which has, by far, the highest solo PUG KDR and WLR of any 'mech I've ever owned (who could have seen that coming?)), but it's still unbalanced.
Everything from LRMs to PPCs to lasers is better in large quantities, and I think it's time for them to stop denying that and do something to slow the pace of the game. We're at a point where it's becoming ridiculous. How many more weird-ass mechanics are we going to see before "balance" is achieved?
Heat, accuracy, or weapons not firing - it doesn't matter what they do; they just need to pick one, put all the weapons on a single scale, and stop chasing the cheese from build to build.
#211
Posted 29 July 2014 - 09:04 PM
This game is so close to being really well balanced. I really hope for a change\nerf to the Gauss PPC combo.
Edited by Slater01, 29 July 2014 - 09:06 PM.
#212
Posted 29 July 2014 - 09:05 PM
#213
Posted 29 July 2014 - 09:09 PM
Seriously, I am not sure if its to much?

#214
Posted 29 July 2014 - 09:09 PM
#215
Posted 29 July 2014 - 09:11 PM
It utterly baffles me how incompetent the development team is when it comes to game balance.
#216
Posted 29 July 2014 - 09:18 PM
Vermaxx, on 29 July 2014 - 08:39 PM, said:
That was actually the smartest weapon modification they ever made. Gauss was just too strong. It wasn't balanced, it was broken. When a sniping weapon works better at brawling than all brawling weapons, something is wrong.
Vanguard319, on 29 July 2014 - 08:57 PM, said:
No, that's pretty much skill. It's the same thing with real life aiming. Have you never used a gun? They really do fire the bullet exactly where you aim. As long as you know how to aim.
#217
Posted 29 July 2014 - 09:18 PM
Homeless Bill, on 29 July 2014 - 03:42 PM, said:
I'm begging you to consider something like this. A hurricane of bandaids has done half of what a serious effort to tackle front-loaded damage could do, and you'd have the added benefit of having another way to balance over/under-performing variants.
You could argue that it's complicated, but how is it any more so than the combination of this arbitrary mechanic, Ghost Heat, the Gauss charge, and all the other jumpjet and PPC adjustments it's taken to get even this close? Please go comprehensive and get this over with.
I think this is an interesting idea. It doesn't mess with the stats, has a logic to it,, and works on other combinations like 2x PPC and AC10s,, I personally don't think it would take too long to get used to.
If we are going to go with the one of the suggested changes,, i would go with the adjustment to speed. But start small and adjust further as needed.
#218
Posted 29 July 2014 - 09:22 PM
IraqiWalker, on 29 July 2014 - 09:18 PM, said:
That was actually the smartest weapon modification they ever made. Gauss was just too strong. It wasn't balanced, it was broken. When a sniping weapon works better at brawling than all brawling weapons, something is wrong.
No, that's pretty much skill. It's the same thing with real life aiming. Have you never used a gun? They really do fire the bullet exactly where you aim. As long as you know how to aim.
I was on my Varsity rifle team, and I can tell you now, there is more to making an accurate and precise shot than point and shoot. There is no skill in point and shoot, especially when the only factor is the quality of your mouse.
#219
Posted 29 July 2014 - 09:26 PM
Vanguard319, on 29 July 2014 - 09:22 PM, said:
I agree. However, Most people can't track targets that well in this game, and require considerable skill to aim properly for the most part. I use a crappy gaming mouse, but I can still do a decent job of it because I've trained my reflexes through years of video gaming. Also, lowering mouse sensitivity can help with aiming.
#220
Posted 29 July 2014 - 09:39 PM
IraqiWalker, on 29 July 2014 - 09:26 PM, said:
if that is the case, why are you so terrified of having something like a reticule bloom system? It would level the playing field, and make the game about real skill, and not about who has the sickest gaming peripherals. As for myself, due to my situation irl, I don't even have a mouse. Every kill I have scored since closed beta has been with a laptop keyboard and touchpad.
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