The Gauss / Particle Projection Directive - Feedback
#61
Posted 29 July 2014 - 04:23 PM
For something that isn't that big of a deal. Not surprising.
#62
Posted 29 July 2014 - 04:24 PM
#63
Posted 29 July 2014 - 04:24 PM
Adiuvo, on 29 July 2014 - 04:10 PM, said:
This is a MechWarrior game that uses the armour system from BattleTech tabletop, a system that isn't designed for pin-point accurate damage; it is designed for spread damage.
Where TT uses dice rolls to spread the damage we need something not-so-random, like movement-based reticule shake (a.k.a. head bob in other FPS games), or movement-based Cone of Fire, or non-instant convergence, or any of the multitude of ideas that have been presented over the last two years or so.
There's no shortage of ideas on how to fix the problem of instant convergence (I listed four in a previous post), which is the REAL problem these convoluted and twisted ideas in the OP are trying to address.
#64
Posted 29 July 2014 - 04:25 PM
Skadi, on 29 July 2014 - 04:21 PM, said:
K im ready for the nerf paul.
http://mwo.smurfy-ne...36e7c3061ffd9da
me too
#65
#66
Posted 29 July 2014 - 04:27 PM
Fire 1 PPC: fine
Fire 2 PPC: fine
Fire 3 PPC: heat scale
Fire 2 PPC + 1 Gauss: Heat scale
Fire 2 PPC + ac/5: heat scale
Fire 1 PPC + 1 gauss: fine
You already have this system in place that players understand, so you might as well use it.
If I have to choose one option you listed, I would pick the lower projectile speed, but I'd rather use the ghost heat mechanic.
Edited by Jman5, 29 July 2014 - 04:34 PM.
#67
Posted 29 July 2014 - 04:28 PM
If you want to fix high-alpha, high speed, long range, pinpoint damage loadouts, then make PPCs a splash damage or damage over time weapon.
#68
Posted 29 July 2014 - 04:28 PM
#69
Posted 29 July 2014 - 04:29 PM
#70
Posted 29 July 2014 - 04:31 PM
Geck0, on 29 July 2014 - 04:21 PM, said:
The issue has NEVER BEEN with the weapons. It has been the ability to land damage on a single spot consistently. The gausspult, the fastback, the jager-bomb, the pepsi stalker, etc, etc. The weapons have never been the root of the issue. The issues the weapons had were the most readily visible and masked the real issue that PGI has yet to address and likely never will.
As usual too complex for its own good. Apply the accuracy debuff that occurs while using jump jets while in mid air even when you're not using jump jets. Can still shoot while mid flight but brings it to a risky tactic at best and brings back the core game play.
You must not be reading this right...the issue has ZERO to do with jump sniping. That is not really even an issue at this stage...
(Well, it may tangentially have a tie-in, though that is pretty weak at best...)
#71
Posted 29 July 2014 - 04:32 PM
Not lets push across this open land who cares if i get hit a little.
Edited by Monkey Lover, 29 July 2014 - 04:33 PM.
#72
Posted 29 July 2014 - 04:33 PM
Jman5, on 29 July 2014 - 04:27 PM, said:
Fire 1 PPC: fine
Fire 2 PPC: fine
Fire 3 PPC: heat scale
Fire 2 PPC + 1 Gauss: Heat scale
Fire 2 PPC + ac/5: heat scale
Fire 1 PPC + 1 gauss: fine
You already have this system in place that players understand, so you might as well use it.
NO!!! Just desync the projectiles...problem solved, no more convoluted garbage.
#73
Posted 29 July 2014 - 04:37 PM
#74
Posted 29 July 2014 - 04:38 PM
mooky, on 29 July 2014 - 03:38 PM, said:
Do mind the huge slowdown to ER/PPC's ... it will disproportionately affect PPC heavy mechs, like the Awesome should be. Small slowdown, like Heffay indicated, 1200 m/s .. sure, halfing it, heck NO!
Agreed. PPC's are NOT the problem. Pinpoint damage is. They can keep debuffing weapons all day, and in the end whatever pinpoint weapons remain will be played.
Finally, heavy energy mechs are already weak in this game - don't make them weaker by trashing the PPC's. It's not as if ballistics are already the dominant weapon... yeesh...
#75
Posted 29 July 2014 - 04:38 PM
You know, we could lose all of these convoluted restrictions by eliminating pinpoint. You guys do realize this, right?
I like the idea of making the maximum possible pinpoint dmg from projectile weapons only 35 damage but there's no need to slow PPCs down that much. Setting them down to 1000m/s? Maybe. 750m/s? Hah, with PPCs producing 10 heat they will merely be heat factories. And this is coming from someone that hates the PPC meta.
Edited by Pezzer, 29 July 2014 - 04:38 PM.
#76
Posted 29 July 2014 - 04:39 PM
#77
Posted 29 July 2014 - 04:39 PM
Edited by DarthPeanut, 29 July 2014 - 04:45 PM.
#78
Posted 29 July 2014 - 04:40 PM
Gyrok, on 29 July 2014 - 04:33 PM, said:
The devil you know.
Either way, both ghost heat and a slower ppc projectile speed would desync ppc from Gauss. However, slowing down the ppc projectile would interfere with other builds that aren't really a problem. That's why I'm in favor of ghost heat as an alternative option.
#79
Posted 29 July 2014 - 04:41 PM
If the problem is with PPC/Gauss combos. . . use a solution that affects that issue. Don't apply a general nerf to all PPCs.
#80
Posted 29 July 2014 - 04:42 PM
If I had to chose between the two I'd have to go for the first of the two options, the limiter is an interesting concept, if complicated. However as long as there was a clear way of showing the limitations so that you know what is happening when it happens and preferably in the mechlab in addition, it could work. Without clear information being given about it in-game it could lead to considerable frustration.
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