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The Gauss / Particle Projection Directive - Feedback


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#1221 Gorgo7

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Posted 18 September 2014 - 03:05 PM

View PostTom0169, on 18 September 2014 - 12:45 PM, said:

The logical approach from the first page was best I think.
Every Reactor has a Max output of energy per minute and every weapon has a needed energy input per minute.
When you overluse your reactor (over max output) he creates more heat
It's a nice logical system.
Just read
http://www.qqmercs.com/?p=3987
It's good.

edit:
the post from Homeless Bill it was

Reminds me of a game called Starfleet Battles.
Giant starships.
More systems that you can power.
Forces you to manage your power draw.
All very good for a low tempo, long range starship shoot 'em-up with reinforced shields.
Managing power while retaining heat penalties...don't like it with giant stompy robots.
Don't like it at all.

#1222 Beo Vulf

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Posted 20 September 2014 - 11:01 AM

View PostNoober, on 29 July 2014 - 03:37 PM, said:

Good to see something solid being done with the PPC gauss issue. As for which mechanic is best, we probably need a couple of public tests to make an informed decision, but my gut says significantly slower PPCs may be the answer... but again, I definitely think this is a candidate for public test.

I have to go with Noober on this one. PTR tests would give players and Devs a better idea of which mechanic works best.

#1223 Blackdawn75

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Posted 27 September 2014 - 05:38 PM

i just wish i could get all the money i pissed off on this game back

#1224 Gorgo7

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Posted 27 September 2014 - 08:10 PM

View PostBlackdawn75, on 27 September 2014 - 05:38 PM, said:

i just wish i could get all the money i pissed off on this game back

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...

#1225 KuroNyra

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Posted 28 September 2014 - 05:36 AM

View PostGorgo7, on 27 September 2014 - 08:10 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...

I'm not sur you want to know. ^^'

#1226 Hydrocarbon

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Posted 28 September 2014 - 04:00 PM

I rarely use PPC/Gauss, and I can't say it's OP in the slightest as the person taking the damage. There are more terrifying combos IMO. The DW is usually what uses this combo, and it's supposed to be a monster.

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.


#1227 Xanquil

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Posted 28 September 2014 - 04:27 PM

Yet another way to avoid the problem instead of fixing it. Instant convergence is the problem with the weapons, not how many can be fired at once. How about instead of adding more convoluted weapon restrictions, a change to the pinpoint instant convergence is worked on.

In other words work on the problem, and not the symptoms.

#1228 Lightfoot

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Posted 30 September 2014 - 08:26 AM

Use the carrot instead of the stick!

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.


#1229 CryptKpr

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Posted 01 October 2014 - 08:34 AM

My 2c:
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.

#1230 Reno Blade

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Posted 01 October 2014 - 10:42 AM

You guys noticed that the PPC speed reduction is already in place since a few patches, right? :)

#1231 Kain Demos

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Posted 01 October 2014 - 10:51 AM

Yeah and that's what's scary--as slow as they are now some people are STILL mad about them?

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.


#1232 IraqiWalker

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Posted 01 October 2014 - 12:07 PM

View PostCryptKpr, on 01 October 2014 - 08:34 AM, said:

My 2c:
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.

#1233 the darkness in all of us

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Posted 01 October 2014 - 10:07 PM

Nico,
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}

#1234 Gorgo7

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Posted 02 October 2014 - 04:30 AM

With the upcoming series of trait buffs to the inner sphere it would be lovely to see PPC speed buffs applied to stock users such as Awesomes, Thunderbolts etc.
Here's hoping!

#1235 IraqiWalker

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Posted 02 October 2014 - 01:00 PM

View PostGorgo7, on 02 October 2014 - 04:30 AM, said:

With the upcoming series of trait buffs to the inner sphere it would be lovely to see PPC speed buffs applied to stock users such as Awesomes, Thunderbolts etc.
Here's hoping!

Russ did mention something along those lines.

View PostRuss Bullock, on 29 September 2014 - 05:10 PM, said:

Remember these are weapon specific quirks - so although I may not be planning to increase the velocity of the PPC - a weapon specific quirk will.

The Awesome 8Q comes to mind with new PPC specific quirks on velocity, cooldown and heat.


#1236 Draxx9

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Posted 04 October 2014 - 02:04 AM

PPCs are mean Gauss are mean, but they're guns they are suppose to be mean. I dont use the combos personally but i steer clear and just dump a few rounds on them, then they dead. All is fair :P On the other hand an energy bar makes sense.

#1237 kapusta11

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Posted 04 October 2014 - 05:05 AM

I used single Gauss and single PPC on my Shadowhawks, was it OP? [bear in mind it's a medium mech] Hardly. Unfortunately PPCs now are just like Lasers and CUACs - only good against stationary targets or ranges below 400m.

Edited by kapusta11, 04 October 2014 - 05:05 AM.


#1238 Saiphas Cain

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Posted 06 October 2014 - 01:17 PM

I know I'm late getting into this but I would favor anything that keeps it simple. I already avoid Gauss because I don't like the hold for charge and release to fire within a specific timeframe firing. That's too much focus for me and I begin to lose situational awareness. That being said I would be concerned about any serious reduction in projectile speed. I had a match recently where I matrixed several ERPPC rounds while returning fire with ERLL's. Granted, I was in a Raven with a 210 but still. I would think the simplest solution would be just changing the IS PPC's to mimic the clans spread damage hits. This would completely eliminate the pinpoint damage issue and bypass the need for any kind of charge/recharge dynamic. Sure, it would break the alpha strike meta but you can do that with ERLL's anyway if you're willing to give up the ECM scrambling effect.

#1239 IraqiWalker

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Posted 06 October 2014 - 01:52 PM

View PostSaiphas Cain, on 06 October 2014 - 01:17 PM, said:

I know I'm late getting into this but I would favor anything that keeps it simple. I already avoid Gauss because I don't like the hold for charge and release to fire within a specific timeframe firing. That's too much focus for me and I begin to lose situational awareness. That being said I would be concerned about any serious reduction in projectile speed. I had a match recently where I matrixed several ERPPC rounds while returning fire with ERLL's. Granted, I was in a Raven with a 210 but still. I would think the simplest solution would be just changing the IS PPC's to mimic the clans spread damage hits. This would completely eliminate the pinpoint damage issue and bypass the need for any kind of charge/recharge dynamic. Sure, it would break the alpha strike meta but you can do that with ERLL's anyway if you're willing to give up the ECM scrambling effect.

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.

#1240 Defender Rococo Rockfowl

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Posted 06 October 2014 - 02:50 PM

I prefer PPCs for the direct damage versus the "spread" of lasers. P L E A S E give my PPCs back their speed.

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.





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