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Ppc And Gauss Rifle Balance During To Devoted Pgi's Feedback Thread.


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#61 Yokaiko

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Posted 30 July 2014 - 10:33 AM

View PostLightfoot, on 30 July 2014 - 10:31 AM, said:

I can't even fire the Gauss by itself and hit anything, how do players group-fire them both? I know the Direwolf can group-fire the Clan Gauss, but I thought that was limited to two?

I fear MWO nerfs things a bit too quickly. I would not want any more of the FLD weapons given the Gauss de-sync treatment. I can't make that stuff work. I always felt the FLD weapons were favored for accuracy and the dps weapons were favored for the damage boost. There is a time for both and players should be able to choose. If balanced this results in very dynamic gameplay.



Put two in one group, charge the gauss, then hit the PPCs (also grouped) when you let off of the guass, presto, you just hit something for 50 points, and if its not all the same spot, its damn close.

Took me about three games to get the hang of, and I had NEVER played with the Guass charge, because I hadn't played in over a year until the weekend that clans dropped.

#62 Tombstoner

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Posted 30 July 2014 - 10:36 AM

bad idea over all. it would actually make things worse IMO. cant use tonnage for balance because it kills off light designs taht should be able to carry them. PPC's and gauss are not heavy / assault mech only weapons.

#63 FupDup

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Posted 30 July 2014 - 10:37 AM

View PostYokaiko, on 30 July 2014 - 10:33 AM, said:



Put two in one group, charge the gauss, then hit the PPCs (also grouped) when you let off of the guass, presto, you just hit something for 50 points, and if its not all the same spot, its damn close.

Took me about three games to get the hang of, and I had NEVER played with the Guass charge, because I hadn't played in over a year until the weekend that clans dropped.

I also got the hang of the 2 ERPPC + 2 Gauss Dire Whale surprisingly quickly. It can be problematic on rare occasions maybe, but otherwise it's not nearly as hard to use as some make it out to be.

#64 Sephlock

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Posted 30 July 2014 - 10:43 AM

View PostYokaiko, on 30 July 2014 - 10:21 AM, said:



hell no.

As it is, they are bound to apply some sort of dumb overnerf to Clan Gauss.

#65 Angel of Annihilation

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Posted 30 July 2014 - 10:53 AM

I just wish they would get this solved without leaving the Gauss Rifle in its current broken state. That hold button, charge up, then release before you lose the charge mechanic just sucks and totally ruins the Gauss Rifle in my opinion.

Honestly, I am getting so sick of them ruining every other use of a weapon just to correct an issue with meta builds.

#66 Y E O N N E

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Posted 30 July 2014 - 12:03 PM

The irony of all things regarding range in MWO (or even TT) is that the ranges on any of the weapons is comically short for their application. MGs (assuming .50 cal) should be hitting hard out well past 500 m, AC/2 over 3 km, AC/5 over 4, AC/10 over 5, AC/20 over 6, and gauss? Gauss should be hitting targets over 20+ km away.

The maps are also waaaaay too small. The game should be playing more like search and destroy over a wide swath of country rather than an arena brawl in a box.

That being said, increasing the range on Gauss is a terrible idea. Last time I used Gauss seriously was on my JM6-S before the present range characteristics and let me tell you...you could not take two steps on Alpine without getting wrecked. Hard.

#67 Lykaon

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Posted 30 July 2014 - 01:10 PM

View PostLala Satalin Deviluke, on 30 July 2014 - 06:16 AM, said:

Cause there is issue to nerf simultaneous usage of PPC+GR combo there is the salution accounting to Battletech Universe canons.

Gauss Rifle:

- buffing the projectile speed to 3,5km/s
- buffing range to 2500 metres
- making weight of GR to both IS and Clans same = 15 tons
- making capasitors charge speed same for IS and Clans
- making high ghost heat penalty for usage GR and PPC's together
- increase critical damage chance on 30% for both, IS and CL

PPC/ER PPC:

- buffing the projectile speed to 2km/s
- bufffing range to 2000 metres
- making weight of PPC's and ERPPC's for both fractions same
- making high ghost heat penalty for both fractions same for usage together with GR
- increase critical damage chance on 20% for both, IS and CL
- make a PPC's collateral damage such as overheating enemy mech like in canon



Can not alter the crits or tonnage on weapons without altering the loadouts of the stock mechs that are introduced into the game.Doing this will gate the release of several mech types and variants so...bad plan.Also in battletech canon clan and I.S. weapons did have different crit space and tonnage useage.

Increasing projectile speeds? You know this will enhance the combination of gauss/PPC combos? A human's reaction speeds are only so fast and your proposed speed alterations are well beyond a player being targeted to do anything about it.Also,at mid value ranges the diferences in velocities you listed are fractions of a second so,for most of the available range of the total weapon combo the velocities you listed would only result in a desync of around 0.033 seconds or,effectivley nothing but an over all buff.

Increasing range? isn't this just an arbitrary choice with no function what so ever for balancing a weapon combination? With the speed increase and the range increase we would only have a shift from Direwwolf 2x Gauss 2x ER-PPC alphas at 800-900m to 2x Gauss Rifles with supreme accuracy at map length ranges.Do you even know how many maps we have that are not even 2KM across? Or how many games begin lances less than 2 KM apart? Seriously you advocate 2.5 kilometer Gauss Rifle ranges?ABSURD!

Linking gauss and PPC in the same group for ghostheat is interesting but does require some significant increase to Gauss rifle ghost heat values like GR ghostheat being set 1000% and that is kinda difficult to swallow or explain as well as being very counter intuative..Or,the PPC will be the only "member" of the pairing effected as if the GR was just another PPC.
It's probably just simpler to adjust the ghostheat threshold of PPC/ER PPC to one instead of having it set to two.(I would also advocate a reversal of the heat increase on PPC/ER-PPCs if the threshold was dropped to one)

PPCs adding heat to a target? Adding bonus effects in addition to being pinpoint front loaded damage weapons with two kilometer ranges a two thousand meter per second velocities to PPCs? Why? are you trying to make overpowered weapons or bring about balance?

Overheating enemy mechs as in canon? what canon? what are you getting this referance from PPC do NOT increase a target's internal heat values on the table top game Battletech in Battletech a PPC does this...

7 tons 3 crits 10 heat 3 hex min range (with a -1 to hit penalty per min range hex to target) short range 0-6 hexes medium range 7-12 hexes long range 13-18 hexes.

It does not add heat to a target.


My much simpler solutions would effect some changes.

Retain Gauss charge mechanics when a PPC is added to the weapon grouping increase charge time by 50% per PPC/ER-PPC. The desired effect is PPCs and Gauss will be fired in seperate groupings eliminating the alpha strike combo or decrease the volume of fire over time by increasing the charge delay of combined weapon groups.

PPC/ER-PPC ghostheat threshold decreased to one. If two PPCs or ER-PPCs are fired at once the second )and subsequent) PPC/ER-PPC generates ghostheat.The desired result is to reduce the values of pin point front loaded damage alpha strikes or reduce the frequency of high damage pinpoint alphas strikes.

Restore previously lower base heat generation to the PPC and ER-PPC to make them more desireable as singular weapons or weapons used singularly or chain fired.

#68 Volkodav

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Posted 31 July 2014 - 05:59 AM

View Postnehebkau, on 30 July 2014 - 08:32 AM, said:

I don't have a problem with gauss or PPC. I do have a problem with 2 gauss and 2 ppc all instantly converging on my torso from 1 Km

This is just one mech. Why should nerf everything. And that Daishi with 2 gaus and 2 ppc suck - this is the wrong assault. You will see. Dire Wolf can there are many more interesting and powerful configuration and would be more useful. :)

#69 Tyman4

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Posted 31 July 2014 - 06:45 AM

Likes thread, HATE PINK HAIRED ANIME GIRL!!!! Shut up and Sit Down!!!

Tyman

#70 80sGlamRockSensation David Bowie

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Posted 31 July 2014 - 06:56 AM

View PostLala Satalin Deviluke, on 30 July 2014 - 07:12 AM, said:

Optimal range? Lol. GR optimal range according to SARNA techreadouts is around 1,5 maps. Good Luck. :)



uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh


wat


Sarna clearly states its 22 hexes LONG RANGE which is 660m





Edit: Also, wtf is a "sarna techreadout"??! There are the original TRO's which the Battletech canon comes from, and then there is sarna which acts like a "Battletech for dummies" wiki, which doesn't have all the information from every TRO anyway.

Edited by mwhighlander, 31 July 2014 - 07:00 AM.


#71 cranect

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Posted 31 July 2014 - 05:00 PM

Dude 1.5 maps in TT is not a good measurement. Some of them weren't even 100 meters long. 2000 meters is about 66-67 hexes which is ridiculous. So that might be 1.5-2.5 maps in length or more depending on size and arrangement. Also these ideas would make everyone angry. I don't think anyone will take kindly to not even having to lead a light mech at 1000 meters with either of these weapons. The poor atlas would instantly die as soon as it poked its head out. None of these ideas are all that good. And if you read the response thread you will notice that just about everyone hates both of the ideas.





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