

Possible Answer To The Gauss / Ppc Issue
#21
Posted 05 August 2014 - 07:21 PM
#22
Posted 05 August 2014 - 07:50 PM
#23
Posted 06 August 2014 - 12:40 AM
Dual gauss is the only 30 pinpoint sniper option that doesnt have a penalty (3PPCs is way HOT)
Removing the charge mechanic negates the skill that is required to achieve this pinnacle of sniper pinpoint.
Still, I would prefer anything over a PPC nerf. PPCs are perfectly balanced IMO.
#24
Posted 07 August 2014 - 02:10 PM
Though if I may offer a suggestion - I would limit this "drain" to energy weapons alone. Ballistics and missiles should not cancel the precharge.
#25
Posted 07 August 2014 - 02:40 PM
Hands off my PPCs PGI! I only own one Gauss Mech, but I have about four or five PPC Mechs. The latters ones deserve no nerfs!
#26
Posted 07 August 2014 - 02:42 PM
TheFuzzyBunny, on 05 August 2014 - 06:53 PM, said:
Yay, forcing people into specific rotations like MMO builds...no thanks
I see what you're saying but often times I play that far differently than how you're describing for a fight. It needs be more fluid and dynamic than that otherwise you're just effectively making the weapon unusuable. By forcing a reset on using other weapons it negates it entirely if you get into anything but that ideal combat position to always do that same rotation.
I simply feel that a longer cool down with an extreme velocity increase is the solution, make it a more niche weapon so it isn't as useful in brawling as well as sniping. That'd give folks with closer ranged autocannons the edge when they're up close and personal, while the guass packs a severe punch at range.
This would also put it more inline with how those weapons really work on that scale. The current naval tested gauss rifles have a velocity of 15,000 m/s. The projectile should be trying to tear itself apart from air friction. Or in the event of a space map not at all...This would also make it more of a point and click weapon for when you have it charged up. I'd suggest a change from the current 3,000 m/s velocity to 8,000 m/s with an addition 5 seconds on the cooldown before firing again.
#27
Posted 07 August 2014 - 03:04 PM
Mirkk Defwode, on 07 August 2014 - 02:42 PM, said:
Yay, forcing people into specific rotations like MMO builds...no thanks
I see what you're saying but often times I play that far differently than how you're describing for a fight. It needs be more fluid and dynamic than that otherwise you're just effectively making the weapon unusuable. By forcing a reset on using other weapons it negates it entirely if you get into anything but that ideal combat position to always do that same rotation.
I simply feel that a longer cool down with an extreme velocity increase is the solution, make it a more niche weapon so it isn't as useful in brawling as well as sniping. That'd give folks with closer ranged autocannons the edge when they're up close and personal, while the guass packs a severe punch at range.
This would also put it more inline with how those weapons really work on that scale. The current naval tested gauss rifles have a velocity of 15,000 m/s. The projectile should be trying to tear itself apart from air friction. Or in the event of a space map not at all...This would also make it more of a point and click weapon for when you have it charged up. I'd suggest a change from the current 3,000 m/s velocity to 8,000 m/s with an addition 5 seconds on the cooldown before firing again.
#28
Posted 07 August 2014 - 03:52 PM
KelesK, on 07 August 2014 - 02:10 PM, said:
Though if I may offer a suggestion - I would limit this "drain" to energy weapons alone. Ballistics and missiles should not cancel the precharge.
I agree with your logic, but it wouldn't solve the issue of the Guass + AC route the IS mechs use. The idea is to remove the potential to combo the Gauss with anything accept for another Gauss.
Personally I don't see as much of an issue with Gauss + AC now that the JJ balance has happened limiting the poptart craze though.
#29
Posted 07 August 2014 - 03:59 PM
TheFuzzyBunny, on 07 August 2014 - 03:52 PM, said:
I agree with your logic, but it wouldn't solve the issue of the Guass + AC route the IS mechs use. The idea is to remove the potential to combo the Gauss with anything accept for another Gauss.
Personally I don't see as much of an issue with Gauss + AC now that the JJ balance has happened limiting the poptart craze though.
#30
Posted 07 August 2014 - 04:07 PM
Edited by TheFuzzyBunny, 07 August 2014 - 04:07 PM.
#31
Posted 07 August 2014 - 04:32 PM
TheFuzzyBunny, on 07 August 2014 - 04:07 PM, said:
I play as a Clanner primarily and the only real chassis I would panic about would be a Dire Wolf of which has a nose the size of a Catapult. Bear in mind Gauss Rifles have an extremely bad tendency to blow up and when they do they'll take at best the arm if not torso; ammo and all.
Most of those heavy boaters are also very, very sluggish and any time they wander out too far they become LRM bait and usually come off very worse for wear.
That's my reasoning behind not having missiles and specifically ballistics reset that precharge - otherwise I love the idea.
Edited by KelesK, 07 August 2014 - 04:42 PM.
#32
Posted 02 October 2014 - 09:45 AM
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