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Possible Answer To The Gauss / Ppc Issue


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Poll: Is this a good answer to the Gauss / PPC issue (58 member(s) have cast votes)

Do you like this?

  1. Yes (36 votes [62.07%])

    Percentage of vote: 62.07%

  2. No (22 votes [37.93%])

    Percentage of vote: 37.93%

  3. Don't care (0 votes [0.00%])

    Percentage of vote: 0.00%

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#21 TheFuzzyBunny

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Posted 05 August 2014 - 06:53 PM

You are forgetting that the charge time and cool down time can all be adjusted. The idea is to just keep the Gauss from firing simultaneously with other weapons. If the recharge time is like 0.5 seconds it won't affect a single Gauss, it will just keep you from pin point alpha shots with other heavy front loaded weapons.

So Mirrk, you fire your LRM, then your ML's, and why they are on their cool down you will have charged up and fired the Gauss, won't hurt you at all.

View PostKaeb Odellas, on 05 August 2014 - 06:24 PM, said:

What the hell happens if you put a PPC and a Gauss in the same fire group? Which weapon fires? Or heck, any weapon with the Gauss?

Why wouldn't this charge mechanic break dual Gauss builds? If one depowers the moment you fire the other, then it is effectively ghost heat for Gauss Rifles, but worse in that you don't even get the choice between staggered salvos or extra heat.


You couldn't group the Gauss with anything but another Gauss. You can charge and fire 2 Gauss together, just no more than that.

#22 Kaeb Odellas

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Posted 05 August 2014 - 07:21 PM

If a single Gauss Rifle eats up so much power that you can't fire other weapons together with it, then you shouldn't be able to fire two Gauss Rifles together. It wouldn't be logically consistent.

#23 Christopher Hamilton

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Posted 05 August 2014 - 07:50 PM

pls keep them like they are. they are fine.

#24 Fire and Salt

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Posted 06 August 2014 - 12:40 AM

I like the gauss charge mechanic...

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.

#25 TibsVT

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Posted 07 August 2014 - 02:10 PM

I actually love this idea.. When I first started I thought it would be hogwash but it's surprisingly sound.

Though if I may offer a suggestion - I would limit this "drain" to energy weapons alone. Ballistics and missiles should not cancel the precharge.

#26 Nightmare1

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Posted 07 August 2014 - 02:40 PM

Excellent! Short of giving us the Devastator to counter the Daishi, this is a wonderful solution!

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!

#27 Mirkk Defwode

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Posted 07 August 2014 - 02:42 PM

View PostTheFuzzyBunny, on 05 August 2014 - 06:53 PM, said:

So Mirrk, you fire your LRM, then your ML's, and why they are on their cool down you will have charged up and fired the Gauss, won't hurt you at all.


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 TibsVT

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Posted 07 August 2014 - 03:04 PM

View PostMirkk 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.
Ew...

#29 TheFuzzyBunny

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Posted 07 August 2014 - 03:52 PM

View PostKelesK, on 07 August 2014 - 02:10 PM, said:

I actually love this idea.. When I first started I thought it would be hogwash but it's surprisingly sound.

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.

#30 TibsVT

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Posted 07 August 2014 - 03:59 PM

View PostTheFuzzyBunny, 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.
I'm not too sure what the IS builds run at present but if you're close enough for an AC to do damage chances are you're going to be suiciding anyway. At least from what I've seen. Plus you'd be seriously gimping yourself with a build like that to begin with - anything outside the AC optimal would leave you with only the gauss. Most people also aren't silly enough to stand around in AC2/5 streams either so I wouldn't see it as an issue.

#31 TheFuzzyBunny

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Posted 07 August 2014 - 04:07 PM

Nevermind.... I'm silly...

Edited by TheFuzzyBunny, 07 August 2014 - 04:07 PM.


#32 TibsVT

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Posted 07 August 2014 - 04:32 PM

View PostTheFuzzyBunny, on 07 August 2014 - 04:07 PM, said:

Nevermind.... I'm silly...
Not really. Just need to see it from all angles.

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.


#33 Cyberiad

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Posted 02 October 2014 - 09:45 AM

I would rather the balance be addressed using simple things like damage, ammo per ton, weapon tonnage, weapon slots required, heat and cooldown rather than needlessly complicated mechanics (aka charging). It seems like the devs like to use exact figures from the board game rules and I believe this to be a horrible mistake. This is a real-time computer game, not a board game so please just change to values to whatever makes sense instead of introducing needlessly complicated mechanics.





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