#1
Posted 25 August 2014 - 01:45 PM
How this would be implemented,i have no idea,maybe some arcane sorcery by PGI.
Or direct buff to some chassis types (maybe Cent,Dragon?)
There i said it
Discuss and troll!
#2
Posted 25 August 2014 - 01:50 PM
#4
Posted 25 August 2014 - 03:47 PM
Cookiemonter669, on 25 August 2014 - 01:45 PM, said:
How this would be implemented,i have no idea,maybe some arcane sorcery by PGI.
Or direct buff to some chassis types (maybe Cent,Dragon?)
There i said it
Discuss and troll!
The Gauss is fine as-is. It's a high risk high reward long-rage weapon. Take away the charge and it'll wind up a heatless brawler weapon, everyone will boat them, and we'll see nothing but "nerf gauss" and "my gauss keeps blowing up and killing me" threads. If it's hard to use, practice practice practice.
#5
Posted 25 August 2014 - 04:07 PM
#6
Posted 25 August 2014 - 04:44 PM
While you are at it. PPCs are still too strong. They should fire backwards with the former speed I think that would make them require more skill to use.
Edited by JohnnyWayne, 25 August 2014 - 04:45 PM.
#7
Posted 25 August 2014 - 04:45 PM
... .
(10 to 1 no one gets that. Oh well).
#8
Posted 25 August 2014 - 04:51 PM
NO! *BLEEPING NO!
#9
Posted 25 August 2014 - 05:04 PM
#10
Posted 25 August 2014 - 05:39 PM
Another option is to increase ammo count for the IS Gauss per ton from 10 to 15.
Both these balancing methods will not affect Gauss velocity or hitting power, resulting in less QQs, but still serving the purpose of making the two weapons more balanced.
Edited by El Bandito, 25 August 2014 - 06:06 PM.
#11
Posted 25 August 2014 - 05:54 PM
El Bandito, on 25 August 2014 - 05:39 PM, said:
Another option is to increase ammo count for the IS Gauss per ton from 7 to 10.
Both these balancing methods will not affect Gauss velocity or hitting power, resulting in less QQs, but still serving the purpose of making the two weapons more balanced.
IS (and Clan) Goose already has 10 ammo per ton.
#12
Posted 25 August 2014 - 05:59 PM
Make the power-up timer random i.e. can take from 0.5 to 2 seconds to power up and it makes a big 'BEEP' when it's charged. That way you really can't macro them and can't really group fire them since 2 gauss may take different times to charge.
hehe, sincerely
a light pilot.
#14
Posted 25 August 2014 - 06:12 PM
#15
Posted 25 August 2014 - 06:17 PM
CapperDeluxe, on 25 August 2014 - 04:07 PM, said:
This, so much this right here.
There is such a large diversity of weapons that would balance the game better than nerfs, but i feel they chose a fairly awkward timeline(Not that they stuck to it anyways so whats the point) Give us heavy lasers too!
Also...charge time should depend on engine rating, ;; and x1.5 on xl engines, i dono, just throwing stuff out there.
#16
Posted 25 August 2014 - 10:16 PM
Gauss is fine where it is.
#17
Posted 25 August 2014 - 11:57 PM
Since last "weapon patch" come out the Gauss suddenly got shortened effective range from 880 to 660. Talking about ERPPC nerf nothing was given back to players from projectile speed nerf. Actually if PGI does a right balancing it should be looked like that:
ERPPC:
- - projectile speed now is 972m/s
- + damage levels heat and now is 15DMG
But? What we got instead? Gauss effective range cut-off plus ERPPC projectile speed cut-off without given-back option.
#18
Posted 26 August 2014 - 12:17 AM
It's fine as it is. It was nerfed to having a charge time for a reason
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