Restore The Gauss Rifle And The Ppc And Make Mwo A Mech-Sim.
#21
Posted 19 September 2014 - 10:49 AM
#22
Posted 19 September 2014 - 11:03 AM
Lightfoot, on 19 September 2014 - 09:14 AM, said:
The Gauss Rifle is not a sniper rifle. It is too weak at 15 damage for 15 tons to support a difficult de-sync charge-up mechanic and the proof of this is that players will almost always take 2xGauss or none at all. Well that is not how Battle Tech describes the function or use of the Gauss Rifle and it relegates the Gauss Rifle to the Dire Wolf, Cataphract, Jagermech and K2 only, instead of a weapon that is very common on any ballistic capable mech. Now if PGI wants to add an apocryphal mech sniper rifle at 15 tons and say 24 damage, be my guest, but the Gauss Rifle at just 15 damage for 15 tons is balanced to be a long range accurate ballistic that fires normally! A 6 second recharge like an SSRM6 is all that is needed to force it into long range specialization.
.
I've been having success with PPC and gauss over the last week.
These stats are probably way off, but this says I played 10 games with ER PPC and dealt 4,805 damage which is about 500 damage per game.
Gauss average damage stats are lower, at around 330 average damage per game, due to me being a noob and using them outside 1,000 m for reduced damage (not to mention the range nerfs on them which limit them down to 600 something meters effective range).
I hate to say they work fine, because it is hard to shoot things at extreme ranges from 1200 - 1600 m. Its a lot harder now than it used to be.
But then again, that is far away, maybe it is supposed to be difficult to hit moving targets at that distance? .
Edited by I Zeratul I, 19 September 2014 - 11:04 AM.
#23
Posted 19 September 2014 - 11:16 AM
UrsusMorologus, on 19 September 2014 - 10:49 AM, said:
20 tons, 11 cs... is only Heavy Gauss Rifle, but it have 25 damage. I'm fine give IS HGR. Make IS OP.
#24
Posted 19 September 2014 - 11:26 AM
#25
Posted 19 September 2014 - 12:09 PM
El Bandito, on 19 September 2014 - 09:23 AM, said:
Currently there are plenty of Gauss and C/ERLLasers around to keep accurate long range fire as an option. Less PPFLD makes the game last longer and actually let me enjoy the combat better.
As opposed to the click-to-attack RPG that is LRM boating?
Yeah, two can play the embellishment game.
#26
Posted 19 September 2014 - 03:08 PM
You will see. I think maybe some players are just too involved with trying to master what has been served up already to see there is a much deeper level of gameplay that MechWarrior can offer. I'll ask you though, how long can you play the same close-range match over and over before you want a new challenge?
It's Booyah!! btw.
#27
Posted 19 September 2014 - 03:15 PM
#28
Posted 19 September 2014 - 03:19 PM
Lightfoot, on 19 September 2014 - 09:14 AM, said:
No. Easy mode does not a sim make. Convoluted charging mechanisms, cockpit shake, destruction through overheating, reticle that shakes when a humongous mech runs/jumps . These are things that make this a sim.
#29
Posted 19 September 2014 - 03:23 PM
If PPC was sped back up we'd see no more pulse or large lasers - just like before. Also no need for any ballistic save AC5, since you can get a super-accurate, super-long range AC10 with unlimited ammo on any mech without fear of explosions.
PPC is good where it is. So is gauss. They're not absolutely dominant - which they used to be.
Edited by MischiefSC, 19 September 2014 - 03:29 PM.
#30
Posted 19 September 2014 - 03:29 PM
instead of the floating photon torpedo that the PPC currently is, put the projectile speed way up and put a .5sec delay on it after you press the button
now that the pinpoint weapons all have different firing delays they no longer sync and you can put all the weapons to the speed you want. may have to adjust to 1.25sec gauss delay / .75sec PPC
since there is now a delay when you fire gauss and PPC it makes pop-tarting a lot harder, and therefore you can put the JJs back to where they were, or at least to a happy medium from where it was to where it is now
#31
Posted 19 September 2014 - 03:30 PM
I'm game with this so long as the AC10 gets an identical speed buff and the AC20 gets a commensurate one. Bump the PPC by 200m/s? Sure, put the AC20 at 200m/s higher and the AC10 at the same speed.
#32
Posted 19 September 2014 - 03:41 PM
#33
Posted 19 September 2014 - 03:45 PM
Gas Guzzler, on 19 September 2014 - 03:41 PM, said:
An AC10 should have a range measured in miles and a muzzle velocity of ~1,000 and 1,300m/s. It should also hit with enough force to blow a hole clean through a house; in one side, out the other, and still destroy an armored vehicle.
That wouldn't be good game balance though, so we pretend it's got about /14 or less its actual range and about 1/2 its actual speed and a fraction its full destructive force.
All of which is neither here nor there. For game balance reasons the super-high speed PPC screws all other weapon balance.
#34
Posted 19 September 2014 - 03:48 PM
But with the Gauss Rifle, if we can fix heat Capacity by lowering it to at least 30, then I can see removing the charging mechanic if this system would be activated, along with a Heat Capacity fix.
And another thing I'd love to see regardless, is have the Gauss be the only hypersonic weapon in MWO! So, it should also get a better sound too.
#35
Posted 19 September 2014 - 03:58 PM
MischiefSC, on 19 September 2014 - 03:45 PM, said:
An AC10 should have a range measured in miles and a muzzle velocity of ~1,000 and 1,300m/s. It should also hit with enough force to blow a hole clean through a house; in one side, out the other, and still destroy an armored vehicle.
That wouldn't be good game balance though, so we pretend it's got about /14 or less its actual range and about 1/2 its actual speed and a fraction its full destructive force.
All of which is neither here nor there. For game balance reasons the super-high speed PPC screws all other weapon balance.
Most small arms will "blow a hole clean through a house," so that's not exactly impressive.
#36
Posted 19 September 2014 - 04:07 PM
#37
Posted 19 September 2014 - 04:19 PM
fallenhawk1, on 19 September 2014 - 09:26 AM, said:
PLUS you could remove the recharge mechanic on tuesdays and thursdays and if you brother in law´s name is Peter. Or George.
#38
Posted 19 September 2014 - 04:21 PM
MischiefSC, on 19 September 2014 - 03:45 PM, said:
An AC10 should have a range measured in miles and a muzzle velocity of ~1,000 and 1,300m/s. It should also hit with enough force to blow a hole clean through a house; in one side, out the other, and still destroy an armored vehicle.
That wouldn't be good game balance though, so we pretend it's got about /14 or less its actual range and about 1/2 its actual speed and a fraction its full destructive force.
All of which is neither here nor there. For game balance reasons the super-high speed PPC screws all other weapon balance.
Fair enough, but still... you have a weapon designed for use at 810 m with the same projectile speed as a weapon designed for use at 450 m. Seems kinda funky, but its fine.
#39
Posted 19 September 2014 - 04:36 PM
Gas Guzzler, on 19 September 2014 - 04:21 PM, said:
Fair enough, but still... you have a weapon designed for use at 810 m with the same projectile speed as a weapon designed for use at 450 m. Seems kinda funky, but its fine.
The PPC has almost the exact same range profile as the ac10, only the AC10 has projectile drop.
The ERPPC has more range plus no minimum, plus 100m/s faster speed.
Edited by MischiefSC, 19 September 2014 - 04:44 PM.
#40
Posted 19 September 2014 - 04:49 PM
PPCs are....ok....just that....ok.... which is sorta the whole point....every weapon system should be...ok.... it has its uses, but it can't do everything. otherwise there is no reason to use anything BUT that weapon system.(or conversely NO reason to ever use it)
Take a minute, step out of yourself and your desires, find peace inside yourself, and look at the big picture of balance. sometimes people get too focused on little details like projectile speed, and forget to look at everything that encompasses this whole system.
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