Gauss Cannon Mechanics Are Excluding Novice Players?
#1
Posted 06 October 2014 - 10:48 PM
For those who started a while go, you will remember that gauss cannons didnt have the "charge up" mechanic they do now, you could just point a click and they would fire. Back then, the game was a horrible meta jump snipe long range game, and PGI made a lot of balance changes to try and make the game more "brawly" which is good. One of them was to add the "charge up" time on the gauss cannons to make them harder to use.
That is all good in theory but what I think has happened is that the more elite players, have either practiced enough to get good with them anyway, or are using scripts (I would guess more the latter, but people will never admit that on public forums) and the average jo novice player, like me, who find them impossible to use, are being excluded from using this weapon.
Or to put it another way, you've got a powerful weapon, that now only the more elite players can use effectively.
Now a single guass is not an issue, yes if you get caught out by one, it hurts, you make a note of it, if you get caught out again, its your own fault. I dont have a problem with that. What I do have a problem with is popping out of cover with my medium mech to take a look, getting popped by dual guass in the CT and have to try and play the rest of the game in structure damage off the bat, its just not fun.
What I suggest? Actually I am not sure, but I dont think the current method is working at all, maybe making the single guass back to how it was, and either making it impossible, or with a significant nerf to be able to mount 2 at once.
#2
Posted 06 October 2014 - 11:27 PM
#3
Posted 06 October 2014 - 11:47 PM
It is dirt easy. It takes like 1 try to learn. Really. I'm losing faith in humanity whenever someone brings up the "gauss is hard to use".
What happend to gamers? Years ago there where many games so difficult you wanted to bite your keyboard. Nowadays pressing a button for less than a second and then releasing it is called a "complicated mechanic" that is "difficult to use" for new players. Seriously? Seriously? It's pressing ONE button.
Edited by meteorol, 06 October 2014 - 11:49 PM.
#5
Posted 07 October 2014 - 12:26 AM
#6
Posted 07 October 2014 - 12:34 AM
Switch to Gauss, practice in training grounds.
Use Gauss.
Problem solved.
#7
Posted 07 October 2014 - 12:40 AM
BUDFORCE, on 06 October 2014 - 10:48 PM, said:
For those who started a while go, you will remember that gauss cannons didnt have the "charge up" mechanic they do now, you could just point a click and they would fire. Back then, the game was a horrible meta jump snipe long range game, and PGI made a lot of balance changes to try and make the game more "brawly" which is good. One of them was to add the "charge up" time on the gauss cannons to make them harder to use.
That is all good in theory but what I think has happened is that the more elite players, have either practiced enough to get good with them anyway, or are using scripts (I would guess more the latter, but people will never admit that on public forums) and the average jo novice player, like me, who find them impossible to use, are being excluded from using this weapon.
Or to put it another way, you've got a powerful weapon, that now only the more elite players can use effectively.
Now a single guass is not an issue, yes if you get caught out by one, it hurts, you make a note of it, if you get caught out again, its your own fault. I dont have a problem with that. What I do have a problem with is popping out of cover with my medium mech to take a look, getting popped by dual guass in the CT and have to try and play the rest of the game in structure damage off the bat, its just not fun.
What I suggest? Actually I am not sure, but I dont think the current method is working at all, maybe making the single guass back to how it was, and either making it impossible, or with a significant nerf to be able to mount 2 at once.
Yes you are right, a lot of pathetic people who call themselves elite, use scripts and macro's to do the button clicking for them as they lack the skills to do this without an aid
#8
Posted 07 October 2014 - 12:47 AM
Hard to use is laughable, sure it maybe takes few more games to figure out the charging... but it is much much much much easier to lead for guass then any other ballistic.
And the macros, all they do is fire ppc's at the exact second you release the guass, the more advanced ones have beep when its charged.. they don't really alter the skill level required, just maybe lower to twitch reflex requirement on your second finger.
#9
Posted 07 October 2014 - 12:48 AM
#10
Posted 07 October 2014 - 12:51 AM
KingDavid, on 07 October 2014 - 12:48 AM, said:
When you view other players you don't see them charging.
macro works like this.
You have guass on right click, you charge guass, when you release guass button it also presses the ppc button (usally number 6).
More advanced ones beep when its charged, when it loses charge, and when its ready to charge again.
The macro is for ppc/guass, its useless if your just using guass... well less u want a bunch of annoying beeping.
Edited by zortesh, 07 October 2014 - 12:54 AM.
#11
Posted 07 October 2014 - 12:57 AM
#12
Posted 07 October 2014 - 01:00 AM
its press and release within a sec or 2 or lose the charge though... thats what messes me up
Edited by AH Keira_NZ, 07 October 2014 - 01:00 AM.
#13
Posted 07 October 2014 - 01:03 AM
meteorol, on 06 October 2014 - 11:47 PM, said:
It is dirt easy. It takes like 1 try to learn. Really. I'm losing faith in humanity whenever someone brings up the "gauss is hard to use".
What happend to gamers? Years ago there where many games so difficult you wanted to bite your keyboard. Nowadays pressing a button for less than a second and then releasing it is called a "complicated mechanic" that is "difficult to use" for new players. Seriously? Seriously? It's pressing ONE button.
years ago? games had some big fat manuals explaining how they work. Where is the gauss mechanic explained? Oh wait, nowhere ingame. Thats the issue, lack of documentation. How shoudl newbies know about it?
#14
Posted 07 October 2014 - 01:04 AM
I saw a suggestion on a different thread, which was to not allow two guass rifles to charge simultaneously. IMO this is a bit harsh. A sniper build makes for a good niche in this game. I would suggest to simply doubling the charge time if you plan to fire them both.
#15
Posted 07 October 2014 - 01:06 AM
Lily from animove, on 07 October 2014 - 01:03 AM, said:
years ago? games had some big fat manuals explaining how they work. Where is the gauss mechanic explained? Oh wait, nowhere ingame. Thats the issue, lack of documentation. How shoudl newbies know about it?
I seem to remember all us gamers ignoring those big manuals and just pressing every button in every way till we figured stuff out, the green bar going across when you charge the guass is sortof self explanatory.
Thou you are right, there are alot of mechanics in this game not explained and we could really use a manual.
#16
Posted 07 October 2014 - 01:07 AM
For me the tip to group the gauss with all weapongroups which are unused helps me alot. Because you get a bigger visiual feedback near the cross hairs. 3 to 5 small green blocks is better then 1. So you dont have to look at the weapon group "screen" anymore.
So in my Ilya i have only 2 weapon groups really used. So i can fill group 1 and 3-6 with the gauss. Its really easy to see when the gauss is ready now. This works similar to my dw.
#17
Posted 07 October 2014 - 01:09 AM
#18
Posted 07 October 2014 - 01:18 AM
Besides, the gauss charge mechanic is no different than archery in Skyrim.
#19
Posted 07 October 2014 - 01:20 AM
I suggest learning how to play with around 4 back armor. It alleviates a lot of the problems medium mechs have against 30-40 point alphas since a centurion will have 44 side torso armor and 60 CT armor. Just get used to not getting shot in the back. The only time I died due to low back armor in the last few games was shutting down as an Ilya with 2 back armor that got stripped from LRMs and some 4MG light mech ripped my CT but other than that it's mostly not an issue. If you're dying to back hits often anyway that's another problem entirely.
Edited by Elizander, 07 October 2014 - 01:21 AM.
#20
Posted 07 October 2014 - 01:30 AM
The time to hold the shot needs to be doubled (at 2.5 seconds) to make it more reasonable, or if not doubled then at the very least set to 2 seconds, then people can start using it more like the souped up sniper rifle that it is.
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