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Gauss Thread #9001

Balance

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#41 ThrashInc

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Posted 18 March 2015 - 06:57 PM

View PostL3mming2, on 18 March 2015 - 06:41 PM, said:

a dual gauss build with no charge mechanic in the hands of a good FPS (you know those guys who have been training for years to do no scope head shots at long range in cs like games...) player would be insane, if u poke over a rige in a light mech (even for 0.5s) boom dead ...


Also not true because it's not possible to pinpoint pixels in MWO

#42 Lightfoot

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Posted 18 March 2015 - 07:01 PM

Because your Gauss Rifle is actually from another game's sniper rifle. Battle Tech's Gauss Rifle does not require manual charging as this happens automatically as the gun reloads.

All other MechWarrior games had normal firing Gauss Rifles that could actually knock your mech down that were balanced with a longer recycle than an AC20. MWO players couldn't handle it. PGI made the mistake of giving the Gauss Rifle the same recharge as the AC20. We told them in Closed Beta it wouldn't work that way, or might not, because it did not differentiate an AC20 from a Gauss Rifle. It didn't, but then PGI freaked-out and added a manual charge-up to the Gauss.

#43 dimachaerus

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Posted 18 March 2015 - 07:02 PM

View Postbeleneagle, on 18 March 2015 - 06:51 PM, said:


Who died and made you God? This is the place to discuss things MWO? Just because the op is discussing a topic for the 10,000 time, does not mean you can decide who talks and who can't! Good night! B)


Except, I AM the OP? I'm not saying he can't talk, I'm just saying he's not contributing anything worthwhile to the thread, and it'd be better if he didn't reply if he had nothing to contribute.

Nice attempt, 3/10 on the "Good night"

#44 Aethon

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Posted 18 March 2015 - 07:10 PM

Gauss Rifles should not have a slingshot mechanism. They never had it in canon or in any other game, and adding it was just as stupid as adding it to an autocannon or missile launcher. It is a self-loading, self-arming weapon, just like any other weapon in this game.

Also, with the current setup using this insipid slingshot mechanism, there is no reason for the weapon to explode unless the pilot is in the process of charging it, or holding a charge; it should have a scaling explosion, based on the current level of charge, with no explosion if it is uncharged.

There are other ways to balance the Gauss Rifle with autocannons; turning it into a slingshot was a terrible idea, because it never stopped me from boating it or using it up close; it simply stopped me from using it in builds with 4 different weapon systems that use different aiming points. I could handle this if it had a sensible trigger mechanism, but this simply added a layer of complication that made it both annoying and not worth the extra tonnage and risk of explosion.

Also, the way PGI does ammo explosions, a gauss rifle exploding in your arm can destroy your XL engine, even if that side torso is fully-armored.

#45 L3mming2

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Posted 18 March 2015 - 07:45 PM

View PostJohnny Z, on 18 March 2015 - 06:43 PM, said:

What about a delay then? Rather than a manual charge. This is what anyone using a macro would get anyway, evening the playing field.


realy a macro for guass is a very bad idea, now u can charge it and have some time wile its charged to adjust your aim and fire when u are on target, if you would use a macro to double klik it would fire after a preset amound of time regardles if u are on target ore not. the carge time btw is not in any way shape or form affected by any kind of macro what so ever. if it is affected thats not a macro thats a hack.

usefull things u can do with macros in MWO

-make a TAG laser togle key (can be done too by putting somthing heavy on its short cut key ore using a tootpick to hold down the key)

- chainfire uac5's (this is mainly becaus it is awsome to rambo around with a AA like fire rate, but your dps stays the same and you spread out your damage, think about the wine over the clan UAC's and how they spread damage ...)

things that seem to be usefull but dont work
- trying to chainfire a 12 CERML nova with a 0.5 s delay between the 2 groops of 6 cerml. this works verry well... for about 50% of the times the other 50% you have just killed yourself (for some reason probably MWO being crappy :P) the 2 clicks given exactly 500ms apart (ore 510ms for that mather) give a difrend result evry time you click them ...

#46 L3mming2

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Posted 18 March 2015 - 07:53 PM

View PostThrashInc, on 18 March 2015 - 06:57 PM, said:


Also not true because it's not possible to pinpoint pixels in MWO


thel that to my locust when it gets 1 shoted by a dual gauss from 600m away,

its the smalest mech in game yet if it stands still its no problem to hit it from 1000 m away... so yes you can aim very acuratly in mwo beter than in most shooters as they dont have perfectly acurate guns.. (with the exepion of unreal)

#47 Armorine

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Posted 18 March 2015 - 07:54 PM

So it's settled then. Increase the cool down time beyond the ac20 and get rid of the charge mechanism! Then we'll be a step closer to true mechwarrior online

#48 Lightfoot

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Posted 18 March 2015 - 08:06 PM

View PostL3mming2, on 18 March 2015 - 07:53 PM, said:


thel that to my locust when it gets 1 shoted by a dual gauss from 600m away,

its the smalest mech in game yet if it stands still its no problem to hit it from 1000 m away... so yes you can aim very acuratly in mwo beter than in most shooters as they dont have perfectly acurate guns.. (with the exepion of unreal)


Well you never stand still in a Mech because it makes you prone to being hit by alpha-strikes and no one misses in MechWarrior. Only you moving makes opponents miss. So if you do stand still to make a shot, make it and move and repeat that.

#49 nitra

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Posted 18 March 2015 - 08:23 PM

Why, you may ask ??

because the gauss kitty was so uber opp affen guile.

View Postdimachaerus, on 18 March 2015 - 05:14 PM, said:

So, just as a question, why does my Gauss rifle, which requires "charging" to fire, explode catastrophically when critically hit, while un-charged?

Why is my charged/un-charged Gauss rifle so much easier to destroy than any other weapon in the game?

Yes, I know why these things were done, they were added along with the PPC velocity nerfs, JJ effectiveness destructions, Aim shake, Gauss firing mechanic, JJ heat, and falling damage: to nerf Jump sniping, which is no longer a valid tactic due to the utter nuking of any and all things that allowed it to occur.

So, I propose, we either remove the "charging" fire system altogether, or make it so that the gauss is "state aware" and won't explode if it isn't charged. I'd also propose removing it's extreme fragility, spending 12/15 tons plus ammo for a weapon system that gets knocked out (AND ASPLODES!!!) the first second a single machinegun round patters against your structure is kind of annoying.

I, and many others would like to use gauss on our mechs more often, but while it's still at least workable when used singly, or as the mechs main weapon system, it tends to not work so well when used as part of a more balanced loadout.


#50 L3mming2

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Posted 19 March 2015 - 08:46 AM

View PostLightfoot, on 18 March 2015 - 08:06 PM, said:


Well you never stand still in a Mech because it makes you prone to being hit by alpha-strikes and no one misses in MechWarrior. Only you moving makes opponents miss. So if you do stand still to make a shot, make it and move and repeat that.


yes, but if the gauss has no more charge time, it will be able to nail anyone who stands still to land a laser alpha..

#51 Whatzituyah

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Posted 20 March 2015 - 10:12 PM

9001 you say...



As for the guass I don't like the charge mechanic either but they have their reasons for letting it explode even when uncharged or having the charge at all. It goes way back I was not even playing this game then. I think it has to do with how pop tarts were using them.

Edited by Whatzituyah, 20 March 2015 - 10:13 PM.






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