

#21
Posted 05 April 2015 - 01:16 AM
#22
Posted 05 April 2015 - 01:30 AM
GA GA GA GAUSS -> Long-dead, clever, German dude with sideburns.
GOO GOO GOO GOOASS -> Something that happens when you have too much mexican food.
#23
Posted 05 April 2015 - 02:48 AM
#24
Posted 05 April 2015 - 02:53 AM
Edited by DrSlamastika, 05 April 2015 - 02:53 AM.
#25
Posted 05 April 2015 - 02:56 AM
Mystere, on 04 April 2015 - 10:34 PM, said:
"The team with the most TimberGods win."
"No! It's the team with the most PPC-packing TDR-9S that wins."
"No way! It's the team with the most laser vomit that wins."
"Hell no! It's the team with the largest gaggle of gauss rifles than wins!"
OMFG! In the name of all that is Mighty and Holy, please ******* make up your minds!
Its the side that is fortunate enough to get the less amount of scrubs that wins.....
#26
Posted 05 April 2015 - 04:22 AM
Best solution is to allow single mounted Gauss Rifles to fire with no charge-up/de-sync and increase the recharge to 5.25-5.75 seconds (currently 4.75). This defuses the 2xGauss enforcement from the de-sync with a reward for not boating Gauss while not removing the 2xGauss option for players who wish too.
Gauss Rifles are normally balanced easily with a slightly longer recharge than an AC20 and this would be so in MWO also in spite of the accuracy of MWO's weapons.
I have been re-playing MechWarrior 4 Mercs recently and I see their Gauss Rifles travel at about 3000 meters per second, but were completely balanced in online PvP by a 25% longer recharge than an LB-20X. I played for an online Merc unit in a variety of MW4 leagues so I know this to be true.
Edited by Lightfoot, 05 April 2015 - 04:23 AM.
#27
Posted 05 April 2015 - 04:23 AM
Lightfoot, on 05 April 2015 - 04:22 AM, said:
Best solution is to allow single mounted Gauss Rifles to fire with no charge-up/de-sync and increase the recharge to 5.25-5.75 seconds (currently 4.75). This defuses the 2xGauss enforcement from the de-sync with a reward for not boating Gauss while not removing the 2xGauss option for players who wish too.
Gauss Rifles are normally balanced easily with a slightly longer recharge than an AC20 and this would be so in MWO also in spite of the accuracy of MWO's weapons.
I have been re-playing MechWarrior 4 Mercs recently and I see their Gauss Rifles travel travel at about 3000 meters per second, but were completely balanced in online PvP by a 25% longer recharge than an LB-20X. I played for an online Merc unit in a variety of MW4 leagues so I know this to be true.
This would just be another bandaid covering the real issue, that being perfect convergence.
#28
Posted 05 April 2015 - 04:50 AM
Quxudica, on 05 April 2015 - 04:23 AM, said:
This would just be another bandaid covering the real issue, that being perfect convergence.
Well at some point after you aim the weapons converge and should remain so on a locked target. If you expect me to agree to some fuzzy footprint aiming like in a console game you'll get no support from me.
MWO is a Battlemech Sim and was always intended to be. You move, aim, shoot, and live by the results of your skills. And there is no Convergence of different weapons now if you move laterally because they do have simulated different speeds.
What's funny is that some players think Light mechs would be saved by the nerfing of Convergence, but just the opposite is true. Having all the weapons shoot through a footprint would allow Lights to be hit on every shot and their thin armor would just go poof in a few rounds, meanwhile Assaults would see their survivability shoot up from the massive armor they carry.
#29
Posted 05 April 2015 - 04:52 AM
Lightfoot, on 05 April 2015 - 04:22 AM, said:
Best solution is to allow single mounted Gauss Rifles to fire with no charge-up/de-sync and increase the recharge to 5.25-5.75 seconds (currently 4.75). This defuses the 2xGauss enforcement from the de-sync with a reward for not boating Gauss while not removing the 2xGauss option for players who wish too.
Gauss Rifles are normally balanced easily with a slightly longer recharge than an AC20 and this would be so in MWO also in spite of the accuracy of MWO's weapons.
I have been re-playing MechWarrior 4 Mercs recently and I see their Gauss Rifles travel at about 3000 meters per second, but were completely balanced in online PvP by a 25% longer recharge than an LB-20X. I played for an online Merc unit in a variety of MW4 leagues so I know this to be true.
The Gauss Charge/De sync intent was to stop PPC+ Gauss and it worked flawlessly.. since all the Meta cheesers switched to 2x Ac/5 + 2x PPC since they considered the Mechanic rendered the combo high undesirable..
Of course for most of the playerbase seems handling a charge up was too much and declared the Gauss dead wich was wrong.
It wasn't until the coming of the clans that some players saw an advantage to reuse it despite it's drawbacks Non XL-death like in IS mechs, Case free on the sections is mounted etc..
And of course the D-wolf being able to mount a durable and cold 2x PPC +2x Gauss platform.
Edited by Lord Perversor, 05 April 2015 - 04:53 AM.
#30
Posted 05 April 2015 - 04:55 AM
When it reads "The reticule glowed crimson and Julian fired"..or w/e...at first I was like, why is a PPC locking on?
NOw it all makes sense, its the mech's targeting system telling him hes converged.
With that in mind, that is exactly what MWO needs. Our reticules to start off a base color, for Clans its blue, for IS it should be something besides yellow. Green maybe...idk. Then, you can fire without waiting for your guns to converge, but they likely wont hit ****, but if you wait for the guns to converge on a spot then fire, it would change color to like Gold and then you know your on target, then fire....
would that take more time? yes, would it mean some of your 99pt lolpha might miss? yes. Would it increase TTK? yes....would be be annoying to l2P with? oh yes...but would it be good for the game? probably.....this game needs longer pauses between shots, time for mechs to move around without the enemy always having 15 guns ready to fire at any moment..
#31
Posted 05 April 2015 - 05:04 AM
#32
Posted 05 April 2015 - 05:19 AM
Lightfoot, on 05 April 2015 - 04:50 AM, said:
Well at some point after you aim the weapons converge and should remain so on a locked target. If you expect me to agree to some fuzzy footprint aiming like in a console game you'll get no support from me.
MWO is a Battlemech Sim and was always intended to be. You move, aim, shoot, and live by the results of your skills. And there is no Convergence of different weapons now if you move laterally because they do have simulated different speeds.
What's funny is that some players think Light mechs would be saved by the nerfing of Convergence, but just the opposite is true. Having all the weapons shoot through a footprint would allow Lights to be hit on every shot and their thin armor would just go poof in a few rounds, meanwhile Assaults would see their survivability shoot up from the massive armor they carry.
Weapons on mechs are not supposed to have pixel perfect convergence, these weapons (and the game rules that govern them) were never intended to be aimed with the precision of a first person shooter player.
The crabs arm cannons are a decent example of how convergence should function. If you want to hit the same component consistently and not waste ammo you have to aim both arms individually while compensating slightly between each alternating arm shot because the arms are flared. Some mechs should have better convergence than others, but generally speaking if you alpha strike with lasers on your arms and your left and right torsos - the result should not be surgically removing the targets component, but bathing them in laser fire that covers most of their torso. If you want to be precise with that volley of laser fire you should have to aim for your arms, then aim for your torso.
Alpha strikes are supposed to be big all in bursts of damage, meant to finish a fight or as part of a hit and run, they aren't supposed to be the standard way we use our weapons. A big part of why alpha strikes are the defacto method of attack is because there is zero performance or accuracy penalty to using them. If you have a choice between firing a 61 point alpha all on the same pixel or a 28 point partial alpha.. there's no reason besides the binary heat system to ever use that second option.
#35
Posted 05 April 2015 - 05:25 AM
Bush Hopper, on 05 April 2015 - 12:35 AM, said:
Thats why when I'm in my dire wolf I stare at you to death ...
with lasers and gauss

Edited by Tool Box, 05 April 2015 - 05:25 AM.
#36
Posted 05 April 2015 - 05:25 AM
Satan n stuff, on 05 April 2015 - 05:22 AM, said:

It's true often enough to not be worth qualifying. Skill levels being equal, numbers trump everything in MWO. The only exception is if a significant number of the enemy mechs are on the verge of near instant death.
#37
Posted 05 April 2015 - 06:01 AM
Mystere, on 04 April 2015 - 10:34 PM, said:
"The team with the most TimberGods win."
"No! It's the team with the most PPC-packing TDR-9S that wins."
"No way! It's the team with the most laser vomit that wins."
"Hell no! It's the team with the largest gaggle of gauss rifles than wins!"
OMFG! In the name of all that is Mighty and Holy, please ******* make up your minds!
I think you will just have to accept the fact that everything is OP and needs to be nerfed.
EVERYTHING
#38
Posted 05 April 2015 - 06:07 AM
(The reason clans all use gauss if because the rest of their ballistics suck.)
#39
Posted 05 April 2015 - 06:35 AM
Lord Perversor, on 05 April 2015 - 04:52 AM, said:
The Gauss Charge/De sync intent was to stop PPC+ Gauss and it worked flawlessly.. since all the Meta cheesers switched to 2x Ac/5 + 2x PPC since they considered the Mechanic rendered the combo high undesirable..
Of course for most of the playerbase seems handling a charge up was too much and declared the Gauss dead wich was wrong.
It wasn't until the coming of the clans that some players saw an advantage to reuse it despite it's drawbacks Non XL-death like in IS mechs, Case free on the sections is mounted etc..
And of course the D-wolf being able to mount a durable and cold 2x PPC +2x Gauss platform.
It didn't work at all. PPC+Gauss never went away even during the pop-tart meta. You saw builds switch to 2x AC/5 because tactics evolved and their positions started getting rushed. Two AC/5 provides better close-range firepower than a Gauss once your PPCs reach the heat cap, and that was true even before the charge mechanic.
The charge mechanic actually doesn't do anything at all to practiced players because you can just walk around with it held indefinitely using a macro or good trigger discipline. Or if you are sure there are targets, you can just pre-charge it as you peek out and fire the instant the target comes into view. All the charge did was make Gauss less accessible to people who don't want to adapt.
Today, you still find PPC + Gauss on Timberwolves, Dire Wolves, King Crabs, Atlases, Stalkers, and the oddball Cataphract. More often, though, you now see 'Mechs dedicating themselves to one weapon out of the meta trinity of PPC, Gauss, or AC/5. Thuds dedicate to PPCs, Dragons dedicate to AC/5, and 'Phracts and Jagers dedicate to Gauss. Together, they make a very nasty team.
#40
Posted 05 April 2015 - 06:43 AM
Quote
Nah.
Yeonne Greene, on 05 April 2015 - 06:35 AM, said:
Saying you can use a macro to bypass the charge is completely wrong by the way, and I would like to see ONE example of a player with such amazing trigger discipline to make it not even an issue.
Quote
This statement is true, but there's nothing wrong with that.
Quote
The gauss charged may not have "stopped" gauss + PPC but it's no longer a completely dominant meta build either, and that's all that really matters.
Edited by Pjwned, 05 April 2015 - 06:54 AM.
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