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Remove Gauss Charge Up


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#121 Widowmaker1981

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Posted 06 May 2015 - 05:07 AM

View PostThe Great Unwashed, on 06 May 2015 - 04:36 AM, said:


Dunno, a PPC is something that shoots little balls of blue and works by magic, so anything goes... same way photons decide to stop being a laser beam and go on vacation after 300 meters.... so following that logic the Gauss could have a minimum range.


The PPC is a Particle Projection Cannon. The fluff indicates that it fires a stream of charged particles that use kinetic energy to excite the molecules of the impact site, which causes a great deal of heat and thus damage. Since the mass of the projectile is close to zero, the velocity must be ENORMOUS for there to be any kinetic energy worth noting.

http://en.wikipedia....cle-beam_weapon

admittedly attempting to apply logic and real science to a stompy robot game is a little silly, but my original comment was in response to someone saying 100kg mach 6 gauss slugs shouldn't have a minimum range due to real physics.

#122 Dolph Hoskins

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Posted 06 May 2015 - 05:16 AM

View PostWidowmaker1981, on 06 May 2015 - 05:07 AM, said:


admittedly attempting to apply logic and real science to a stompy robot game is a little silly, but my original comment was in response to someone saying 100kg mach 6 gauss slugs shouldn't have a minimum range due to real physics.


I somewhat agree with this statement but only if it makes a game play better, which is approaching the realm of opinion. It is my opinion that shooting a target at point blank range with a high powered slug thrower to have it do absolutely nothing is bad game play. I would never play a FPS if my sniper rifle unreasonably shot blanks at close targets but fired .50cal hole punchers at range.

The IS PPC would fall under bad game play if you ask me. Thankfully I don't play IS very often.

#123 DaZur

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Posted 06 May 2015 - 05:17 AM

Meh... Painting with a broad brush is what I see in this thread.

While the OP is trying vainly to paint this as a pandemic problem within this community, the reality is the actual segment of this community that resigns to macros as a skill crutch it likely very, very small.

#124 Widowmaker1981

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Posted 06 May 2015 - 05:29 AM

View PostDaZur, on 06 May 2015 - 05:17 AM, said:

Meh... Painting with a broad brush is what I see in this thread.

While the OP is trying vainly to paint this as a pandemic problem within this community, the reality is the actual segment of this community that resigns to macros as a skill crutch it likely very, very small.


And again, the use of Macros to fire single or double Gauss actually hinders rather than helps, as it removes the 1.25s aim correction window.

#125 The Great Unwashed

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Posted 06 May 2015 - 05:31 AM

I'm not exactly sure what the OP wants; he was one-shotted so the Gauss charge must be removed so it can happen more often?

Two weeks ago my Direwolf was one-shotted in the cockpit in my first zero-damage game ever. It happens. Better luck next game.

I also don't really understand how any macro would help firing the Gauss rifle?

Edited by The Great Unwashed, 06 May 2015 - 05:31 AM.


#126 Widowmaker1981

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Posted 06 May 2015 - 05:38 AM

View PostThe Great Unwashed, on 06 May 2015 - 05:31 AM, said:


I also don't really understand how any macro would help firing the Gauss rifle?


It removes some of the interaction required by making it so when you push the trigger it auto fires 0.8s later. Which is a bad thing unless you are really incapable of remembering to let go of a button.

#127 The Great Unwashed

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Posted 06 May 2015 - 06:09 AM

I had to learn how to play Bach's French Suites before I could properly operate my 11-button mouse. Letting go of a button at the right time is hard...

#128 meteorol

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Posted 06 May 2015 - 06:11 AM

View PostJohnny Z, on 05 May 2015 - 11:54 AM, said:


The Gauss charge is not effecting aim for some at all.... while basically making it useless for most others.
.


How does the charge make the gauss useless for most others? Have you guys by any chance tried to play a guitar? Or a piano?
Seriously, using the gauss means nothing but pressing a button for less than a second and then letting it go. It's hardly rocketscience. A 5 year old could probably do it. Press a button, wait, let it go.
Everyone with the tiniest bit of coordination is able to do this. If someone is overwhelmed by using the gauss he should probably never drive a car.

#129 Violent Tendencies

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Posted 06 May 2015 - 06:13 AM

The Gauss used to not have this ridiculous charge up...idiots whined and they added it.
It's completely unnecessary and is the reason I committed to NEVER EVER spend another dime on this game.

#130 Shae Starfyre

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Posted 06 May 2015 - 06:42 AM

Not to advocate the idea of removing the charge, I thought I would share the reason I have problems with it:
  • Whether old age or some nervous system problem, when I release the charge to fire, my mouse hand twitches and the shot goes off nearly everytime; this is circumvented by using the number's keys - actually makes for highly accurate shots for me.
  • Increased face time on mechs which suffer from the need to have increased face times in the face of laser vomit in the face (that's a lot of face).
I would also like to point out that if it is removed, the increase in reload or recycle time being suggested as an alterantive is not a big enough factor to argue it's removal. The weapon is meant to snipe, if you increase the recycle time, you are not removing the ability to snipe and the illusion of decreased damage over time with this type of weapon in pairs and with the added benefit of firing other weapons along with it in a snap-shot variation will allow the weapon to still kill things in one alpha and increase the damage to one area. It will allow for other weapons to cool down, and reduce face time which everyone wants as they seek cover to wait for the gauss to be ready to fire again.

It would also cause more people to use it over lasers or at least incorporate it's use in more builds (those madcats using it with lasers even in brawls are deadly now, wait until they can torso twist even more with no charge mechanic - oh...I just realized, this is probably why there is a call to remove it).

Just observations without an advocacy either way.

Edited by Aphoticus, 06 May 2015 - 06:45 AM.


#131 Jetfire

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Posted 06 May 2015 - 06:58 AM

Personally I think the charge is fitting. I think a good change would be to remove the charge hold limit and instead make it start adding heat pretty fast if you hold the charge more than the current limit. The reasoning being the charged coils would be heating up so a weapon that normally runs cool would have a heat penalty for holding a charge but still be neutral to just charge and fire.

Edited by Jetfire, 06 May 2015 - 06:58 AM.


#132 Shae Starfyre

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Posted 06 May 2015 - 07:00 AM

View PostJetfire, on 06 May 2015 - 06:58 AM, said:

Personally I think the charge is fitting. I think a good change would be to remove the charge hold limit and instead make it start adding heat pretty fast if you hold the charge more than the current limit. The reasoning being the charged coils would be heating up so a weapon that normally runs cool would have a heat penalty for holding a charge but still be neutral to just charge and fire.


Cook it til it 'splodes!

#133 Bobzilla

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Posted 06 May 2015 - 08:01 AM

View PostThe Ripper13, on 06 May 2015 - 05:16 AM, said:


I somewhat agree with this statement but only if it makes a game play better, which is approaching the realm of opinion. It is my opinion that shooting a target at point blank range with a high powered slug thrower to have it do absolutely nothing is bad game play. I would never play a FPS if my sniper rifle unreasonably shot blanks at close targets but fired .50cal hole punchers at range.

The IS PPC would fall under bad game play if you ask me. Thankfully I don't play IS very often.


Nothing is as bad as cLRMs that explode for less damage under 180m as they would at 180m.

At least if there was a min range on the gauss you could say that the fireing causes the slug to heat up so much it's somewhat softer for the first few hundred meters till it cools off and harderns.

Adding a skill cap to a weapon to decrease it's use does nothing to balance the weapon. I use them with ease in a brawl, I even think it's easier to use them up close as it's easier to predict where the enemy is going to be, where as at range you don't have the benifit of knowing their exact location and direction.

The true problems lies in core problems, so a high PPFLD, long range, fast projectile, no heat weapon exploits every one of them. Till those are fixed, remove the charge and add a big min range. They won't be used anymore than they are now, and if they are they have a weakness.

#134 TheStrider

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Posted 06 May 2015 - 08:03 AM

I've shot lots of 150kph lights with dual gauss. I've also missed as many.

Don't be complacent is my only advice. Lights moving that fast presume they can't be hit.

You can, and I will.

Dodge, alter your speed/direction - do anything but run in one direction.

#135 Dolph Hoskins

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Posted 06 May 2015 - 08:14 AM

View PostBobzilla, on 06 May 2015 - 08:01 AM, said:


Nothing is as bad as cLRMs that explode for less damage under 180m as they would at 180m.

At least if there was a min range on the gauss you could say that the fireing causes the slug to heat up so much it's somewhat softer for the first few hundred meters till it cools off and harderns.

Adding a skill cap to a weapon to decrease it's use does nothing to balance the weapon. I use them with ease in a brawl, I even think it's easier to use them up close as it's easier to predict where the enemy is going to be, where as at range you don't have the benifit of knowing their exact location and direction.

The true problems lies in core problems, so a high PPFLD, long range, fast projectile, no heat weapon exploits every one of them. Till those are fixed, remove the charge and add a big min range. They won't be used anymore than they are now, and if they are they have a weakness.



I just can't agree with that reasoning.

All I will say is if PGI ever makes the mistake of removing the gauss charge I will make a dual gauss jump sniper so fast, get my laughs and be done with the game.

Edited by The Ripper13, 06 May 2015 - 08:15 AM.


#136 Nothing Whatsoever

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Posted 06 May 2015 - 08:32 AM

View PostWidowmaker1981, on 06 May 2015 - 05:07 AM, said:


The PPC is a Particle Projection Cannon. The fluff indicates that it fires a stream of charged particles that use kinetic energy to excite the molecules of the impact site, which causes a great deal of heat and thus damage. Since the mass of the projectile is close to zero, the velocity must be ENORMOUS for there to be any kinetic energy worth noting.

http://en.wikipedia....cle-beam_weapon

admittedly attempting to apply logic and real science to a stompy robot game is a little silly, but my original comment was in response to someone saying 100kg mach 6 gauss slugs shouldn't have a minimum range due to real physics.


Well, there is research being done.

The main limiter is the practicality of such systems when compared to current weapon systems already working and in service, since directed-energy weapons need a big honking power source and capacitors in the field.

http://en.wikipedia....le-beam_weapons

#137 Ghogiel

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Posted 06 May 2015 - 08:49 AM

Anyone who thinks gauss macros are crutches in this game is bad. It's just a different way to do the same thing.

#138 Jetfire

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Posted 06 May 2015 - 09:00 AM

View PostGhogiel, on 06 May 2015 - 08:49 AM, said:

Anyone who thinks gauss macros are crutches in this game is bad. It's just a different way to do the same thing.


In the same way that an aim bot is just another way to get head shots in the same way an insanely skilled player would....

#139 Ghogiel

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Posted 06 May 2015 - 09:03 AM

View PostJetfire, on 06 May 2015 - 09:00 AM, said:


In the same way that an aim bot is just another way to get head shots in the same way an insanely skilled player would....

You're stupid or intelectually dishonest if you think a guass macro does the same thing as an aimbot.

#140 generalazure

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Posted 06 May 2015 - 09:27 AM

View PostJetfire, on 06 May 2015 - 06:58 AM, said:

Personally I think the charge is fitting. I think a good change would be to remove the charge hold limit and instead make it start adding heat pretty fast if you hold the charge more than the current limit. The reasoning being the charged coils would be heating up so a weapon that normally runs cool would have a heat penalty for holding a charge but still be neutral to just charge and fire.


In theory not a bad idea, but the need for an additional button to cancel the charge kinda cripples it imho.





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