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Remove Gauss Charge Up


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#21 FupDup

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Posted 05 May 2015 - 12:19 PM

View PostKain Thul, on 05 May 2015 - 12:15 PM, said:


My issue with it is TES games are not Mechwarrior. Our weapons have recycle times because they are recharging/reloading. WTF is this secondary charge ********? Get rid of it.

You can pretend that the Gauss's base cooldown time is spent physically reloading the big slug and perhaps letting the coils ventilate some heat.

Or perhaps it's just space magic, like nearly everything else in BT. B)

Edited by FupDup, 05 May 2015 - 12:19 PM.


#22 Saint Scarlett Johan

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Posted 05 May 2015 - 12:20 PM

View PostKain Thul, on 05 May 2015 - 12:15 PM, said:


My issue with it is TES games are not Mechwarrior. Our weapons have recycle times because they are recharging/reloading. WTF is this secondary charge ********? Get rid of it.


Agreed. Since the only thing it does is change the effective cycle time from 4 to 4.75s. I never understood why they don't just knock it's cycle time back to 5+ seconds. I feel all the sniping weapons in this game need a longer cooldown and all cooldown quirks need to be seriously nerfed/removed.

#23 Kain Demos

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Posted 05 May 2015 - 12:23 PM

View PostLord Scarlett Johan, on 05 May 2015 - 12:20 PM, said:

Agreed. Since the only thing it does is change the effective cycle time from 4 to 4.75s. I never understood why they don't just knock it's cycle time back to 5+ seconds. I feel all the sniping weapons in this game need a longer cooldown and all cooldown quirks need to be seriously nerfed/removed.


Correct--as a hardcore Gauss abuser even I have to admit that it is simply the best ballistic in the game because it was never given an appropriate cycle time. Rather than all of the other nerfs that were slapped on PPCs they should have had their cycle times increased as well.

#24 Rear Admiral Tier 6

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Posted 05 May 2015 - 12:29 PM

it killed me,nerf it!

on some chassis c-gauss and gauss should be snapfire imo. like the DRG-5N or Summoner,but only if paired pulse/normal lasers or srms

#25 Johnny Z

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Posted 05 May 2015 - 12:29 PM

All drama aside, the gauss charge up for one of the best ballistics can and is being bypassed giving an even greater advantage to players using any program assists than they already have. That is the subject of this topic.

That some players do well with the charge up, without any program assist does not change anything.

Edited by Johnny Z, 05 May 2015 - 12:30 PM.


#26 DaZur

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Posted 05 May 2015 - 12:30 PM

Interesting note: The Gauss charge syncs great with IS LLas beam burst time... :ph34r:

On one of my mechs I have 3 x ER LLas + 1 Gauss... I set them as a grouped composite. So when I fire the 3 ER LLas I hold the button to charge the Gauss and when the ER LLas ends I release the Gauss charge.

It's a nice 27 point ranged "hello" with a 15 point exclamation point! :P

#27 Malcolm Vordermark

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Posted 05 May 2015 - 12:37 PM

View PostJohnny Z, on 05 May 2015 - 12:29 PM, said:

All drama aside, the gauss charge up for one of the best ballistics can and is being bypassed giving an even greater advantage to players using any program assists than they already have. That is the subject of this topic.

That some players do well with the charge up, without any program assist does not change anything.


Could you further explain what advantage is gained by macro use with the Gauss rifle?

#28 Saint Scarlett Johan

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Posted 05 May 2015 - 01:07 PM

View PostJohnny Z, on 05 May 2015 - 12:29 PM, said:

All drama aside, the gauss charge up for one of the best ballistics can and is being bypassed giving an even greater advantage to players using any program assists than they already have. That is the subject of this topic.

That some players do well with the charge up, without any program assist does not change anything.


I don't think anyone actually uses a macro for single or double gauss. It's charge-up is the most rudimentary of mechanics. It's so rudimentary that my seven year old cousin uses magic in Skyrim, with it's 1 second spell charge-up, exclusively on his Xbox. He's put over 500 hours into the game.

Seriously. It takes more effort to drive a standard transmission car than to use gauss rifles in MWO.

Edited by Lord Scarlett Johan, 05 May 2015 - 01:08 PM.


#29 Gagis

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Posted 05 May 2015 - 01:25 PM

View PostRouken, on 05 May 2015 - 12:37 PM, said:


Could you further explain what advantage is gained by macro use with the Gauss rifle?

I am pretty sure he is referring to the abundant aimbots available for Cryengine.

#30 Redinator

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Posted 05 May 2015 - 01:36 PM

The charge up mechanic is a good solution for me.

Removing the charge up and increasing the cooldown time of the Gauss is not a good idea imo! You can then easy shot targets at long range which are in LOS for a very short duration! Lights would hate this more than what we have now.
How often a target disappears while you charge up the Gauss??? For me it's quite often, and there are lot situations where you can't precharge on spec.

I also like the thrill to have the possibility to get one shooted when playing a light, because come on, it's still a LIGHT!
Light pilots who want to pass the LOS of a 100t mech without being in great danger just want to be OP!

By the way, Gauss charge up makes this weapon one of a kind. Is it not something we all want, weapon diversity?

I never used or will use macros!!! Learning by doing, skill is what should count!

#31 Kain Demos

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Posted 05 May 2015 - 01:39 PM

View PostRedinator79, on 05 May 2015 - 01:36 PM, said:



By the way, Gauss charge up makes this weapon one of a kind. Is it not something we all want, weapon diversity?



It already is one of a kind. 15:1 D/H ratio and the ammo is inert but the gun explodes. Any other projectiles moving anywhere near 2000 m/s besides Gauss and AC/2 (which is crap)?

Edited by Kain Thul, 05 May 2015 - 01:40 PM.


#32 Redinator

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Posted 05 May 2015 - 01:51 PM

View PostKain Thul, on 05 May 2015 - 01:39 PM, said:


It already is one of a kind. 15:1 D/H ratio and the ammo is inert but the gun explodes. Any other projectiles moving anywhere near 2000 m/s besides Gauss and AC/2 (which is crap)?


It's still a flying projectile, like all ACs. Is a different dmg output and speed something that makes it so special?
The charge up mechanic is something really really unique! Without this, it would be used like all other ACs, nothing new then imo.

Edited by Redinator79, 05 May 2015 - 01:55 PM.


#33 DaZur

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Posted 05 May 2015 - 01:54 PM

View PostJohnny Z, on 05 May 2015 - 12:29 PM, said:

That some players do well with the charge up, without any program assist does not change anything.

Actually... Doesn't the fact that some players do as well as players who use crutch programs mitigate the argument at face value?

In essence macros = / = mastery? ;)

#34 Kain Demos

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Posted 05 May 2015 - 01:58 PM

View PostRedinator79, on 05 May 2015 - 01:51 PM, said:


It's still a flying projectile, like all ACs. Is a different dmg output and speed something that makes it so special?
The charge up mechanic is something really really unique! Without this, it would be used like all other ACs, nothing new then imo.


I would prefer they leave silly things like "chargeups" for the next Mechassault title.

#35 Revis Volek

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Posted 05 May 2015 - 01:59 PM

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

Yes this is a topic of what just took out my mech. :)

Going 150kph across the path of a dual gauss Dire Wolf. He shoots once and takes out the right torso of my Commando. Completely fresh.

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

Yes the guy using the gauss was from a usual suspect guild. Unable to miss......

Yes I did take out a mech before going down that decided to try running away which is why my commando was completely fresh before getting one shotted. I feel bad for the locust running into my commando built to fight lights by the way.




The charge on Gauss was never to affect the aim persay but to make it harder to use as PPFLD with other weapons. Much like slowing down ERPPC's to further desynch them from each other.

I dont get how SOME people from SUSPECT guilds have a leg up on anyone else using gauss. Maybe he was using a macro? I dont use them but lots of people do, i do just fine with gauss the way it is and would be even more lethal at close ranges if it had no charge.

Hitting a lights leg at 250m would be cake with no charge....Its not to hard now.

I just dont see how this is going to help your commando in the long run? Maybe i missed something?

#36 Gyrok

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Posted 05 May 2015 - 02:05 PM

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

Yes this is a topic of what just took out my mech. :)

Going 150kph across the path of a dual gauss Dire Wolf. He shoots once and takes out the right torso of my Commando. Completely fresh.

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

Yes the guy using the gauss was from a usual suspect guild. Unable to miss......

Yes I did take out a mech before going down that decided to try running away which is why my commando was completely fresh before getting one shotted. I feel bad for the locust running into my commando built to fight lights by the way.


LOLWUT?! No.

#37 Rear Admiral Tier 6

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Posted 05 May 2015 - 02:11 PM

View PostRouken, on 05 May 2015 - 12:37 PM, said:


Could you further explain what advantage is gained by macro use with the Gauss rifle?


I tried an "autofire"-macro on my grid iron,press left mouse button -> gauss starts an automatic charge+fire cycle,another press stops it,can fire as long as you have ammo left.It was devastating in brawls but wasted too much ammo for my taste and it was really hard to get used to the mechanic,so i uninstalled the FC-script.

#38 Lightfoot

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Posted 05 May 2015 - 02:17 PM

The OP is right. The gauss de-sync fixes nothing. It only removes the Gauss Rifle from the arsenals of average players. The effect is a fix since the number of Gauss Rifles is blocked from 80 percent of players, but that is just a removal of the Gauss, not a fix.

Lower the speed back to 1500-1700 mps and drop the desync for a 5.5 second recharge. If you, PGI, want to add an apocryphal sniper rifle there is the Railgun, but don't use the Gauss Rifle for an Assault mech's 2xGauss sniper rifle. Please follow Battle Tech lore about the keystone weapons of MechWarrior. The Gauss Rifle is just a Mech sized rifle, it's not a sniper rifle. An already used mech sniper rifle would be the Railgun, though it is not in Battle Tech proper. Use that if you really think the current de-sync Gauss is good for the game.

Give us back our Gauss Rifle.

#39 WonderSparks

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Posted 05 May 2015 - 02:18 PM

Personally, I want the GR's charge mechanic moved to (ER) PPC's, but only for nostalgia reasons. :P

Other than that, I have no quarrels with it. I mean, sure it might not be having the effect on gameplay (for all players) that it may have been intended for, but it works well enough. And there have certainly been times when, if it did not need to charge, I would have gotten that extra 30 damage out (because I seldom use only one GR) before 'sploding.
Would I have liked that? Yes, but I am sure a rookie would not enjoy that extra hit from a dying Whale.

#40 Adiuvo

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Posted 05 May 2015 - 02:23 PM

Raising the skill floor of the best weapon in this game is a good thing. If a poor player somehow finds the gauss charge unplayable, then they have two options: use a different weapon, or get better.





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