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Remove Gauss Charge Up


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#41 TyphonCh

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Posted 05 May 2015 - 02:24 PM

Haven't we all complained about this enough? :huh:
Believe or not, some people actually have skill when it comes to first person shooters... The gauss rifle isn't a hard mechanic to master. I have a %69 hit rate with it, which is terrible in my opinion... Close second in ballistics to the Ac20 at %71

Couple days ago, I got 7 kills in my dual gauss crab, and the last one before I died was on a spider at +400m away running full tilt with max armor(?). I had one on cooldown and I landed 1 shot, torso twisted to shake off some laser fire, turned back with the other one charging and crackshot the spider in the same spot

I got called an aimbot user that match.

So, NO, i don't use any aim assist, I'm just a good shot. Sorry?

EDIT: For the record, I listen to the sound it makes when it charges up. That's when I know when to release. There's also a little yellow light box on your hud around your cross hairs that turns green when the gauss is ready to fire.
Awareness is OP.

Edited by Team Chevy86, 05 May 2015 - 02:46 PM.


#42 Insects

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Posted 05 May 2015 - 02:31 PM

Charge is good, gauss would be OP without it.
As it is now the charge makes it hard and you cant take snap shots half the time, no macro can make that possible.
The gauss does have a major weakness with its ease of exploding.

Of course its high accuracy pinpoint damage makes it one of the most attractive weapons for players using "that which cannot be named", but that is just a part of online gaming and plenty of people are good aim without assistance, dont underestimate the reflexes and precision mouse control people can have, this game has a low skill level compared to the twitch shooters.

#43 aniviron

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Posted 05 May 2015 - 02:32 PM

Gauss is the best ballistic. It doesn't need to be made better.

If you remove the charge up, the only other real ways to balance gauss would be: lower the damage, lower the projectile speed, increase the recycle time. All of these options would make the GR feel significantly less powerful and useful, which is a bad thing.

Can we admit that, just for once, PGI had a good idea for balance? The GR is a fantastic weapon, the projectile is so fast it's almost hitscan at <400m, does quite a lot of damage to one area, gets decent ammo/ton, and a great range. The tradeoff for this is that you either need to stare down your opponent while you charge the gun or you need to learn to anticipate the movement of your mech and your opponent's mech, and start charging early (but not too early). It's a nice little skill mechanic to balance out what is otherwise pretty much the best weapon in the game.

#44 Malcolm Vordermark

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Posted 05 May 2015 - 02:35 PM

View PostCookiemonter669, on 05 May 2015 - 02:11 PM, said:


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.


That's about what I figured. I can't think of a way to use the macro to simplify the process without also increasing wasted shots. Which at best waste ammo and at worst result in friendly fire.

#45 Y E O N N E

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Posted 05 May 2015 - 02:42 PM

View Postaniviron, on 05 May 2015 - 02:32 PM, said:

Gauss is the best ballistic. It doesn't need to be made better.

If you remove the charge up, the only other real ways to balance gauss would be: lower the damage, lower the projectile speed, increase the recycle time. All of these options would make the GR feel significantly less powerful and useful, which is a bad thing.


Or give it heat, like it ought to have in the first place regardless of whatever legacy crap is associated with TT. Remove charge, give it a base-line constant heat generation that reduces dissipation by o.1 or 0.2 h/s (to hold the charge) and give it a spike of between 5 and 7 when it fires.

Technically, even lasers and PPCs hold a charge, but apparently the Goose Waffle (I'm stealing that FupDup!) is a special case.

#46 Vanguard836

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Posted 05 May 2015 - 02:52 PM

The charge up was put there to counter the "snap fire" at point blank range and it works at that. It's not a hard mechanic to adapt to.

#47 Kristov Kerensky

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Posted 05 May 2015 - 02:53 PM

I hate to say it but...

I think the charge up should stay, it has saved many of my teammates in PUGs from a violent death when they run in front of me and my dual Gauss King Crab.

Oh, and Johnny, hate to break this to you, but hitting a Light, even a Commando at range while they move just under Warp 50 with Gauss isn't all that hard for some of us. I personally like to blow the legs off them, makes me laugh.

#48 Malleus011

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Posted 05 May 2015 - 03:40 PM

The Gauss charge was a lazy, bad solution, and should be removed as soon as possible.

There are no 'sniper' weapons in Battletech. The Gauss Rifle is a 'main gun', just like the LL, PPC, or bigger AC's. The longbow mechanic has no place in a game like this, no matter how easy it is to learn or macro. It's just poor game design.

The Gauss Rifle should be the single best IS weapon against the Clans; being the only thing we have that comes close to the same kind of performance envelope as Clantech. It's heavy, explosion prone, ammo dependent, and has a minimum range ... plenty of disadvantages, if only they'd implement them correctly.

#49 Shredhead

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Posted 05 May 2015 - 03:41 PM

View PostJohnny Z, on 05 May 2015 - 12:04 PM, said:

Thats the point of this topic. The charge up isnt doing what it was added for. Its not having any effect for "some" players and only effects legit players. Making one of the best ballistics for program assited(not saying aim bot for sure but i would bet on a macro which is a program assist) players only? Isnt the way.

What a bunch of stupid drivel. It does not affect "legit" players at all, people who have the Gauß "cooked" by a macro all the time are actually at a disadvantage compared to players who invested a day of training to master the Gauß.
Only bad players, noobs, are affected by the Gauß charge.

#50 Telmasa

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Posted 05 May 2015 - 03:46 PM

You wanna make the Gauss REALLY hard to use?

Force the weapon to fire as soon as it's charged up.

This would raise the skill bar way up for timing the charge & making sure you hit where you want to when it fires.

You can't macro something you can't turn off.

Probably the only time I'm gonna advocate making the game harder on purpose, but hey, lol

#51 Chagatay

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Posted 05 May 2015 - 03:48 PM

Ah...No. I don't want TTK to fall even further (pokes mech out of cover and gets instagibbed by piles of scoped gauss rifles). It is a good weapon as is stands and really, really doesn't need improving.

Edited by Chagatay, 05 May 2015 - 03:49 PM.


#52 Burktross

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Posted 05 May 2015 - 03:50 PM

View PostJohnny Z, on 05 May 2015 - 12:04 PM, said:

Thats the point of this topic. The charge up isnt doing what it was added for. Its not having any effect for "some" players and only effects legit players. Making one of the best ballistics for program assited(not saying aim bot for sure but i would bet on a macro which is a program assist) players only? Isnt the way.

I've played a Gaussback since before chargeups, and I never have and never intend to use a macro. The gauss is undeniably better with the faster velocity at the expense of a chargeup.

#dontnerfmygauss

View PostMalleus011, on 05 May 2015 - 03:40 PM, said:

The Gauss charge was a lazy, bad solution, and should be removed as soon as possible.

There are no 'sniper' weapons in Battletech. The Gauss Rifle is a 'main gun', just like the LL, PPC, or bigger AC's. The longbow mechanic has no place in a game like this, no matter how easy it is to learn or macro. It's just poor game design.

The Gauss Rifle should be the single best IS weapon against the Clans; being the only thing we have that comes close to the same kind of performance envelope as Clantech. It's heavy, explosion prone, ammo dependent, and has a minimum range ... plenty of disadvantages, if only they'd implement them correctly.

I mean... it did have a minimum range.... :rolleyes:

#53 Bishop Steiner

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Posted 05 May 2015 - 04:03 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.

Wait, shouldn't this be "take away the charge from IS Gauss only?!?!?!" :huh:

What have you done with the real Johnny Z?

View PostKristov Kerensky, on 05 May 2015 - 02:53 PM, said:

I hate to say it but...

I think the charge up should stay, it has saved many of my teammates in PUGs from a violent death when they run in front of me and my dual Gauss King Crab.

Oh, and Johnny, hate to break this to you, but hitting a Light, even a Commando at range while they move just under Warp 50 with Gauss isn't all that hard for some of us. I personally like to blow the legs off them, makes me laugh.

Really depends on the Light pilot. Most have a bad habit of running in straight lines, and such. Tends to make locomotive amputation much simpler.

#54 Hit the Deck

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Posted 05 May 2015 - 04:22 PM

No, I don't agree with OP's proposal because the charge mechanics is an elegant solution to raise the skill bar of firing a Gauss with other PPFLD weapons at the same time and it simulates the TT minimum range well (as opposed to just giving it zero damage at certain range like the PPC). Yes I like my MechWarrior games to adhere to the source material even though I don't play Battletech/the tabletop game.

If you want to nerf the GR, you can propose to decrease its DPS but keep the charge mechanics.

#55 Tincan Nightmare

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Posted 05 May 2015 - 05:09 PM

View PostVanguard836, on 05 May 2015 - 02:52 PM, said:

The charge up was put there to counter the "snap fire" at point blank range and it works at that. It's not a hard mechanic to adapt to.


It actually just stops it from being 'snap fire' at any range, including long range which is what the weapon is for, though that wasn't the reason for the charge. The actual purpose was to breakup the power team of 2xPPC/Gauss that had become so popular during the poptart meta (though in light of the levels of alphas people are putting out now those 35 points are fairly laughable). Considering that with projectile speed changes de-synching the gauss with any other weapon except the AC2, I guess we should all be happy that the charge mechanic is protecting us from the fearful AC2/Gauss meta :rolleyes:. Oh well, no one wants good weapons in the game anymore. Give gauss the charge up, make PPC's so slow you can sidestep them, put out the jesus box to shut down LRM's, guess we should just learn to love the never ending laser vomit (at least until they derail that). Maybe we should be playing FarmMechOnline.

#56 Ralgas

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Posted 05 May 2015 - 05:19 PM

The reason charge was added is because it's far too easy to add 15 dmg to whatever is meta for no heat.

used to be 2ppc/gauss when gh 1st popped in. gigaspike assaults get even more dangerous...........

bad idea!

#57 Yokaiko

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Posted 05 May 2015 - 05:28 PM

View PostVanguard836, on 05 May 2015 - 02:52 PM, said:

The charge up was put there to counter the &quot;snap fire&quot; at point blank range and it works at that. It's not a hard mechanic to adapt to.


I can still snap fire with the charge up.

#58 Johnny Z

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Posted 05 May 2015 - 05:57 PM

I tried the gauss rifle before the charge up was added once or twice. I didnt use it because it was to cheesey. Just didnt like it in all honesty.

I have tried the gauss rifle a couple times since the charge up was added and I just dont like it at all. Just sucks.

My commando which has 3 SSRM 2's is cheesey against other super light mechs so i guess I am not above using some cheese. :) I guess the weakness of the Commando mech overall allows some cheesiness. :)

Edited by Johnny Z, 05 May 2015 - 06:11 PM.


#59 El Bandito

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Posted 05 May 2015 - 06:33 PM

View PostFupDup, on 05 May 2015 - 11:56 AM, said:

The problem is that other ballistics would basically be obsoleted pretty hard. You'd have to either nerf some other aspect of the Goose Waffle, or give hefty buffs to all the other ballistics.

Even with the charge, the Goose is an effective Tier 1 weapon, so I don't think it really needs a buff like this.


View PostMister D, on 05 May 2015 - 11:59 AM, said:

Gauss rifle should never have been given any quirks nor should it have received any kind of Cooldown module, just my 2 cents.

Its already the single best ballistic weapon in the game IMO, and has no disadvantages when it comes to brawling other than its a bit fragile and volatile after armor is gone.


Just make it so that only ONE Gauss can be fired within 0.5 seconds. Very simple way to curb its alpha.

Edited by El Bandito, 05 May 2015 - 06:34 PM.


#60 FupDup

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Posted 05 May 2015 - 06:36 PM

View PostEl Bandito, on 05 May 2015 - 06:33 PM, said:


Just make it so that only ONE Gauss can be fired within 0.5 seconds. Very simple way to curb its alpha.

For all of the single Gauss builds out there, that would be a pretty significant buff. For example, "Gauss vomit" builds that combine 1 Gauss with a bank of lasers...

Dual Gauss is hard to evaluate whether it would be a tiny nerf, no overall nerf, or a small net buff.





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