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Remove Gauss Charge Up


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#261 Pjwned

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Posted 10 May 2015 - 11:49 PM

View PostLightfoot, on 10 May 2015 - 11:22 PM, said:

Except that the Gauss charge-up does not work as intended or stated. A 5.25 or 5.5 second charge time with no charge-up would and no one could get around it, but everyone could use the Gauss. The mechs are all moving in the video except for the one that shut down and at very close range and with a back-up of 2xERPPCs.


Except it works fine and simply increasing its cooldown would not have the same effect if the charge was removed. Your example video is of multiple mechs standing in front of a gauss+PPC fortress and you complain the charge is not doing its job because of that, and you want the charge removed because simpletons can't handle it.

Quote

But you deny-ers go on and ruin MWO. Turn it into the arcade laser-shooter you love so much. Because that is what you do when you ruin all the weapons but the Laser. MWO will only be a Battle Tech game when you get over your fear and allow all the weapons to function normally. They all destroy mechs so stop being such a bunch of squeamish ninnies and let's make MWO play like Battle Tech. That's all you should require and that is the better MechWarrior game.

GL&GH


You could also just adapt or use a different weapon like an AC10 or PPC instead of whining that the gauss is too hard to use. The charge mechanic was added for a good reason and the weapon has a good niche as it is now, so if you can't handle it while others can just fine then get used to it.

I'm not against some tweaks to the charge mechanic though, such as doubling the amount of time to hold the shot once it's charged and/or perhaps allowing people to charge and fire the shot differently (such as press to charge press to fire instead of hold to charge release to fire, etc.) while retaining the charge mechanic, but removing it...no.

Edited by Pjwned, 11 May 2015 - 12:10 PM.






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