Does The Is Gauss Cannon Really Need Charge Up For Is Mechs?
#61
Posted 22 June 2015 - 07:35 AM
The Gauss rifle needs some way to balance it, anyone can see this. Any other attempt at balancing it can only turn it into another AC. The charge mechanic is fine - cant you just learn to use it?
#62
Posted 22 June 2015 - 07:52 AM
Edited by Lexx, 22 June 2015 - 07:52 AM.
#63
Posted 22 June 2015 - 07:56 AM
speleomaniac, on 22 June 2015 - 03:27 AM, said:
Actually, it's more proof of how awful you are. I get more than 200 damage per match in a ERPPC Locust PB. Maybe your problem is that you have no idea how to aim.
#64
Posted 22 June 2015 - 07:58 AM
Axeface, on 22 June 2015 - 07:35 AM, said:
The Gauss rifle needs some way to balance it, anyone can see this. Any other attempt at balancing it can only turn it into another AC. The charge mechanic is fine - cant you just learn to use it?
It weighs 15 tons and will destroy half your mech when damaged. That seems balanced to me! Really the charge mechanic is ******** the capacitors are pre charged and recharge during cooldown. I hear you on it needs to be balanced and there is also a 3 negative to the guass other than weight other than the fact that is a suicide 'nade. Recoil. Read this;
[color=#000000]During the War of 3039[/color][color=#000000] the 9th Ghost[/color][color=#000000] regiment was engaged with the [/color][color=#000000]Screaming Eagles mercenary[/color][color=#000000] company during the Elidere[/color] [color=#000000]IV[/color][color=#000000] campaign when they modified two of their [/color]Hunchbacks[color=#000000] to carry prototype Gauss Rifles[/color][color=#000000]. Able to cause tremendous damage at ranges beyond their expectation, the new weapons confounded the mercenaries' commander Colonel[/color][color=#000000] Walther Hokala and forced him to surrender the planet. Unfortunately the recoil from firing these powerful weapons often caused the [/color]Hunchback[color=#000000] to stumble or even fall over, and when no solution to the balance problem could be found the the Kuritans were forced to undo these modifications after the war's conclusion.[/color]
That is a quote from here; http://www.sarna.net/wiki/Hunchback
In case you live under a rock that's the Battle Tech wiki.... However mechs like the crab and dire can fire these weapons in pairs without issue. If a jumping Catapract or Jager tried this they'd be on there ass.
Edited by B8hunter, 22 June 2015 - 08:08 AM.
#65
Posted 22 June 2015 - 08:32 AM
Except here the probability of having a destroyed are so low that you have more risk of losing your side torso.
And before that you could lose it to absolutly anything and it was that much that it was ridiculous.
The charge need to stay, and it was maybe one of the few good stuff they actually did under IGP reign.
#66
Posted 22 June 2015 - 08:44 AM
speleomaniac, on 22 June 2015 - 03:27 AM, said:
That is the thing you are not my opponent.
This is internet, you will not convince me, I will not convince you.
You can start your own thread also.
What matter is not what I think or what you think. What matter is what majority thinks and what PGI thinks.
My argument is, as a same player doing from 200 dmg per game in XL engined Gauss DS to 500-600 with non Gauss STD engine build, for me is a sort of a proof how crap the XL engine + Gauss combination sucks in IS mechs other then Jäger + Catapult, in my opinion it still suck with Jäger while that Gauss and XL is covered with 40 armor in a world that every freaking mech has 40 Alpha.
IDK man, I've been runnin my CTF-3d w/ twin gauss 4ml for a loooong time. XL-255 or so, slow as it can get. To make things more fun, not only does losing a side torso kills you, losing your right arm gauss has a very good chance at causing a chain reaction to your right torso gauss and killing you. Still, a risk I'm more than happy to take, as that mech has performed better for me than anything else, IS or Clan. Maybe it has more to do with the pilot?
#67
Posted 22 June 2015 - 09:16 AM
KuroNyra, on 22 June 2015 - 08:32 AM, said:
Except here the probability of having a destroyed are so low that you have more risk of losing your side torso.
And before that you could lose it to absolutly anything and it was that much that it was ridiculous.
The charge need to stay, and it was maybe one of the few good stuff they actually did under IGP reign.
The charge still makes no sense... Recoil does and In addition to nerfing the hell out of the gauss/ ac20 jager it will also make things like ac boats wildly in accurate. Just a thought but if a mech is designed around usage of either multiple heavy or light ac ( mauler dire-b and king crab come to mind) then it can absorb more recoil from such weapons.
#68
Posted 22 June 2015 - 09:23 AM
#70
Posted 22 June 2015 - 09:45 AM
ok, then I will answer this again:
Quote
Without the charge, you have a 15 point damage ballistic with near instant-hit projectile for nearly no heat. It was very easy to hit with, even back when the Gauss had a projectile speed of 1500 or something (like the PPC before the PPC nerf) and the PPC was faster (I think it had 1800 back then).
Get yourself a mech with a Gauss and some other weapons and jump into testing grounds. Run full speed and shoot, twist and charge to get a hang of it. Thats one round against standing targets and you are good to go.
If you have a Laser, you can use the beam duration as help for timing too.
#71
Posted 22 June 2015 - 09:46 AM
#72
Posted 22 June 2015 - 10:05 AM
Escef, on 22 June 2015 - 09:35 AM, said:
The problem is that FASA actually did think it through and brought forth the concept of asymmetrical balancing. It still ruined battletech, but at lest they understood that clans were significantly more powerful and didn't pretend that 12 IS mechs could take 12 clan mechs.
#73
Posted 22 June 2015 - 10:08 AM
bad arcade kitty, on 22 June 2015 - 09:46 AM, said:
Based on the clans inability to change Engine size, it's only fair that they remove the engine change mechanic from the IS.
That or give it to the clans too, along with the rest of the modifications that remain locked out FOR NO GOOD REASON.
#74
Posted 22 June 2015 - 10:32 AM
#75
Posted 22 June 2015 - 10:55 AM
bad arcade kitty, on 22 June 2015 - 09:46 AM, said:
Not really, IMO.
Personally (and fully acknowledging the advantage of hindsight), I would have preferred that PGI had locked-down all of the changes corresponding to factory-grade (that is, Class E & Class F) modifications, as defined in Strategic Operations for standard (e.g. non-OmniTech) BattleMechs of both tech bases.
In other words:
- Standard BattleMechs would not be able to change myomer type. (not currently applicable to MWO)
- Standard BattleMechs would not be able to alter CASE arrangements (e.g. CASE could not be added to a 'Mech that doesn't already have it, removed from a 'Mech that does have it, or mved from one location to another within a 'Mech).
- Standard BattleMechs would not be able to change their internal structure type.
- Standard BattleMechs would not be able to change their Engine type.
- Standard BattleMechs would not be able to change their Gyro type. (not currently applicable to MWO)
- Standard BattleMechs would not be able to change their cockpit type. (not currently applicable to MWO)
- change the arrangement/distribution of internal structure critical slots
- change Heat Sink type
- change Heat Sink quantity
- change Engine rating
- change Armor type
- change Armor quantity/distribution
- change Jump Jet quantity/locations
- change which weapon was mounted in a given hardpoint
- The Engine rating range for all Standard BattleMechs, regardless of weight class or tech base, would be limited to ±1.2x, relative to the 'Mech's stock Engine rating.
- All hardpoints would be size-locked relative to the stock weapon, as well as type-locked; essentially, it would follow the hardpoint designed outlined by the "Class A" refit described in StratOps.
Thoughts?
Edited by Strum Wealh, 22 June 2015 - 11:02 AM.
#76
Posted 22 June 2015 - 11:10 AM
speleomaniac, on 22 June 2015 - 01:09 AM, said:
I started playing this game around the time people start complained about 2 x Gauss 2 x ER PPC dires and I think they introduce the charge up after that.
Gauss charge up was added before clans, onnly being able to fire 2 at a time came when the DWF was brought in game.
You are wrong with your facts.
#77
Posted 22 June 2015 - 11:26 AM
Lugh, on 22 June 2015 - 10:08 AM, said:
That or give it to the clans too, along with the rest of the modifications that remain locked out FOR NO GOOD REASON.
Hey genius, you can change your hardpoints! What did they screw up your genes in the iron womb?
Edited by B8hunter, 22 June 2015 - 11:26 AM.
#78
Posted 22 June 2015 - 11:27 AM
meteorol, on 22 June 2015 - 12:58 AM, said:
If by useless you mean one of the best weapons in game, and for clans the undisputed best ballistic weapon, then yeah that's totally what they did.
Well, I think he means for "some" unusable. Simply because the mechanic can be annoying as hell
#79
Posted 22 June 2015 - 11:40 AM
Agent 0 Fortune, on 22 June 2015 - 10:05 AM, said:
The problem is that FASA actually did think it through and brought forth the concept of asymmetrical balancing. It still ruined battletech, but at lest they understood that clans were significantly more powerful and didn't pretend that 12 IS mechs could take 12 clan mechs.
Agreed
Also where is my godamn inferno ammunition and LBXs LBX/Standard ammo exchange
Im not asking for the Arrow IV sytstem . But Inferno s Arrow and maybe tripplemyomer are the things that IS had and clans not . ..... MRM s later down the timeline
#80
Posted 22 June 2015 - 11:58 AM
Titannium, on 22 June 2015 - 12:52 AM, said:
What a stupid mechanic, devs, you dont know how to balance this weapon right ? So you make it useless.
GJ.
Gauss Useless? Trolololol you're useless!
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