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Enforcing A Minimum Default Zoom Level For Gauss Rifles

Balance Weapons Loadout

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#41 Sjorpha

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Posted 25 September 2015 - 05:10 PM

View Postbeleneagle, on 25 September 2015 - 04:58 PM, said:


Because it's too good and part of the reason TTK is so low!


If that is the case it could be solved by a simple small nerf of some kind, such as reducing damage to 14 or increasing cooldown to 5s or whatever, doesn't mean you have to redesign the weapon mechanic.

I don't actually think gauss is a balance problem though, dual gauss on their own aren't OP, boated lasers and how well they combine with gauss is the problem, so lasers is what needs to be looked at primarily.

#42 MoonUnitBeta

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Posted 25 September 2015 - 05:13 PM

Wow. Playing an entire match with a FOV of like 30 would effectively turn my projectile vomit as my screensaver. I'm continually becoming increasingly receptive of motion sickness.

Balancing the weapon is one thing, but making people suffer playing them shouldn't be the goal.

That's like saying "since people boat lasers, we should turn the entire screen the same green/orange hue. Because why not!" and all the colour blind folks will be like "But... wtf about us man?"
and everyone will be like "IT'S CALLED BALANCE. L2P SOMETHING ELSE."

...

Sorry. But can't really stand behind this.
Why not just take ghost heat a step further, when you boat a bunch of weapons, like dual gauss, you lose torso twist speed. /shrug It's not the best idea, but there's more we can do. Dual gauss isn't even that bad... If you see a dual gauss jager you have a 90% chance that if you blow up his arm, his mech is going to disintegrate...

Edited by MoonUnitBeta, 25 September 2015 - 05:15 PM.


#43 Nothing Whatsoever

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Posted 25 September 2015 - 05:17 PM

Well, what variables are left?

Velocity
Cooldown
Max Range
Damage per Projectile

What if Velocity for Gauss was reduced, Cooldown increased and Max Range reduced? I figure such changes would desync Gauss from lasers, and have Gauss Snipers need to get in closer or lead more on longer ranged targets.

So if the metric is to keep them Hypersonic, then the velocity could go as low as 1710 m/s as an example.

Cooldown-wise extending it would certainly reduce its DPS, somewhere in the range of 5 to 7 seconds could be good start for testing.

Currently it enjoys doing some damage as far as 1,980 Meters, so if it gets the 2.0x treatment that goes to 1,320 M. or Less drastic to 2.5x and 1,650 M

The most controversial would be to simply drop damage on a single projectile, take it to 12 damage (Ammo compensated in the process), and see how things feel.

So a combination of such tweaks can lessen the Gauss to be more in line with the rest of the Ballistics, and AC/10s can always see added 'umph' to its velocity also.

For example,

1710 m/s
5 Second Cooldown
1,650 M max range
15 Damage




And a question, shouldn't PPCs/ERPPCs have a faster velocity compared to Gauss?

So I'd be curious to see what others think if Gauss goes to say 1710 m/s, while ER/PPCs go to +2,000 m/s (while reducing ERPPCs to 690 from 810 M range).

#44 zagibu

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Posted 25 September 2015 - 05:29 PM

View Postbeleneagle, on 25 September 2015 - 04:25 PM, said:

200m min range, ghost heat w/2 same as AC20. Buff up the other AC's! Paul nerfed the wrong weapons! Watch the TTK go up!

Ghost heat on a weapon that creates 1 heat? Are you high?

#45 MoonUnitBeta

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Posted 25 September 2015 - 05:37 PM

View PostPraetor Knight, on 25 September 2015 - 05:17 PM, said:

Well, what variables are left?

I frequently wonder what would happen if mech's adopted a power supply.
Ballistics are limited by ammo.
So energy can be limited by... well.. energy.
If PGI implemented a "lore" reason why you can't charge more than two gauss because of power issues, and the lights dim when charging, there's obviously a finite source of power available. So where the heck is that source of power, and why isn't it a problem with anything else?

With gauss, remove the hard cap, and reduce the velocity of gauss projectiles the more energy that is in used (such as charging two gauss). Charge two gauss? 30% reduction in velocity. Simulate damage with it's velocity. Slower projectiles have an increase ballistics arc. You want 3 gauss but want them to fire at full power, then you fire them individually. Charge one, shoot it, charge the second one (takes longer), shoot it, charge the third one (takes even longer), shoot it. Make it so you can fire Gauss rifles at varrying levels of charge. You can either wait to shoot your gauss when it's fully charged, or fire it when it's 1/2 charged, or 1/3. Firing premature will give you a shorter cooldown, but drastically reduced velocity, range, and damage.

Energy cooldowns are directly related to your available power source, and how much you use. Wanna do an alpha? Then you will certain suffer the consequences of waiting for your power to regenerate.

PPCs, you wanna fire two, three, four, implement chance % to simulate power shortage failures and some PPC's will simply dissipate into thin air.
If your mech can't handle the load, your weapons systems will fail.
If you're on the move and want to fire off your 72 medium pulse laser alpha, you're mech is going to suffer in speed.
Why are we putting all these restrictions on heat alone? (see that one thread talking about a new way to redo heat)
Lets get a power source in Mechwarrior and balance the s*** out of energy based weapons, or weapons that use energy, and mech mobility.

Edited by MoonUnitBeta, 25 September 2015 - 05:50 PM.


#46 Nothing Whatsoever

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Posted 25 September 2015 - 05:49 PM

View PostMoonUnitBeta, on 25 September 2015 - 05:37 PM, said:

I frequently wonder what would happen if mech's adopted a power supply.
Spoiler



Yeah, I've thought about that too.

I remember reading a few excerpts from a novel or two describing how the mech could only charge the capacitors on one Gauss, due to the needed energy reserves.

So in terms of safely sending the electricity to the weapons from the engine, there maybe some current code that can be re-adopted for this sort of purpose.

So for example, if the base line is determined to be 20 damage is fine to deal in a single instance, then combos of energy weapons could not fire beyond that and would then have a delay in firing just how Triple or more Gauss can only fire two at a time now.

So four IS MLs can still be fired together, but now only two C-ERMLs or C-MPLs would fire together and so on.

Would certainly be interesting to test out.





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