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Should Gauss Gain A Minimum Range Like In Tt?


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#1 Andi Nagasia

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Posted 26 September 2015 - 08:31 AM

so as most Meta Combat seems to be Gauss + Laser was thinking,
why not add in the 60m-90m Minimum range that Gauss had in TT?

=the Idea and Physics behind it=
But how could Gauss have a Minimum range with it being Fired by magnates?
well most conventional RailGuns/CoilRifles they have a Protective Casing around them,
this Casing protects the Device from the Round during the Firing and is discarded after,
-
so my idea, give IS-Gauss 60m & C-Gauss 90m a Reduced-Damage minimum Range,
this is because if the Shell hits before the Casing is discarded, the Gauss round disintegrates,
this would mean that the Round also Spreads its damage as it Disintegrates across the target,


=Stats of this Change=
under 60m(IS) or 90m(Clan) Gauss will only do 9Damage,
this Damage will spread across the targets much like C-ER-PPC,
so 3 Damage Across 3 Components of the Enemy Mech,


Why 60m for IS and 90m for Clan?
Style= to make them abit different than each other,
Balance= because Clan Gauss is lighter,



Thoughts, Comments, Concerns?
Thanks,

Edit- Topic Refinement,

Edited by Andi Nagasia, 29 September 2015 - 02:56 PM.


#2 FupDup

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Posted 26 September 2015 - 08:31 AM

The charge-up somewhat imitates that feature.

#3 Andi Nagasia

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Posted 26 September 2015 - 08:32 AM

View PostFupDup, on 26 September 2015 - 08:31 AM, said:

The charge-up somewhat imitates that feature.

Dam FupDup that was Fast!, :)

#4 Levi Porphyrogenitus

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Posted 26 September 2015 - 08:35 AM

Any minimum range for ballistic weapons needs to be a minimum convergence. Don't let the Gauss converge any closer than 90m and it'll be a little bit harder to use it in a knife fight. The same goes for AC2s and such.

#5 zagibu

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Posted 26 September 2015 - 08:37 AM

I guess we could do a 0 to full damage linear scale from 0-90m or something, explaining it with stable projectile flight only occurring after that distance, but is it really necessary? A single gauss rifle is hardly in need of more nerfs.

#6 Lightfoot

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Posted 26 September 2015 - 08:40 AM

Drop the non-Battle Tech Charge-Up first.

View PostFupDup, on 26 September 2015 - 08:31 AM, said:

The charge-up somewhat imitates that feature.


No it doesn't. I get killed by Gauss Rifles at 10 meters faster than at 500 meters.

Edited by Lightfoot, 26 September 2015 - 08:43 AM.


#7 pyrocomp

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Posted 26 September 2015 - 10:21 AM

View PostAndi Nagasia, on 26 September 2015 - 08:31 AM, said:

so as most Meta Combat seems to be Gauss + Laser was thinking,
why not add in the 60m-90m Minimum range that Gauss had in TT?

This will only make the meta to swing to pure 'laservomit'. Right now the meta-build can apply full damage to the same component only on the stationary target or at close range. So less alphas now. Add minimum range, forbind dual shots and embrace games with lasers only. So no. Plus in TT the component that you hit was random. Want to have that in game also? No? Why?

#8 Cyborne Elemental

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Posted 26 September 2015 - 10:24 AM

Gauss is almost a better brawling weapon than the AC-20, because its high velocity your shot will be more precise.

#9 Juodas Varnas

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Posted 26 September 2015 - 10:25 AM

View PostLightfoot, on 26 September 2015 - 08:40 AM, said:

No it doesn't. I get killed by Gauss Rifles at 10 meters faster than at 500 meters.

Then maybe they should increase the Cooldown time, so it would be less useful at close ranges?

I think all "long-range" weapons could use an increase in Cooldown time.

View PostMister D, on 26 September 2015 - 10:24 AM, said:

Gauss is almost a better brawling weapon than the AC-20, because its high velocity your shot will be more precise.

That's more of a problem with the AC20 than the Gauss, don't you think?
In my opinion, all ballistics (except for the gauss, but including the PPCs) could use a projectile speed increase.

Edited by Juodas Varnas, 26 September 2015 - 10:25 AM.


#10 Light-Speed

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Posted 26 September 2015 - 10:38 AM

No, I'll prefer to not have a minimal range.

I have a 1 Gauss cicada. I like to scare away lights with it when they get close.

#11 Otto Cannon

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Posted 26 September 2015 - 10:39 AM

View PostAndi Nagasia, on 26 September 2015 - 08:31 AM, said:

But how could Gauss have a Minimum range with it being Fired by magnates?


Posted Image

#12 Felicitatem Parco

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Posted 26 September 2015 - 10:42 AM

The charge-up mechanism is meant to emulate what BattleTech describes as the reason being GUss's minimum range, and that's the added difficulty of pulling a close-range potshot.

Edited by Prosperity Park, 26 September 2015 - 10:43 AM.


#13 sycocys

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Posted 26 September 2015 - 10:44 AM

How about a 600m min range because - magic.

#14 Lightfoot

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Posted 26 September 2015 - 08:04 PM

View PostProsperity Park, on 26 September 2015 - 10:42 AM, said:

The charge-up mechanism is meant to emulate what BattleTech describes as the reason being GUss's minimum range, and that's the added difficulty of pulling a close-range potshot.


But that's not what is happening. The Charge-Up makes it more difficult to make long range shots and easy to make short range shots. You see why right? Distant targets are tiny, but close targets are huge so much greater margin for errors, so the Gauss Rifle's charge-up actually has less effect the closer the target is. That the Gauss gets used a lot at long range has nothing to do with the charge-up.

The only thing the charge-up does, if you are being honest, is it blocks 50 to 60 percent of MWO players from using it. Originally it blocked 70 to 90 percent of players, but many have learned to use it now so the Gauss is becoming common again.

The honest fix for the Gauss Rifle is remove the charge-up so everyone can use it again, but give it a 5 to 5.5 second recharge so it becomes long range specialized. The TT aiming difficulty could be emulated by torso movement penalties for the mech carrying it and they could be doubled if the mech carried 2xGauss. So the penalty for just one Gauss would be minor, but two would be clumsy. Charge-up doesn't do that.

#15 Deathlike

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Posted 26 September 2015 - 08:23 PM

View PostLevi Porphyrogenitus, on 26 September 2015 - 08:35 AM, said:

Any minimum range for ballistic weapons needs to be a minimum convergence. Don't let the Gauss converge any closer than 90m and it'll be a little bit harder to use it in a knife fight. The same goes for AC2s and such.


Is there any logical reason to have AC2s become less useful than they already are?

#16 Chuck Jager

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Posted 26 September 2015 - 08:24 PM

I would like to see the charge up slowed down by firing lasers. It is way to easy to sync the charge up with laser face time

#17 Libas

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Posted 26 September 2015 - 08:28 PM

http://wwwcache.wral...tti-250x150.gif

lets nerf all weapons to confeti then everyone will be happy

Edited by Libas, 26 September 2015 - 08:28 PM.


#18 CMDR Sunset Shimmer

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Posted 26 September 2015 - 08:37 PM

been arguing for it since gauss's inception, I don't care if the explination for it doing no damage is fairy dust and unicorn farts, it needs to have it's minimum range issue, if the PPC has one, so should Gauss and AC2's.

#19 Mystere

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Posted 26 September 2015 - 08:54 PM

View PostAndi Nagasia, on 26 September 2015 - 08:31 AM, said:

so as most Meta Combat seems to be Gauss + Laser was thinking,
why not add in the 60m-90m Minimum range that Gauss had in TT?


How do you stop a bullet from doing damage as it exits the barrel?

#20 Vlad Ward

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Posted 26 September 2015 - 09:00 PM

How about making short range weapons good inside their range profile again instead of trying to nerf long range weapons into the ground.

Gauss only wins in brawling range combat because AC/20, UAC/20, and SRMs are all ****.





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