

Should Gauss Gain A Minimum Range Like In Tt?
#21
Posted 26 September 2015 - 09:17 PM
#22
Posted 26 September 2015 - 09:25 PM
And that way PPCs can also have their min range but do full damage if ur lucky.
#23
Posted 26 September 2015 - 09:28 PM
How about making them even easier to crit then they already are but they do not explode? That way no matter what range you are you can hurt him but your not going to cripple the mech
#24
Posted 26 September 2015 - 11:27 PM
the AC 2 should also add a min range but reduce the time it takes to fire.
however the PPC needs to be given back it's full damage while maybe making it take a little longer to fire.
because as it is, the standard PPC is completely useless in close. hell even in the tt it had full damage.
#25
Posted 26 September 2015 - 11:44 PM
#26
Posted 26 September 2015 - 11:49 PM
#28
Posted 26 September 2015 - 11:51 PM
Mystere, on 26 September 2015 - 08:54 PM, said:
How do you stop a bullet from doing damage as it exits the barrel?
Heres some better questions:
How does a missle be locked on only but not dumb fired? "SSRMs"
How does a missle have to go a certain range before it can explode? "IS LRMs"
How can these mechs even move with some certain mechs legs?
If this is a war why is their not any other war equipment being used in the area?
should I go on?
My point this game already has alot of "Space Magic" so adding another wouldn't hurt much.
#29
Posted 27 September 2015 - 12:12 AM
Whatzituyah, on 26 September 2015 - 11:51 PM, said:
How does a missle be locked on only but not dumb fired? "SSRMs"
Some engineer thought it was a good design idea.
Whatzituyah, on 26 September 2015 - 11:51 PM, said:
It's called arming distance to prevent close detonation.
Whatzituyah, on 26 September 2015 - 11:51 PM, said:
Have you built legged robots? I have.
Whatzituyah, on 26 September 2015 - 11:51 PM, said:
Because we only have an arena game.
Whatzituyah, on 26 September 2015 - 11:51 PM, said:
My point this game already has alot of "Space Magic" so adding another wouldn't hurt much.
I can tolerate "Space Magic" only up to a certain point.
So, how about answering my question?
#30
Posted 27 September 2015 - 12:52 AM
A gauss rifle in TT does NOT have a minimum range, only a to hit penalty.
The charge mechanic simulates that to some degree, as well as making it different from being just another snapshot-happy AC.
IMO, I actually prefer it the way it is.. makes you think about your shots and raises the skill ceiling a little bit, instead of dumbing the game down even more to cater to the terribads.
Whatzituyah, on 26 September 2015 - 11:51 PM, said:
Heres some better questions:
How does a missle be locked on only but not dumb fired? "SSRMs"
Design choice by the manufacturer. For the record, such missiles already exist today, like the FGM-148 Javelin.
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So the person /vehicle firing it does not blow themselves up. Every air-to-air missile currently in use by any military also has this feature, and even the very basic RPG-7 takes a few meters to arm itself.
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If we want to go the real physics route, why don`t all mechs sink into the ground up to their cockpit the moment they stand on it?
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Because, in this FICTIONAL universe the Battlemech is the king of kings, everything else is more or less obsolete.
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You may if you so desire, but the whole discussion is kind of pointless if we`re going to sit here cherrypicking where we want real world physics and wheere we want "space magic".
Edited by Zerberus, 27 September 2015 - 01:05 AM.
#31
Posted 27 September 2015 - 01:00 AM
Mystere, on 26 September 2015 - 08:54 PM, said:
Master Pain, on 26 September 2015 - 11:44 PM, said:
Because it needs time for the sabot to separate from the actual projectile. And the sabot is really fluffy and soft, because space safety regulations.
#33
Posted 27 September 2015 - 01:05 AM
its more like the GR's are only for those who have been able to master it when the GR should be 100% all user friendly which is why the manual charge needs to be removed other wise it just favors older players.
then again they also need to give the PPC back its full damage at point blank range.
Edited by VinJade, 27 September 2015 - 01:06 AM.
#34
Posted 27 September 2015 - 01:11 AM
VinJade, on 27 September 2015 - 01:05 AM, said:
its more like the GR's are only for those who have been able to master it when the GR should be 100% all user friendly which is why the manual charge needs to be removed other wise it just favors older players.
I disagree entirely...if my 8 year old son can understand it in under 5 minutes, and become reasonably proficient within an hour, why can`t a grown man?
Laziness, that`s why.
#35
Posted 27 September 2015 - 01:26 AM
VinJade, on 27 September 2015 - 01:05 AM, said:
its more like the GR's are only for those who have been able to master it when the GR should be 100% all user friendly which is why the manual charge needs to be removed other wise it just favors older players.
then again they also need to give the PPC back its full damage at point blank range.
The charge up system is not difficult to use it simply takes some practice. The PPC does not need point blank damage, the ER PPC already has that, they need heat/damage adjustment.
#36
Posted 27 September 2015 - 01:29 AM
and to compare a KID to someone is very stupid and uncalled for .
we are talking about TT here, also maybe some have a harder time mastering things due to other reasons.
besides it is like saying, I learned to build a mech from memory with only a few points of armor error when I was ten(which I could), why can't your kid or you for that matter do the same?
I haven't used the Gauss Rifle more then once when I was testing out the Atlas & despised how it worked. when a company claims to be a Battletech game I was expecting at the very least weapons to act the same.
@HS
yes the PPC needs its full damage at pointblank range and find some other way to 'balance' the weapon other than making it a seven ton three crit paper wight.
using the Standard PPC in TT took skill to use than some might think. a novice would miss a lot up close.
Edited by VinJade, 27 September 2015 - 01:35 AM.
#37
Posted 27 September 2015 - 01:33 AM
Andi Nagasia, on 26 September 2015 - 08:31 AM, said:
why not add in the 60m-90m Minimum range that Gauss had in TT?
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 No-Damage/Reduced-Damage Range,
this is because if the Shell hits before the Casing is discarded, the round disintegrates,
remember this Casing is designed to Carry the Round to allow it to reach High Speeds,
after leaving the Weapon it has to be discarded as its acting as access drag,
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,
Gauss already has a minimum range. It's called CHARGE MECHANIC
To explain this (I hope someone already did)
In TT minimum range just added a difficulty penalty to aiming, and firing the weapon within that range. It didn't mean the weapon was ineffective at that range (like IS LRMs dealing 0 damage). It just meant the weapon was difficult to use. Something simulated very well by the Gauss Charge.
kapusta11, on 26 September 2015 - 09:17 PM, said:
Charge mechanic is literally the smartest balancing move PGI has ever done. I'm dead serious.
Edited by IraqiWalker, 27 September 2015 - 01:34 AM.
#38
Posted 27 September 2015 - 01:41 AM
The thing is that only affects up close not at range making the Manuel charge illogical.
Using the GR in the TT I did very well with along with the PPC up close.
however the way they set up the GR & PPC was crazy to say the least.
#40
Posted 27 September 2015 - 02:07 AM
Mystere, on 27 September 2015 - 12:12 AM, said:
Well you two did not get my point at all but if you insist. I cannot logically describe how this would make sense so it really isnt possible to answer it besides with space magic!
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