Jaeger Gonzo, on 27 September 2015 - 07:46 AM, said:
Charge up mechanics was not implemented to mimic min range, but to desperate attend to desync GR with PPC, with was nonsense, as it is no problem to sync them still.
While this is true that in TT min range means just to hit penalty, by all means not damage reduction, same goes for LRM, its somehow hard to translate that correctly to FPS system.
So I was always lobbing for scaled down damage, as this was appearing while not perfect, but good enough solution.
But someone here mentioned about other way; making minimum convergence. That could work as well.
Having hard understandings min range on ballistic? Its even in some to days tanks. So that should not be an argue at all.
Actually there's a fluff portion that mentions that IS launchers keep their missiles unarmed, and only let them arm a second or 2 after launch (during that period they cross the 180 meters), while clan pilots on the other hand don't mind leaving the missiles armed in the launcher, since all their parts are protected by CASE II.
Also, yes, Gauss Charge was used for the desynch, but it has basis in lore, and TT.
Aethon, on 27 September 2015 - 08:07 AM, said:
None. The Gauss Rifle does not need time to charge, either; it finishes charging while the round is being loaded. THIS is why it makes no sense. It is also stupid from a common-sense point of view: if you were designing such a weapon, why would you complicate the trigger mechanism unnecessarily? Why would you design capacitors that explode even when they are not charged? Why would you not have it automatically charge while the slug is being loaded, so a mere press of the firing stud is all that is required?
It is silly, flavourless, and completely pointless. It does not stop anyone from brawling with Gauss Rifles; it serves only to annoy people who want it to feel like a Gauss Rifle.
See above. Also, minimum range does not have to be a 'reduce damage linearly' sort of thing like the PPC weaponry in MWO; it could be something that adds a sort of 'bloom' effect if firing under its minimum range, to simulate the idea that it is harder to bring this weapon to bear at closer ranges, due to the target's higher transverse velocity.
You mean like the charge mechanic that makes it harder to bring the weapon to bear at close ranges? Yes, we already have that.
Not to mention that the charge mechanic is AGAIN in flavor. It's in the lore. I also did say that they should make it so Gauss doesn't explode when it's not charge, since the only reason it explodes in the first place is that the capacitors are holding a charge when they are hit.
Look, Gauss gives you 15 PP FLD near instant damage at any location you aim at, for almost no heat. Making it snap fire was a huge problem. Understand that snap fire is one of the biggest issues with Gauss. If you're bringing it back, then you need some serious nerfs to the weapon, in another way.
We should NEVER have the Gauss Rifle we had in closed Beta, open Beta, and until the charge arrived.
I'd be okay with the Silver Bullet Gauss getting no charge.
Edited by IraqiWalker, 27 September 2015 - 08:53 PM.