Quote
so your solution to gauss doing too much frontloaded damage is to buff gauss even more by giving it the ability to bypass armor and do through armor crits? lmao. that idea is terrible.
basically youd be turning the gauss rifle into a weapon where upto half its damage can ignore armor and be applied directly to internal structure.
yeah no. not only does that not solve the biggest problem with gauss but it elevates it to a completely new level of overpoweredness.
Quote
DPS on Gauss is irrelevant. You need to get over the idea of gauss as a dps weapon. Gauss isnt used as a brawling weapon. Its primarily a poking weapon for doing high amounts of surgically precise damage. You poke out, fire, retreat back into cover, and repeat until the target is dead. The purpose being to minimize your facetime with the enemy, which makes weapons with higher DPS useless vs gauss, because the gauss user has retreated back into cover before you can leverage your DPS advantage.
Again the biggest problem with Gauss is the fact it does so much frontloaded damage to one hit location.
In battletech, the high damage was countered by having random hit locations, but in MWO being able to put that 15 damage wherever you want completely breaks the armor system. Especially when its combined with a second gauss or a bunch of lasers.
MWO needs some way of making high damage weapons spread their damage across multiple hit locations. And again its where mechanics like splash damage, burst fire, and beam duration come into play... because theyre non-random ways of breaking up large blocks of damage into smaller blocks of damage that spread out across the hit locations of a mech.
Gauss doing splash damage accomplishes that by spreading the damage out across different locations. If youre against splash damage, then feel free to suggest a better solution that would actually work. So far no one has.
Quote
- "Laser beams begin to cause plasma breakdown in the atmosphere at energy densities of around one megajoule per cubic centimetre. This effect, called "blooming," causes the laser to defocus and disperse energy into the surrounding air. Blooming can be more severe if there is fog, smoke, or dust in the air."
- "Blooming is also a problem in particle-beam weapons. Energy that would otherwise be focused on the target spreads out; the beam becomes less effective:
- Thermal blooming occurs in both charged and neutral particle beams, and occurs when particles bump into one another under the effects of thermal vibration, or bump into air molecules.
- Electrical blooming occurs only in charged particle beams, as ions of like charge repel one another."
- Thermal blooming occurs in both charged and neutral particle beams, and occurs when particles bump into one another under the effects of thermal vibration, or bump into air molecules.
- "Laser beams begin to cause plasma breakdown in the atmosphere at energy densities of around one megajoule per cubic centimetre. This effect, called "blooming," causes the laser to defocus and disperse energy into the surrounding air. Blooming can be more severe if there is fog, smoke, or dust in the air."
Presumably the reason why laser ranges are so short in battletech compared to real life is that stealth/electroniccountermeasure/armor technology has surpassed weapon technology to the point where weapons have to be used in close proximity to the target in order to get a lock-on or retain enough energy to destroy the target's armor.
Again a kinetic penetrator round (i.e. gauss) deforming and breaking apart and ricocheting around inside a target is a far stronger case for splash damage than "blooming".
Edited by Khobai, 28 September 2015 - 11:11 AM.