Ttk & Balance Pass + Gauss Charge Bar
Started by Mechwarrior1441491, Dec 18 2015 02:01 PM
6 replies to this topic
#1
Posted 18 December 2015 - 02:01 PM
...no one is talking about how they declared this pass would help with increased TTK.
I can't see a difference...actually, it's WORSE because the mobility nerf means mechs are less responsive to enemy fire, means those lumbering mechs take it and have to love it.
GAUSS
I assume nerfing Gauss was their ONLY move to increase TTK and the chance of new players not dying from inert slugs at 1km.
A high tonnage, higher skill weapon, that has a charge up which disappears and can explode while weapons like LRMS with tons of explosive material loaded into the launcher don't and are every bit as annoying and deadly in game. (Even more so to newer players. I would rather be Gaussed in the face over stun locked by LRMS.)
Making it so they only have a chance of exploding while charged, and let us keep the charge until manually released. Perhaps as a middle ground, when the charge is manually released you suffer the cool down of the weapon as if it was fired.
Also, the charge up sound is a REAL pain to hear over explosions during combat and the visual reference is a TINY bar in the bottom right. Perhaps an optional add on bar which places it just above the radar, or if possible, like many other games, where you want it. I'm sure it's tied to the effects sound in audio, but I'd rather not turn up other sounds, just to hear Gauss. When that happens, you can't hear very well over TS.
I can't see a difference...actually, it's WORSE because the mobility nerf means mechs are less responsive to enemy fire, means those lumbering mechs take it and have to love it.
GAUSS
I assume nerfing Gauss was their ONLY move to increase TTK and the chance of new players not dying from inert slugs at 1km.
A high tonnage, higher skill weapon, that has a charge up which disappears and can explode while weapons like LRMS with tons of explosive material loaded into the launcher don't and are every bit as annoying and deadly in game. (Even more so to newer players. I would rather be Gaussed in the face over stun locked by LRMS.)
Making it so they only have a chance of exploding while charged, and let us keep the charge until manually released. Perhaps as a middle ground, when the charge is manually released you suffer the cool down of the weapon as if it was fired.
Also, the charge up sound is a REAL pain to hear over explosions during combat and the visual reference is a TINY bar in the bottom right. Perhaps an optional add on bar which places it just above the radar, or if possible, like many other games, where you want it. I'm sure it's tied to the effects sound in audio, but I'd rather not turn up other sounds, just to hear Gauss. When that happens, you can't hear very well over TS.
#2
Posted 18 December 2015 - 02:09 PM
the whole rebalance was pretty much a failure...
they nerfed gauss. they nerfed lrms. clan autocannons and ppcs still suck. srms are still too short range.
laser vomit is WORSE than EVER.
they nerfed gauss. they nerfed lrms. clan autocannons and ppcs still suck. srms are still too short range.
laser vomit is WORSE than EVER.
#3
Posted 18 December 2015 - 02:13 PM
xMADCATTERx, on 18 December 2015 - 02:01 PM, said:
Making it so they only have a chance of exploding while charged, and let us keep the charge until manually released. Perhaps as a middle ground, when the charge is manually released you suffer the cool down of the weapon as if it was fired.
I like this idea.
xMADCATTERx, on 18 December 2015 - 02:01 PM, said:
Also, the charge up sound is a REAL pain to hear over explosions during combat and the visual reference is a TINY bar in the bottom right.
Best workaround is to assign the gauss to all your unused weapon groups and use the squares around your targeting reticle for a visual cue, rather than trying to hear the audio one.
Edited by Roughneck45, 18 December 2015 - 02:14 PM.
#4
Posted 18 December 2015 - 02:29 PM
Khobai, on 18 December 2015 - 02:09 PM, said:
the whole rebalance was pretty much a failure...
they nerfed gauss. they nerfed lrms. clan autocannons and ppcs still suck. srms are still too short range.
laser vomit is WORSE than EVER.
they nerfed gauss. they nerfed lrms. clan autocannons and ppcs still suck. srms are still too short range.
laser vomit is WORSE than EVER.
Gotta disagree on two points:
-The structure quirks have definitely added some tankiness to the IS mechs and made the 'balanced but different' philosophy more apparent.
-Clan Ultra 10 ACs have been working VERY well for me lately, especially in CW. Reports of their suckiness have been greatly exaggerated.
EDIT: 3 points. Changes to the Clan XL have made a noticeable and (even though I'm primarily clan in CW) welcome difference as well.
Edited by Tyler Valentine, 18 December 2015 - 02:30 PM.
#5
Posted 18 December 2015 - 02:55 PM
Yep... Its so easy to melt someone's CT off now because they can't twist away.
I was running in a firestarter today and killed three assaults in one match all from behind, they tried to twist and turn to face me but couldn't, I just lol'd skill tree nerf.
I was running in a firestarter today and killed three assaults in one match all from behind, they tried to twist and turn to face me but couldn't, I just lol'd skill tree nerf.
#6
Posted 18 December 2015 - 02:56 PM
The only thing PGI needed to nerf was the laser class. The easiest and most easily measurable fix is to increase ther ghost heat penalty for the lasers only.
Either increase the %, or lower the number of lasers allowed before ghost heat kicks in (2LL, 4ML, 5SL).
The gauss.... *shakes head*.... can stay right where its at 'cept for two things: the charge up and the 5 health.
Either increase the %, or lower the number of lasers allowed before ghost heat kicks in (2LL, 4ML, 5SL).
The gauss.... *shakes head*.... can stay right where its at 'cept for two things: the charge up and the 5 health.
#7
Posted 18 December 2015 - 02:58 PM
Tyler Valentine, on 18 December 2015 - 02:29 PM, said:
Gotta disagree on two points:
-The structure quirks have definitely added some tankiness to the IS mechs and made the 'balanced but different' philosophy more apparent.
Ehem.... All of the IS resistance mechs had structure quirks pr-rebalance.
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