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Remove Gauss From Game
#41
Posted 29 December 2015 - 07:24 AM
#42
Posted 29 December 2015 - 07:40 AM
Martel66, on 28 December 2015 - 03:59 PM, said:
PGI has improved so many things recently and yet this abortion of a way to balance the gauss is still in game. FIX IT PGI!
It could be "fixed" but you wouldn't like it. Insert "funky Maths" based on the other FLPPD Ballistic weapons and it retention of the 3X range modifier. LOL! It would be HOT and GH would be rather brutal when paired...
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#43
Posted 29 December 2015 - 08:02 AM
What if PGI were to implement a sort of multiplier? My thought is if you have one Gauss rifle, you no longer have the charge element and a relatively reduced cool down, but when you mount more than one, say on a King Crab or Dire Wolf, you receive the charge mechanic and the increased wait time. This way you give Mech's with one Gauss the dual advantage of a snipers snap shot, and a small degree of knife fighting ability when the enemy closes.
#44
Posted 29 December 2015 - 12:55 PM
Alistair Winter, on 29 December 2015 - 02:57 AM, said:
Not everyone wanted the Gauss nerfed out of normal play.
The meta is not about sniping, it's skirmish-rush NASCAR.
Gauss is now a 12/15 ton mid-tier weapon that I don't bother using.
There are better ways to put 15 damage on a target without having multiple drawbacks like large tonnage investment, weapon explosions, no ability to make true snapshots, and DPS so low you get torn apart at close range.
Are you working your way to T1 with Gauss now?
#45
Posted 29 December 2015 - 04:44 PM
Alistair Winter, on 29 December 2015 - 02:57 AM, said:
The gauss rifle is still not anywhere near being the least popular ballistic weapon in the game. Worry about the other ones first.
If it's still one of the best weapons in the game, then I feel they did alright.
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Eh? AC5 has pretty consistently been a favourite of mine for 2 years. Even before the nerf Id have opted for LB10X before gauss. Now Ive even removed it from gauss quirked mechs. Its a loss of options and a loss of flavour.
AC10 is often shunned as being too heavy, but its 3T lighter than gauss, easy to use, has the important 10 damage for wiping out internals, extra shells per ton, doesn't blow up so easily, still has good range and reloads oh so fast. Why would i choose gauss?
I agree it should be a sniper weapon though, so:
5.5s cooldown
Keep the charge (simulates steady sniper aiming)
Allow +1s for the firing window
Back to 10HP
Then it'd be worth a look
#47
Posted 29 December 2015 - 05:03 PM
5LeafClover, on 29 December 2015 - 04:44 PM, said:
AC10 is often shunned as being too heavy, but its 3T lighter than gauss, easy to use, has the important 10 damage for wiping out internals, extra shells per ton, doesn't blow up so easily, still has good range and reloads oh so fast. Why would i choose gauss?
I agree it should be a sniper weapon though, so:
5.5s cooldown
Keep the charge (simulates steady sniper aiming)
Allow +1s for the firing window
Back to 10HP
Then it'd be worth a look
just never understood the charge mechanic. It's just another clunky mechanic arbitrarily implemented on a weapon for "balance"
Why not just give it a min range if you want it to be focused more on long range combat? Isn't that much simpler than implementing clunky mechanics?
And before anyone says it, no "lore" doesn't apply here in this argument since the charge mechanic isn't based on Btech anyhow (and no, we're not talking fluff, we're talking actual game rules) and the whole "but science" arguments regarding real world physics and crap.
it's a sci fi game. Gauss has min range, or reduced damage, or whatever under min range. It's much simpler in my opinion and doesn't require players to master complicated firing processes. (Yes, holding a charge, then aiming, then firing is "complicated" in this context compared to every other weapon in teh game)
#48
Posted 29 December 2015 - 05:38 PM
Either way, I still think they should make having a single gauss good to start with, but would be ok with me if they made it so only 1 gauss could be charged at a time (or if they removed the charge, fire one only every 0.5 seconds).
As it is now, just as it was before the reload nerf, having a single gauss is pointless.
#49
Posted 29 December 2015 - 05:41 PM
#50
Posted 29 December 2015 - 05:57 PM
clownwarlord, on 28 December 2015 - 02:24 PM, said:
We of course see this all the time on the forums since charge-up requires roughly 2 seconds of patience and isn't one of the standard game mechanics that are completely abused by console developers.
It is obvious that a weapon which maintains the other core features of the gauss such as very long range, high damage and accuracy AND high projectile speed cannot also have extremely high DPS or it simply becomes the best weapon and every single mech that can mount one will have one.
The charge-up feature on the gauss takes away a huge amount of the weapon's DPS in practice but leaves the high damage-per-projectile and other features. Problem solved - Battletech can stay Battletech and the you-weren't-around-for-the-"grey winter"-after-the-gauss-buff-when-it-had-no-charge-time-were-you questions can go unanswered.
Edited by Captain Stiffy, 29 December 2015 - 05:58 PM.
#51
Posted 29 December 2015 - 09:03 PM
Yagarcanda, on 28 December 2015 - 11:30 AM, said:
I got my ace of spades twice over running a gauss in both torsos of an XL Catapult.
So, get learned I guess.
#52
Posted 29 December 2015 - 11:27 PM
Sandpit, on 29 December 2015 - 05:03 PM, said:
Its balance by annoyance through as you say a clunky mechanic.
I imagine the person who designed it thought they were being clever.
#53
Posted 30 December 2015 - 07:26 AM
Ultimatum X, on 29 December 2015 - 11:27 PM, said:
Its balance by annoyance through as you say a clunky mechanic.
I imagine the person who designed it thought they were being clever.
And yet, try and suggest and alternative and people come out of the wood work to tell you they prefer the charge mechanic and that the charge mechanic is fine and they like it.
Is it fear of the Gauss being easier to use again? Do they actually like the charge mechanic? Do they just hate any other possible method of desync other than the charge mechanic? IDK, the forums are too bipolar for me to figure that one out.
#54
Posted 30 December 2015 - 09:07 AM
P.G.I all over..
#55
Posted 30 December 2015 - 09:12 AM
Quote
They definitely didnt forget the chargeup.
PGI overnerfs weapons deliberately. They would rather remove an overpowered weapon from the equation entirely than actually put effort into balancing it.
They did the same EXACT heavy handed nerf with PPCs when PPCs were overpowered. Paul was just like "LOL IM NERF PPCS SO BAD NO ONE WILL USE THEM". And the Gauss nerf is just a repeat of that.
#56
Posted 30 December 2015 - 11:00 AM
MeiSooHaityu, on 30 December 2015 - 07:26 AM, said:
If the new proposal is elegant and not overly complicated it will be liked.
Just because a suggestion is made, doesn't mean its automatically better than what you already have, even if you're not crazy about what you already have.
#57
Posted 01 January 2016 - 01:07 PM
#58
Posted 01 January 2016 - 01:45 PM
Seriously, there's got to be a better way to balance Gauss so that it doesn't wreck all the non-quirked, single Gauss builds.
#59
Posted 01 January 2016 - 02:07 PM
MacBeth, on 29 December 2015 - 08:02 AM, said:
What if PGI were to implement a sort of multiplier? My thought is if you have one Gauss rifle, you no longer have the charge element and a relatively reduced cool down, but when you mount more than one, say on a King Crab or Dire Wolf, you receive the charge mechanic and the increased wait time. This way you give Mech's with one Gauss the dual advantage of a snipers snap shot, and a small degree of knife fighting ability when the enemy closes.
One decent reply so far^^^^^^^^^
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Seriously, why all the "cry moar" silly remarks? People speaking up is generally how things get sorted...the "deal with it" brigade tend to have to keep "dealing with it" forever because they sit there in silence. He may have whined a bit-but at least he cared enough to speak up.
#60
Posted 01 January 2016 - 04:16 PM
The need was to heavy handed though but at least had the advantage of breaking up the gaussvom slightly. It did hit clan mechs the most and given the start of is/clan balance at the moment it wasn't a good thing
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