Night Thastus, on 30 December 2015 - 02:41 PM, said:
Yeah, it was needed. Gauss spam wasn't often, but when it happened it wasn't counterable. It ran incredibly cool, had incredible range and pin-point damage.
Face against a team of laserboats? Wait for them to overheat. Twist to reduce damage.
Face against a team of SRM boats? Get some distance!
Face against a team of missleboats? Get some cover!
Face against a team of gaussboats? Get some cover!
For you, I fixed it. At least gauss follows a straight line trajectory. Missiles arc over, and for new players without radar deprivation or ECM, are just death.
People want to nerf gauss, fine. However, if there's a charge time the capacitors are
not holding the energy which causes it to explode per canon. Pick your poison: Do you want a gauss rifle to explode or do you want the charge timer?
While we're at it, can PGI implement the indirect fire rules for missiles? Unless a target is NARC'd or TAG'd, indirect fire is treated as 1 point artillery splatter per TT. That'll save the new players without radar dep or ecm, and also boost the NARC and TAG importance.
Also
ECM is not stealth - ECM jams detection with noise and would create a "blob" on the radar display. Countering the ECM lights up the countering mech (it takes a lot of power to cut through) but it does get rid of the ECM blob.
Now something like the Null Signature System is stealth. NSS is kind of like a stealth fighter: baffles and whatnot that reduce detectability to sensors and the EWI to maneuver around radar / lidar.
The system is not perfect though because it has built in penalties, a slower lock on and it has a heat penalty, and so on. Oh, Clans don't use NSS or other stealth systems.