Gauss Rifle Explosions
#1
Posted 28 May 2016 - 03:14 PM
PGI needs to remove the explosion aspect from the rifle in order to bring it up to their own stated game mechanics.
Just my opinion.
#2
Posted 28 May 2016 - 03:17 PM
The gauss rifle exploding is just another example of a bandaid solution, in an attempt to deal with the OP gauss rifle back when it was the best ballistic weapon in the game. And like many other bandaid solutions in MWO, it remained in the game for no good reason.
Edit: Memory slip. See below.
Edited by Alistair Winter, 29 May 2016 - 07:35 AM.
#3
Posted 28 May 2016 - 03:25 PM
Alistair Winter, on 28 May 2016 - 03:17 PM, said:
The gauss rifle exploding is just another example of a bandaid solution, in an attempt to deal with the OP gauss rifle back when it was the best ballistic weapon in the game. And like many other bandaid solutions in MWO, it remained in the game for no good reason.
Actually, the Gauss explosion is taken straight from Battletech lore itself. It's a part of the gun's characteristics.
From a game logic standpoint, it's because your ammo doesn't explode, so instead your gun itself explodes. If you want to remove the gun explosion, you'd better make the ammo explode instead.
#4
Posted 28 May 2016 - 03:31 PM
Bloodyscalphunter, on 28 May 2016 - 03:14 PM, said:
PGI needs to remove the explosion aspect from the rifle in order to bring it up to their own stated game mechanics.
Just my opinion.
Related:
Lasers, PPCs, and every other weapon requiring capacitors to charge should also have explosions if we want to be consistent.
Pick your poison.
#5
Posted 28 May 2016 - 03:32 PM
Game logic
#6
Posted 28 May 2016 - 03:46 PM
IS gauss right now occupies more slots which means even more chance of getting crit.
PGI being PGI... nothing can be done about that
#7
Posted 28 May 2016 - 03:57 PM
FupDup, on 28 May 2016 - 03:25 PM, said:
From a game logic standpoint, it's because your ammo doesn't explode, so instead your gun itself explodes. If you want to remove the gun explosion, you'd better make the ammo explode instead.
Yes if the Gauss rifle worked like it used to with no charging aspect. The capacitors were always charged hence when they were damaged the capacitors would explode. Without them being constantly charged when they are damaged they just won't work not explode.
So from a game mechanic you really don't need either the ammo or rifle to explode. it would just stop working. No need for a weapon that when it already has a lot of other things going against it.
#8
Posted 28 May 2016 - 04:07 PM
Yeonne Greene, on 28 May 2016 - 03:31 PM, said:
Related:
Lasers, PPCs, and every other weapon requiring capacitors to charge should also have explosions if we want to be consistent.
Pick your poison.
From what i remember ppcs also exploded when destroyed and for sure they are prone to exploding in case of firing below 90m with inhibitor shut down.
Actually no they dont explode in any other case, theres even 3060 experimental extra capacitor for ppc which generates heat when charged and while struck doesnt explode but renders attached ppc to be unavailable. Though ppc cant fire on the same turn as its charging.
http://www.sarna.net...i/PPC_Capacitor
Lasers however is different thing entirely, since their capacitors work only when they are firing.
Look just replace cooldown on gauss with 5.5s charge and let it hold that charge but if its charging or charged it explodes when destroyed.
From sarna
http://www.sarna.net/wiki/Gauss_Rifle
However, if the weapon itself is struck by enemy fire, the capacitors that power the electromagnets will release their stored energy, with an effect similar to an ammo explosion. (In game terms, a critical hit on a Gauss Rifle is equivalent to a 20-point ammo explosion.)
So there must have been some energy in those capacitors for them to explode.
Edited by davoodoo, 28 May 2016 - 04:16 PM.
#9
Posted 28 May 2016 - 04:16 PM
#10
Posted 28 May 2016 - 04:18 PM
davoodoo, on 28 May 2016 - 04:07 PM, said:
If that were true, we'd have a delay between pulling the trigger and the actual discharge. We do not. The energy has to be stored up first so we can have instant response. Also, the evidence is in the fact that the lasers have discrete firing intervals in the first place, else they'd be continuous.
Personally, I'd welcome a more sim-like environment where we have to manage our juice as well as our heat.
#11
Posted 28 May 2016 - 04:35 PM
#12
Posted 28 May 2016 - 05:10 PM
But i agree with all was said above just i know we are all wrong cause we arent PGI part.
#13
Posted 28 May 2016 - 07:20 PM
Alistair Winter, on 28 May 2016 - 03:17 PM, said:
The gauss rifle exploding is just another example of a bandaid solution, in an attempt to deal with the OP gauss rifle back when it was the best ballistic weapon in the game. And like many other bandaid solutions in MWO, it remained in the game for no good reason.
No... it's true to TT. There's little left that is and I'm damn well gonna fight to keep what little I have left.
#14
Posted 28 May 2016 - 07:25 PM
Narcissistic Martyr, on 28 May 2016 - 07:20 PM, said:
Not considering the topic at hand, wouldn't it be better if we base the game to the lore instead to TT? This is after all, a BattleTech game (which implies that a BT game can take many forms).
#15
Posted 28 May 2016 - 07:27 PM
Hit the Deck, on 28 May 2016 - 07:25 PM, said:
They also explode in lore when shot.
#16
Posted 28 May 2016 - 07:39 PM
#17
Posted 28 May 2016 - 08:04 PM
#18
Posted 28 May 2016 - 08:12 PM
#19
Posted 28 May 2016 - 08:16 PM
Bloodyscalphunter, on 28 May 2016 - 08:04 PM, said:
Exactly.
Sad thing is PGI do not care...
Even more sad is that some people actually are defending the band-aid move.... unbelievable!
#20
Posted 28 May 2016 - 08:25 PM
Yeonne Greene, on 28 May 2016 - 03:31 PM, said:
Related:
Lasers, PPCs, and every other weapon requiring capacitors to charge should also have explosions if we want to be consistent.
Pick your poison.
PPCs don't have capacitors, they can get them as an aftermarket upgrade.
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