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Bring Back Charge Up, And Connect It To Explosion Chance


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#1 JC Daxion

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Posted 24 August 2016 - 11:45 PM

I have seen this posted many times by a lot of people that i respect their opinion. I for one hated the Gauss charge up, i just could never get it to work right. It always half charged, or someone would jump in front of me, and make me pause long enough to drop the charge or what ever. Just felt very clunky IMO..


So how about the slight change. When a Gauss is not charged, it has a less chance of exploding. (maybe half of what it normally is?) But if it is charged, it will hold the charge, but then has an increased chance of exploding if hit.

The weapon would still drain the power when fired, and keep the unique charge mechanism, and still have the greater chance to explode when ready to fire. Basically making the weapon use a bit of the new system, and a bit of the old.

#2 Mechwarrior1441491

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Posted 24 August 2016 - 11:46 PM

Let us hold the charge until we let it dissipate.

Kthks.

#3 El Bandito

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Posted 25 August 2016 - 12:21 AM

View PostJC Daxion, on 24 August 2016 - 11:45 PM, said:

So how about the slight change. When a Gauss is not charged, it has a less chance of exploding. (maybe half of what it normally is?) But if it is charged, it will hold the charge, but then has an increased chance of exploding if hit.

The weapon would still drain the power when fired, and keep the unique charge mechanism, and still have the greater chance to explode when ready to fire. Basically making the weapon use a bit of the new system, and a bit of the old.


Current explodey chance of Gauss is 90%--basically almost everytime. If you want the chance to be only half when not charging, that will mean 45%, slightly less than half when not charged--which is a big deal. In return if you want to keep it charged but will increase the explode chance, lets say to 100%, that will be a negligible drawback since Gauss is prone to explode anyway. Overall it will be a noticeable buff for the Gauss since you can fire the Gauss immediately now due to the ability to hold the charge.

And buffing the Gauss (especially Clan Gauss) is not something I would recommend.

Edited by El Bandito, 25 August 2016 - 12:26 AM.


#4 Random Carnage

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Posted 25 August 2016 - 12:42 AM

An uncharged Gauss should have zero chance to explode. Period.

#5 Herr Vorragend

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Posted 25 August 2016 - 02:15 AM

The charge-up mechanism has to go. I was horrible to use on faster mechs, because the mechanism switched quick shots while moving fast into a frustrating fail game. (it might be okay for stationary dual/quad gauss mech-turrets tho)

I welcome the change. Good bye charge up

#6 JC Daxion

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Posted 25 August 2016 - 05:03 PM

View PostEl Bandito, on 25 August 2016 - 12:21 AM, said:



And buffing the Gauss (especially Clan Gauss) is not something I would recommend.



My numbers were not exact,, and i was not really saying to buff.. I was just saying a slight decrease in the chance to explode when not charged, and more of a chance when charged is all..

no charge you don't have instant fire capability, so keeping weapon charged all the time may not be a great idea.. Also when charged that moment you peak out to fire, you are at greater risk..

see what i mean?

#7 El Bandito

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Posted 25 August 2016 - 05:24 PM

View PostJC Daxion, on 25 August 2016 - 05:03 PM, said:

My numbers were not exact,, and i was not really saying to buff.. I was just saying a slight decrease in the chance to explode when not charged, and more of a chance when charged is all..

no charge you don't have instant fire capability, so keeping weapon charged all the time may not be a great idea.. Also when charged that moment you peak out to fire, you are at greater risk..

see what i mean?


I know what you meant and I see it as overall significant buff to Gauss Rifle.

#8 Cyborne Elemental

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Posted 25 August 2016 - 05:40 PM

The only way an inert weapon system should ever be volatile, is when it is charged, or fueled.

When Gauss's Capacitor banks are charged, and the weapon is ready to fire, that is the only time it should ever be dangerous.

I mean seriously, a hunk of metal with wire wrapped coils is not going to spontaneously explode when you sneeze on it, maybe it should fail at 90% of the time, but the explosion part of it is just dumb especially when idle.

I'm would still very much like to see C.A.S.E. be an integral part of stopping the explosive damage 100% for IS mechs, how to balance it for clan since they get full body C.A.S.E. by default is another discussion entirely.

Edited by Mister D, 25 August 2016 - 06:38 PM.


#9 Rock Roller

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Posted 25 August 2016 - 09:00 PM

Hate the charge mechanic.

#10 RAM

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Posted 25 August 2016 - 10:05 PM

Uncharged Gauss should not explode:

A powered down Gauss rifle may not fire but does not explode if it suffers a critical hit. The powered-down weapon will still be destroyed, however, if it takes a critical hit.


RAM
ELH

#11 F1oyd

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Posted 26 August 2016 - 01:42 AM

Pls keep the gauss charge in the game. It makes the gauss rifle unique and more fun to play!!!!

#12 Yellonet

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Posted 26 August 2016 - 01:53 AM

No charge thank you. I'm fine with Gauss in PTS, only 2, no charge, but shorter range and longer cooldown.

#13 zagibu

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Posted 26 August 2016 - 02:04 AM

Actually, the power draw enables a nice possible compromise. Bring back charge-up, but let players hold it as long as they want and make it continuously draw power (or basicaly reserve the power needed to fire it beforehand).

And I agree, that only charged gauss rifles should explode. Or have a significant chance of exploding.

#14 Jaqir

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Posted 26 August 2016 - 02:18 AM

I'll miss the charge-up. Felt clunky at first, sure, but it adds a certain feel to Gauss and landing good hits with it is somehow more satisfying than with all the point'n click weps. And really not clunky when you get the hang of it.

#15 Bobzilla

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Posted 26 August 2016 - 03:15 AM

Increase the time it takes to charge, lower cd to keep dps the same, 90% explosion only while charged/charging, can hold charge. Maybe make it a 2 click (charge, fire) to help people that find holding clumsy.

#16 Joseph Mallan

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Posted 26 August 2016 - 03:21 AM

Though I personally never liked the Gauss charge mechanic (never quite got the timing right) It does give a decent reason for the minimum range penalties that TT had. I felt it simulated this rather well.

#17 Mystere

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Posted 26 August 2016 - 08:01 AM

View PostJoseph Mallan, on 26 August 2016 - 03:21 AM, said:

Though I personally never liked the Gauss charge mechanic (never quite got the timing right) It does give a decent reason for the minimum range penalties that TT had. I felt it simulated this rather well.


Ditto.

And welcome back. Posted Image





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