vocifer, on 18 September 2016 - 04:49 AM, said:
The fact that you don't like or can't handle something, doesn't make it ridiculous, gimmick or broken.
From wiki: "Key components of games are goals, rules, challenge and interaction". There is NO challenge in cahrgeless gauss, neither in increased cooldown, - it would be too easy to use.
Weapons should require skill to use, because it's a damn game. The more variety of skills you demand using different weapon mechanics, the more variety of players will be happy - which is good for MMO type of game.
Anyone should have an opportunity to use their own skill through the weapon that requires it:
- Lasers require holding on target - good for those who can aim smoothly;
- AC's require target leading - good for those who can predict the target/projectile movement;
- the lower the damage - the lower the basic requirement is, the greater is the consistency required. AC2 has higher speed, SL has lower duration;
- Gauss requires a charge-up and timing skills.
If you remove the gauss charge, it will become a skilless weapon compared to AC2, PPC and therefore should be nerfed hardly to the point when it's as good as LBX10 - which is another skilless weapon.
Ah, but there is already a challenge to using gauss, and it is a defensive one. It is a fragile, ticking bomb in your mech and extra effort has to be taken to defend it. Now, whether this is sufficient challenge for the weapon is certainly up for debate and it has a number of ways to mitigate it, but it is disingenuous to say that there is no skill whatsoever in using it.
However, my primary concern as stated previously is that the gauss charge is
not a nerf to the effectiveness of the weapon, it's just a skill to develop (and a skill that causes further disparity between good players and the bads). Watch any notable good player use gauss and it's obvious they've developed the skill to make the charge a pretty moot factor as far as balance goes, at least at upper levels of play.
It fails at succeeding as a balancing mechanic and instead only serves as a skill acquisition mechanic; this in my opinion makes the charge a failure and as long as they use it as an attempt to balance gauss, gauss will not be balanced. There's a reason it's the only weapon in the game you don't even have a choice to fire more than 2 at a time at present, even with the charge mechanic.
Gauss is simply too powerful in MWO's balance of tonnage, heat, and damage and no skill hump to get over is going to change that in the hands of a skilled player. Charge is a mechanic that does not fulfill its purpose.
There are three simple and effective ways to actually balance it:
1) Increase CD. People didn't like this.
2) Decrease damage. Lore nerds will riot.
3) Increase heat. Lore nerds will riot.
Edited by Aposiopesis, 18 September 2016 - 09:29 AM.