Gauss Rifle Charging, Is It Necessary?
#1
Posted 26 December 2016 - 06:37 PM
#2
Posted 26 December 2016 - 06:38 PM
Edited by Snazzy Dragon, 26 December 2016 - 07:59 PM.
#3
Posted 26 December 2016 - 06:41 PM
#4
Posted 26 December 2016 - 06:45 PM
#5
Posted 26 December 2016 - 06:46 PM
back when gauss had no charge time, everyone used it over ac 20.
because sure you did slightly less damage then ac20 but your accuracy, range were way way better then ac20. gauss also had no heat unlike overheat20.
#6
Posted 26 December 2016 - 06:47 PM
That said, in Closed Beta it was THE brawler weapon of choice, because its cool fire made it a fantastic weapon to compliment hot srms and/or lasers. It also had DPM parity with the AC20. If it were to lose the charge up, it'd have to lose some DPM again. It's too good otherwise.
Edited by Cabusha3, 26 December 2016 - 06:48 PM.
#7
Posted 26 December 2016 - 06:48 PM
Kimberm1911, on 26 December 2016 - 06:37 PM, said:
Yes, it would break the game. Explode it completely, as a matter of fact.
Also, I like the charge. I find the mechanic makes the gun interesting to wield.
#8
Posted 26 December 2016 - 07:02 PM
#9
Posted 26 December 2016 - 07:07 PM
But no instant fire.
Edited by Nighthawk513, 26 December 2016 - 07:07 PM.
#10
Posted 26 December 2016 - 07:08 PM
Kimberm1911, on 26 December 2016 - 06:37 PM, said:
After fighting [228] players who were using MAD-IICs, I am absolutely convinced Gauss charge time should stay.
The weapon is really good as is.
Edited by El Bandito, 27 December 2016 - 03:15 AM.
#11
Posted 26 December 2016 - 07:11 PM
#12
Posted 26 December 2016 - 07:16 PM
PGI didn't give it the base stats that makes the Gauss Rifle obsolete the AC/20. PGI "hates" the Gauss Rifle because they made it less than perfect, unlike the base stats it is based on. Too f-ing bad.
The only people who cannot "get it" and learn how to charge the weapon are folks who have either not played video games before, or their only experience is with RPGs. But, hey, I am an elitist. I have been playing video games since the NES came out, so I have en edge over the competition.
Edited by Prosperity Park, 26 December 2016 - 07:20 PM.
#14
Posted 26 December 2016 - 07:36 PM
Prosperity Park, on 26 December 2016 - 07:16 PM, said:
PGI didn't give it the base stats that makes the Gauss Rifle obsolete the AC/20. PGI "hates" the Gauss Rifle because they made it less than perfect, unlike the base stats it is based on. Too f-ing bad.
The only people who cannot "get it" and learn how to charge the weapon are folks who have either not played video games before, or their only experience is with RPGs. But, hey, I am an elitist. I have been playing video games since the NES came out, so I have en edge over the competition.
No need to be an ***. Some people rightfully find a charge mechanic for a sniping weapon counterintuitive. It's really not fun when a person pokes around a corner, fires, and backs out again before you can finish charging up and fire at him when you were staring at the corner before he even turned it. Especially for someone that can't tell the color of the gauss charge bar due to being colorblind, so it's pure guesswork from the noise as to if you can fire or not.
#RemoveCharge #10SecondGaussReload
#15
Posted 26 December 2016 - 07:58 PM
What restricts brawling is a longer recycle than short range AC counterparts, pure and simple. Give it a 6-7 second recycle and players would think twice before mounting two Gauss Rifles and if they did they would be easily dealt with at short range.
PGI is just in love with the non-canon charge-up and will not allow BattleTech to overrule that. The Gauss Rifle only has a charge-up in MWO. Anywhere else, in every MechWarrior game it has no charge-up and travels at 3000-4000 meters per second and does not break balance because of it's longer recycle. So it has already been shown to not need the charge-up. PGI just wants the Gauss to be a Quake BFG gun.
#16
Posted 26 December 2016 - 08:00 PM
RestosIII, on 26 December 2016 - 07:36 PM, said:
No need to be an ***. Some people rightfully find a charge mechanic for a sniping weapon counterintuitive. It's really not fun when a person pokes around a corner, fires, and backs out again before you can finish charging up and fire at him when you were staring at the corner before he even turned it. Especially for someone that can't tell the color of the gauss charge bar due to being colorblind, so it's pure guesswork from the noise as to if you can fire or not.
#RemoveCharge #10SecondGaussReload
There is a macro somewhere called Gauss Control that fires the gauss instantly as soon as the charge is over. It's not to everyone's liking but it's how I learned the glory of pinpoint at 700 meters.
#17
Posted 26 December 2016 - 08:06 PM
Snazzy Dragon, on 26 December 2016 - 08:00 PM, said:
There is a macro somewhere called Gauss Control that fires the gauss instantly as soon as the charge is over. It's not to everyone's liking but it's how I learned the glory of pinpoint at 700 meters.
Thought about it and looked it up, but I can't deal with that. First of all, having to use a macro to make a weapon usable sucks, I already have to do that when I have a TAG stuck on a high weapon count mech. Second, there are a lot of cases where you have to abandon firing due to realizing that the charge is taking too long and that the target will be behind cover or is blocking the part you were planning on shooting, and let it ride out. The macro would force me to waste a lot of ammo. I just really, really hate the charge-up.
#18
Posted 26 December 2016 - 08:22 PM
Lightfoot, on 26 December 2016 - 07:58 PM, said:
What restricts brawling is a longer recycle than short range AC counterparts, pure and simple. Give it a 6-7 second recycle and players would think twice before mounting two Gauss Rifles and if they did they would be easily dealt with at short range.
PGI is just in love with the non-canon charge-up and will not allow BattleTech to overrule that. The Gauss Rifle only has a charge-up in MWO. Anywhere else, in every MechWarrior game it has no charge-up and travels at 3000-4000 meters per second and does not break balance because of it's longer recycle. So it has already been shown to not need the charge-up. PGI just wants the Gauss to be a Quake BFG gun.
In MW4: Mercs multiplayer, Gauss was pretty OP and it had 8 seconds cooldown. So your 6-7 seconds cooldown suggestion is nothing much, if you consider that current Gauss cooldown is 5.75 seconds already, with charge.
8 seconds minimum for the Gauss if charge is removed.
Edited by El Bandito, 26 December 2016 - 08:23 PM.
#19
Posted 26 December 2016 - 08:23 PM
El Bandito, on 26 December 2016 - 08:22 PM, said:
In MW4: Mercs multiplayer, Gauss was pretty OP and it had 8 seconds cooldown. So your 6-7 seconds cooldown suggestion is nothing much, if you consider that current Gauss cooldown is 5.75 seconds already, with charge. 8 seconds minimum for the Gauss if charge is removed.
It'd neuter its DPS into the ground, but I still want a 10 second cooldown, with charge gone.
#20
Posted 26 December 2016 - 08:35 PM
I swear, half of the problems with MWO balance is PGI's decision to let player customize every mech like they are omnis. Without weapon slot size restriction, MWO will forever waddle in this semi-acceptable arena shooter state.
I believe HBS's BT wouldn't allow something as crazy as dual ac20/gauss Jager etc and to me, that it shows HBS has far better insight into game design than PGI...or should that be common sense?
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