Get rid of ghost heat link so it comes back in to play
But, if both a PPC and a gauss are equipped, cooldown for clans becomes 8 seconds on gauss/PPC, 5.5 on IS (because it's straight up inerior, duh)
It'd bring the combo back into play against the laser vomit meta
But, the DPS would be gimped and farming pugs with it that need their safe space would be more difficult
3
Crazy Idea For Gauss + Ppc
Started by Snazzy Dragon, Dec 06 2017 09:28 PM
6 replies to this topic
#1
Posted 06 December 2017 - 09:28 PM
#2
Posted 06 December 2017 - 09:49 PM
What if I told you...
... it takes ~8.5 seconds for 2x cERPPC to cool, with skill tree and 17 DHS?
Basically... not a nerf at all. Mechs take longer than 8 seconds after firing to step back and step up again for the next shot, and even firing as fast as they possibly can it still slower than your proposed value. Sure, can hamper the gauss spamming a little, but the real reason people take 2x Gauss 2x ERPPC is because of the alpha damage.
... it takes ~8.5 seconds for 2x cERPPC to cool, with skill tree and 17 DHS?
Basically... not a nerf at all. Mechs take longer than 8 seconds after firing to step back and step up again for the next shot, and even firing as fast as they possibly can it still slower than your proposed value. Sure, can hamper the gauss spamming a little, but the real reason people take 2x Gauss 2x ERPPC is because of the alpha damage.
#3
Posted 06 December 2017 - 10:07 PM
If you just bump the link to 3 and make IS DHS less-sh*t, then that'd be sufficient.
#4
Posted 06 December 2017 - 10:09 PM
This is not a new idea.
In MW4 both ERPPCs and Gauss Rfile's cooldown were 8 seconds. Thus they were quite powerful, but never were "the" weapon of choice due to this very long cooldown. Really simple solution. So much common sense in 17 years ago.
No need for ridiculous ghost heat, charging mechanics or any other utterly-lore-defying restrictions. Make those long-range, pinpoint weapons have long cooldown, remove silly things like shaking effects of HGR and we are good to go.
If you truly worry about poptarting, then disable Gauss Rifle when the mech is in air.
In MW4 both ERPPCs and Gauss Rfile's cooldown were 8 seconds. Thus they were quite powerful, but never were "the" weapon of choice due to this very long cooldown. Really simple solution. So much common sense in 17 years ago.
No need for ridiculous ghost heat, charging mechanics or any other utterly-lore-defying restrictions. Make those long-range, pinpoint weapons have long cooldown, remove silly things like shaking effects of HGR and we are good to go.
If you truly worry about poptarting, then disable Gauss Rifle when the mech is in air.
Edited by The Lighthouse, 06 December 2017 - 10:11 PM.
#5
Posted 06 December 2017 - 11:07 PM
I support this idea, give back some build diversity and give some mechs with limit options something that kicks, also something that counters laser vomit.
#6
Posted 06 December 2017 - 11:29 PM
The Lighthouse, on 06 December 2017 - 10:09 PM, said:
This is not a new idea.
In MW4 both ERPPCs and Gauss Rfile's cooldown were 8 seconds. Thus they were quite powerful, but never were "the" weapon of choice due to this very long cooldown. Really simple solution. So much common sense in 17 years ago.
No need for ridiculous ghost heat, charging mechanics or any other utterly-lore-defying restrictions. Make those long-range, pinpoint weapons have long cooldown, remove silly things like shaking effects of HGR and we are good to go.
If you truly worry about poptarting, then disable Gauss Rifle when the mech is in air.
In MW4 both ERPPCs and Gauss Rfile's cooldown were 8 seconds. Thus they were quite powerful, but never were "the" weapon of choice due to this very long cooldown. Really simple solution. So much common sense in 17 years ago.
No need for ridiculous ghost heat, charging mechanics or any other utterly-lore-defying restrictions. Make those long-range, pinpoint weapons have long cooldown, remove silly things like shaking effects of HGR and we are good to go.
If you truly worry about poptarting, then disable Gauss Rifle when the mech is in air.
Ill be honest,I'm ok with the charging mechanics. HOWEVER. I think the gauss should only explode when charged. If the weapon isn't charged and crit the weapon is simply disabled,not blown out. That's always been my beef against the gauss rifles.
If a gauss is fired in the air,the mech should land on it's back. But that needs knockdowns and efforts by PGI to do so.
#7
Posted 07 December 2017 - 07:55 AM
Yeonne Greene, on 06 December 2017 - 10:07 PM, said:
If you just bump the link to 3
This, TBH.
2 Gauss, 1 PPC
1 Gauss, 2 PPC
Leave the charge limit of 2 Gauss or 2 HGauss (30-50 damage)
Give LGauss a charge limit of 4 (32 damage)
Leave HPPC & HGauss with GH of 2 (30-50 damage)
Give PPC, ERPPC, SNPPC & Gauss a GH of 3 (30-40 damage for IS) (30+15 - 40+5 damage for Clan)
Give LPPC & LGauss a GH of 4 (20-32 damage)
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