

Something I Have Asked For Years.
#21
Posted 15 February 2018 - 08:36 AM
#22
Posted 15 February 2018 - 08:44 AM
#23
Posted 15 February 2018 - 08:47 AM
TWIAFU, on 15 February 2018 - 08:26 AM, said:
Skills will do the same thing. Still have the charge mechanic. Pilot requirement to charge would be made automatic.
Making it automatic has its own issues. I used to run macros for auto gauss fire, but it can sometimes result in wasted shot since your opponent might get in cover before the gauss charges, or a friendly suddenly gets in front of your target, and you have no way of cancelling the shot. Which is why I manually fire gauss now.
#24
Posted 15 February 2018 - 08:51 AM
#25
Posted 15 February 2018 - 08:53 AM
Clownwarlord, on 15 February 2018 - 08:34 AM, said:
Well I have another question, if gauss charge up was completely removed what would change?
...
For one thing, the ability to snap-shoot pinpoint 30 damage (dual standard Gauss), or 50 damage (dual Heavy Gauss) with no heat.
Granted, that would be effective, and fun, but it might break the game.
Good hunting,
CFC Conky
#26
Posted 15 February 2018 - 08:53 AM
Humpday, on 15 February 2018 - 08:44 AM, said:
Desire to improve your environment and increase quality of life is what differentiates civilized mind from a barbarian one.
That's the reason why we have cars instead of horses and internet instead of manuscripts written by monks.
#27
Posted 15 February 2018 - 09:12 AM
Nema Nabojiv, on 15 February 2018 - 08:53 AM, said:
That's the reason why we have cars instead of horses and internet instead of manuscripts written by monks.
Its called an ability to learn and teach yourself new things.
Gauss takes skill to use, of which a multitude of people have become highly proficient in the use of it.
We have cars because we have intelligent people TEACHING themselves new technology, similarly we have the internet because people LEARNED to write code.
Teach yourself, adapt and learn to do new things, the inability to do so is barbarian.
Jesus dude, whats your career in life talking like that hahahahah.
#28
Posted 15 February 2018 - 09:27 AM
Kaeb Odellas, on 15 February 2018 - 06:22 AM, said:
Im at a loss. Where there anything in lore/ canon having ppc with charge mechanics`?
Also, be glad ppc dont have recoil, stated on sarna.
I though the ppc capacitors would add charge mechanic but does not mention that. Only increased damage for more heat.
Put in use, in 3060. Capacitors could make light and heavy ppc interesting... Not to far off tech-wise. PGI just need to make FW worthwile and synchronize the tech we have with the age we are in. 3057 I think, with tech of the future aka 3060.
http://www.sarna.net...rojector_Cannon
http://www.sarna.net...i/PPC_Capacitor
Anyway, on the topic of Gauss charge. I say keep it. It seems to be the way to go to please lorists and "skills" pilot. Saying making it no charge would make it a no-skill weapon.
It dosent say anything specific about a charge mechanic on sarna, but seeing the word capacitors make me think of it as plausible.
http://www.sarna.net/wiki/Gauss_Rifle
#29
Posted 15 February 2018 - 10:47 AM
#30
Posted 15 February 2018 - 10:47 AM
Tordin, on 15 February 2018 - 09:27 AM, said:
It dosent say anything specific about a charge mechanic on sarna, but seeing the word capacitors make me think of it as plausible.
http://www.sarna.net/wiki/Gauss_Rifle
Operating a capacitor the way you operate the gauss rifle in-game is a great way to kill a cap. As a capacitor engineer I certainly wouldn't recommend it. Actually, the lore purists would state that the caps are designed to stay charged and that there shouldn't be any charge-up time, which is reasonably true. However, given Battletech doesn't obey the rules of physics, nature, or even common sense, you can basically toss anything in and have a space wizard handwave it in.
#31
Posted 15 February 2018 - 10:53 AM
Before they added the charge, you could assume that the weapon would always be charged, thus you not having to charge it. Now that you have to charge it, it's not in a constant state of being charged and as such should not explode when critted, unless it's critted while you have it charged.
When it isn't charged it's basically inert dead weight. So why does it explode when critted?
#32
Posted 15 February 2018 - 10:54 AM
Clownwarlord, on 15 February 2018 - 08:34 AM, said:
You do not want to remove the gauss charge, snap fire is a big deal, at least know if you round the corner into a mech running Heavy/RegGauss you may survive with out it would be insta death for lights and with dual heavy gauss insta death to a lot of things
Removing the Charge is a bad idea and is straut up buff to one of the best weapons in the game and would not be good for over game play and balance.
#33
Posted 15 February 2018 - 11:08 AM
Clownwarlord, on 15 February 2018 - 08:34 AM, said:
Snap-fire gauss will change everything. As is, once I've gotten used to how HGauss functions, I have been getting five times more headshots with it than my usual performance, against most Clan meta heavy/assault mechs. Snap-fire will make headshots even easier, and there will be huge cries for nerf on the Gauss, and PGI will muck it up.
Edited by El Bandito, 15 February 2018 - 11:12 AM.
#34
Posted 15 February 2018 - 11:11 AM
#35
Posted 15 February 2018 - 11:13 AM
#37
Posted 15 February 2018 - 11:43 AM
ramp4ge, on 15 February 2018 - 10:53 AM, said:
Before they added the charge, you could assume that the weapon would always be charged, thus you not having to charge it. Now that you have to charge it, it's not in a constant state of being charged and as such should not explode when critted, unless it's critted while you have it charged.
When it isn't charged it's basically inert dead weight. So why does it explode when critted?
There's actually a number of ways a cap can explode even while not charged, depending somewhat on the type of cap in question. In this instance, I'd say the primary cause of explosion is causing a short circuit due to damage, bypassing whatever is controlling the current leading into the caps. If you just slam a cap with more current than it's rated for, they'll absolutely explode in very short order, even while uncharged. I've had aluminum electrolytic caps explode at work in steel ovens and had shrapnel cut through the oven wall and bury itself in the cinder block walls. It was pretty impressive.
#38
Posted 15 February 2018 - 12:14 PM
Verilligo, on 15 February 2018 - 11:43 AM, said:
That seems less likely than a chambered round exploding in a gun when the gun is destroyed and doing damage, but that isn't a thing either.
#39
Posted 15 February 2018 - 12:45 PM
ramp4ge, on 15 February 2018 - 12:14 PM, said:
That seems less likely than a chambered round exploding in a gun when the gun is destroyed and doing damage, but that isn't a thing either.
It's actually relatively commonplace to blow a cap if there's some defect in its construction. Typically it will fail during initial conditioning of the unit, but it's industry standard to do additional testing past that to some extent to give a better level of reliability. MOST capacitors, when they fail, do so in a safe and controlled manner. It's only when you do something catastrophic to them, like put them on reverse voltage, that they turn into bombs. But when you do, they'll absolutely blow themselves to kingdom come, and all the metal and contents expelled across everything adjacent can then cause further problems.
Typically you don't worry about that in a combat situation, though, because the munition being fired at you is actually designed to destroy. Caps just accidentally become destructive. Realistically you don't give reliability ratings that account for being shot at.
Edited by Verilligo, 15 February 2018 - 12:46 PM.
#40
Posted 15 February 2018 - 02:25 PM
There should be more variety in weapon types. ATM's, rotary ACs, gauss. Stuff like that.
Keeps you on your toes. Adds variety to the game.
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