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Something I Have Asked For Years.


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#1 Clownwarlord

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Posted 15 February 2018 - 06:10 AM

And I am only going to ask it this one more time.

Can we get rid of gauss charge up? Is there a way to do it and make it balance? I want my Highlander Heavy Metal snap firing its single gauss rifle again.

Sadly I do not see this happening so if I can't get that can some one else help make the Highlanders great again?
Posted Image

I want to have fun in my old dust collector please?

Posted Image

Edited by Clownwarlord, 15 February 2018 - 06:11 AM.


#2 El Bandito

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Posted 15 February 2018 - 06:21 AM

Simplest way to remove Gauss charge and keep it balanced is to make it so you can fire only one Gauss at a time or one Gauss + one PPC at a time, and tweak the JJs so that it will retain 50% of the shake once cut off, and increase JJ boost. As bonus, jump brawling will be back, without the plague of jump sniping.

Edited by El Bandito, 15 February 2018 - 06:24 AM.


#3 Kaeb Odellas

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Posted 15 February 2018 - 06:22 AM

Move charge-up to the PPC instead.

#4 El Bandito

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Posted 15 February 2018 - 06:26 AM

View PostKaeb Odellas, on 15 February 2018 - 06:22 AM, said:

Move charge-up to the PPC instead.


PPC with charge up added can have heat reduction or other buffs to compensate for it. But still, it will be inferior to insta shooting 1 heat Gauss, on most occasions.

#5 Damnedtroll

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Posted 15 February 2018 - 06:27 AM

Double cooling time and no charge up time.

#6 sycocys

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Posted 15 February 2018 - 06:33 AM

Energy draw would do it.

Short of that they could just give it heat in the range of an ac20, but I imagine people would have a fit about that even more.

#7 Magnus Santini

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Posted 15 February 2018 - 06:37 AM

Negative crit system so that no gauss shot could damage armor and structure in one shot, or take a component in one shot.

#8 Scyther

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Posted 15 February 2018 - 06:39 AM

The charge-up is a semi-interesting mechanic but I can't say it's added anything to the game for me. It just means that unless I am going to focus on the Gauss with that mech that I choose other, simpler weapons.

That said, snap-shots with Gauss seem problematic to me, since I consider the amount of near-perfect-aim+PPFLD in MWO to be a fundamental design flaw that causes many of the problems/nerfs we are stuck with.

Limit to single Gauss, while artificial, or even the 1 Gauss+1 PPC limit might be adequate to replace it, or even Damnedtrolls' double cooldown no charge. Or single gauss/1ppc with 30% more cooldown and no charge-up. I suspect though that cooldown changes would make Gauss even less useful for anything but sniping.

Thinking about those changes, I would be tempted to say "if you like Gauss, just practice with it until the charge-up becomes second nature, and live with it". It won't be a weapon for casuals to excel with, but every weapon doesn't need to be.

#9 Asym

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Posted 15 February 2018 - 06:49 AM

I's say give the Gauss an instrant shot option but that would reduce the range because the capacitors would not be 100% charged.

The second shots would be 5 seconds longer and every shot after would follow where we are today. After 2 idle minutes, the snap shot is available again and the process koops.

There is 0 reason not to be able to have a snap shot at first.

#10 Verilligo

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Posted 15 February 2018 - 07:02 AM

View PostEl Bandito, on 15 February 2018 - 06:21 AM, said:

Simplest way to remove Gauss charge and keep it balanced is to make it so you can fire only one Gauss at a time or one Gauss + one PPC at a time, and tweak the JJs so that it will retain 50% of the shake once cut off, and increase JJ boost. As bonus, jump brawling will be back, without the plague of jump sniping.

This is probably also one of the few nerfs/changes that would really impact the lethality of the MCII-1 and Deathstrike without totally ruining the chassis or even those variants in specific.

#11 process

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Posted 15 February 2018 - 07:04 AM

The current Gauss/PPC ghost heat link does a decent job addressing the initial concern that resulted in the charge mechanic. While I actually find the that charge acts as an aim stabilizer and has almost no effect on jump-sniping, it's greatly limited the mechs I use Gauss on since it requires more dedication.

It's there's a time to try removing charge it's now. No other mechanic tweaks necessary.

Edited by process, 15 February 2018 - 07:04 AM.


#12 Glaive-

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Posted 15 February 2018 - 07:06 AM

View PostKaeb Odellas, on 15 February 2018 - 06:22 AM, said:

Move charge-up to the PPC instead.



This would kill so many mechs and playstyles. Please no

#13 Clownwarlord

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Posted 15 February 2018 - 07:07 AM

View Postarmyunit, on 15 February 2018 - 07:06 AM, said:



This would kill so many mechs and playstyles. Please no

Yeah I agree no need for charge up at all in this game please!

Gauss charge up hurt so many mechs with one ballistic hard point already.

#14 Scyther

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Posted 15 February 2018 - 07:08 AM

Well okay, we have an issue that if a change is significant, PGI has pretty much said they won't consider it. Yet, hope springs eternal, so here goes:

What if we mix charge-up and Asym's notion together, and put a 'Charge meter' on Gauss. The charge meter trickle charges, taking say 40 seconds to fill on it's own with no action taken. Once it is full you can snap-shot the Gauss.

If you want to shoot when it is not full, then you hold down for charge-up as you do now; the charge-up time varying depending on how full the meter was when you started.

For repeated use of the Gauss, you are back to the current charge-up (limiting Gauss abuse). For occasional use, you are at or close to snap-shotting.

Unfortunately I don't really use Gauss enough to know how abusable this concept is, so maybe someone with more experience could weigh in on it.

Edited by MadBadger, 15 February 2018 - 07:09 AM.


#15 TKSax

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Posted 15 February 2018 - 07:52 AM

Gauss Charged was removed for the Energy Draw PTS 1, gauss was given like a 8+ second cool down. It was still to powerfull, other weapons that have similar hitting power have heat as the limiting factor that does not happen with Gauss. With out the charge up mechanic it means that Gauss is great all all ranges. Now it is just great and long and mid range and ok a short ranges, this keep a lot dual gauss mechs from deleted light mechs up close.

#16 CFC Conky

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Posted 15 February 2018 - 08:06 AM

Sorry, derped on this post.

Good hunting,
CFC Conky

Edited by CFC Conky, 15 February 2018 - 08:12 AM.


#17 CFC Conky

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Posted 15 February 2018 - 08:12 AM

View PostMadBadger, on 15 February 2018 - 07:08 AM, said:

Well okay, we have an issue that if a change is significant, PGI has pretty much said they won't consider it. Yet, hope springs eternal, so here goes:

What if we mix charge-up and Asym's notion together, and put a 'Charge meter' on Gauss. The charge meter trickle charges, taking say 40 seconds to fill on it's own with no action taken. Once it is full you can snap-shot the Gauss.

If you want to shoot when it is not full, then you hold down for charge-up as you do now; the charge-up time varying depending on how full the meter was when you started.

For repeated use of the Gauss, you are back to the current charge-up (limiting Gauss abuse). For occasional use, you are at or close to snap-shotting.

Unfortunately I don't really use Gauss enough to know how abusable this concept is, so maybe someone with more experience could weigh in on it.


This sounds like a reasonable compromise solution, but what do I know, according to my stats my opinions are invalid. Posted Image

Good hunting,
CFC Conky

#18 Nema Nabojiv

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Posted 15 February 2018 - 08:12 AM

Charge up of course needs to be removed.

It was added to desync gauss+2PPC combo and tone down poptarting. Now that gauss+ppc are dead, poptarting is dead so there is no reason to have it.

#19 TWIAFU

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Posted 15 February 2018 - 08:26 AM

View PostEl Bandito, on 15 February 2018 - 06:21 AM, said:

Simplest way to remove Gauss charge and keep it balanced is to make it so you can fire only one Gauss at a time or one Gauss + one PPC at a time, and tweak the JJs so that it will retain 50% of the shake once cut off, and increase JJ boost. As bonus, jump brawling will be back, without the plague of jump sniping.


Good ideas.

IF Gauss Charge mechanic has to stay for whatever underlying reason, what if it was made automatic? Remove holding the button to charge, release to fire and make the charge itself automatic before your able to fire. Same zip bar, but stays green when your able to fire and then slowly recharges before you can again. Think a gauss capacitor, similar to that of PPC capacitor.

Skills will do the same thing. Still have the charge mechanic. Pilot requirement to charge would be made automatic.

#20 Clownwarlord

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Posted 15 February 2018 - 08:34 AM

Well I have another question, if gauss charge up was completely removed what would change? Snap fire gauss, but builds really wouldn't change much. If anything it would make mechs that are used in higher tiers more accessible to lower tier players by being easier to pilot. Also there would still remain many other nerfs to the system that already curtail the previous issues with the weapon. Example, heat penalty link would still remain between gauss and ppc, cockpit shake would still remain when using JJ, and you still have a limit of firing only TWO gauss rifles at a time.





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