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Could We Ever Get A Visually Charging Gauss?


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#1 The6thMessenger

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Posted 12 July 2018 - 07:19 PM

Posted Image

Look at that magnificent *******. Wouldn't it look cool if we were seeing sparks, and blue glow under the segmented lines of the Gauss Rifles and variants while charging?

#2 Prototelis

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Posted 12 July 2018 - 07:27 PM

That might actually be a really good way to address H-gauss without taking away from the overall deadliness of those loadouts.

Having those barrels fill up with a little lightning during charge would give peeps a little more oppurtunity to twist and pick where to take the hurt, but it might also hurt single Hgauss loadouts.

#3 Snowbluff

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Posted 12 July 2018 - 08:26 PM

No. I don't think it's really representative of what's happening.
Personally I think the more realistic approach they took makes it more satisfying.

#4 Anjian

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Posted 12 July 2018 - 08:57 PM

View PostThe6thMessenger, on 12 July 2018 - 07:19 PM, said:

Posted Image

Look at that magnificent *******. Wouldn't it look cool if we were seeing sparks, and blue glow under the segmented lines of the Gauss Rifles and variants while charging?



Yes, it would certainly warn the target someone is about to shoot.

#5 WrathOfDeadguy

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Posted 12 July 2018 - 09:01 PM

No to glowing and crackling lightning effects and whatnot, because that just looks too... game-y. It's a linear array of electromagnets, not a Tesla coil.

#6 The6thMessenger

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Posted 12 July 2018 - 09:36 PM

View PostAnjian, on 12 July 2018 - 08:57 PM, said:

Yes, it would certainly warn the target someone is about to shoot.


I would argue, it depends. Maybe it's not that bright, but just blue internal glow with little sparks. It's only noticeable while in the cockpit. Unless it's dark, the Gauss Rifles at their range would have been very small, even more so for Light Gauss Rifles.

And further arguments below.

View PostPrototelis, on 12 July 2018 - 07:27 PM, said:

That might actually be a really good way to address H-gauss without taking away from the overall deadliness of those loadouts.

Having those barrels fill up with a little lightning during charge would give peeps a little more oppurtunity to twist and pick where to take the hurt, but it might also hurt single Hgauss loadouts.


I don't see the worth of it as a balancing factor.

Don't we just assume that HGauss is going to fire when they are going to face us anyways? I mean who in their right mind would just stare at you the entire time while not firing their weapons, or expose themselves out of their cover without the intent to shoot? Wouldn't it make sense that they would get out of their cover because precisely they were about to fire? And because of that, would it matter if you see their gauss rifles angrily glowing blue when they were charging the moment they pop out?

Suppose you mean it's when there's little cover like brawling, where we are forced to shield than take cover? Don't you agree that they'd shield their HGR, and then just face you when they are about to shoot? Whats the difference when seeing it go blue at that scenario? You know the guy is about to fire when he faces you regardless!

Edited by The6thMessenger, 12 July 2018 - 09:44 PM.


#7 Prototelis

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Posted 12 July 2018 - 09:45 PM

I personally don't think Hgauss is an issue, but it is for some and we all know this is a community curated for crybabies.

and a visual charging mechanic is only going to help you when you close.

I also find it funny that peeps are pining for realism in the game with visible lasers and walking robuts.

#8 The6thMessenger

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Posted 12 July 2018 - 09:49 PM

View PostPrototelis, on 12 July 2018 - 09:45 PM, said:

I personally don't think Hgauss is an issue, but it is for some and we all know this is a community curated for crybabies.


True. But I still don't see that to be any of help.

View PostPrototelis, on 12 July 2018 - 09:45 PM, said:

and a visual charging mechanic is only going to help you when you close.


I know right? I don't see much concern for it when used long range Gauss and Light Gauss in terms of balance.

View PostPrototelis, on 12 July 2018 - 09:45 PM, said:

I also find it funny that peeps are pining for realism in the game with visible lasers and walking robuts.


To be fair, it's hard sci-fi. To each our own though.

#9 Wil McCullough

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Posted 12 July 2018 - 09:52 PM

I like the idea not because it looks cool (which it does), but it already gives players a decision to make like prototelis described. More decisions is always good. Especially if the outcome is immediate e.g. i see an opponent charging up his gauss, i twist to shield, he fires and it hits my shield side.

It makes the player feel more in control, which makes combat more visceral and engaging.



#10 Prototelis

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Posted 12 July 2018 - 10:37 PM

View PostThe6thMessenger, on 12 July 2018 - 09:49 PM, said:


True. But I still don't see that to be any of help.


It really isn't going to help you unless they whiff the first shot and you can't eat a second one in the same location. Thats why I like the idea, it isn't a straight up nerf because of feelings.

I also don't agree that Battletech is hard sci-fi, but to each their own.

#11 Nothing Whatsoever

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Posted 12 July 2018 - 11:12 PM

This feels more a problem of translation. In regards to instant damage and TT values.

Whereas, such animation and action of weapons can be possible for translating the 'weird' TT stats to real-time (that I'd consider as DPS values and am fine with their doubled nature as a base line, due to increased armor and structure), and thus quite a few MWO values are way out of wack of sorts, if such a consideration is true.

Essentially many MWO weapons have un-sane base DPS, with current values, over how such output values could be established, and many also allow for high Front Loaded Damage in many typical engagements, especially due to the implemented Hardpoint system, over such a system. So there can be a means to adjust base line values, and then give variant boosts, depending on how the devs evaluate things.

Posted Image



A general rule could be to set to reduce base weapon stats, and then use quirks to aide mechs with reduced hardpoints in a variety of quirks so that as an example a hard point starved mech might deal 5 damage with an ML over a mech with a base of 8 Energy Hardpoints to allow for more variety.

#12 The6thMessenger

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Posted 13 July 2018 - 12:01 AM

View PostNothing Whatsoever, on 12 July 2018 - 11:12 PM, said:

This feels more a problem of translation. In regards to instant damage and TT values.

Whereas, such animation and action of weapons can be possible for translating the 'weird' TT stats to real-time (that I'd consider as DPS values and am fine with their doubled nature as a base line, due to increased armor and structure), and thus quite a few MWO values are way out of wack of sorts, if such a consideration is true.

Essentially many MWO weapons have un-sane base DPS, with current values, over how such output values could be established, and many also allow for high Front Loaded Damage in many typical engagements, especially due to the implemented Hardpoint system, over such a system. So there can be a means to adjust base line values, and then give variant boosts, depending on how the devs evaluate things.

Posted Image




A general rule could be to set to reduce base weapon stats, and then use quirks to aide mechs with reduced hardpoints in a variety of quirks so that as an example a hard point starved mech might deal 5 damage with an ML over a mech with a base of 8 Energy Hardpoints to allow for more variety.


Wut? How does that relate here?

#13 MTier Slayed Up

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Posted 13 July 2018 - 12:09 AM



I remember there were some distinct visuals for Gauss, I think MW4 had some pretty good visuals for it but I can't seem to find it. The most you see for a split second is a solid slug in MWO. Feels a bit underwhelming when you fire them/get hit. Sounds lack a "umpf" behind it if that makes sense.





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