Khobai, on 05 September 2018 - 11:00 PM, said:
Min range shouldnt exist on PPCs either, or any weapon for that matter. Its just not a fun mechanic.
I disagree with game mechanics that exist solely as skill barriers. There is no reason to discourage new players from using Gauss by placing it behind a skill barrier. Chargeup is a bad mechanic in its current form. It exists only to frustrate players and make them jump through extra hoops to fire the weapon.
IMO chargeup is not implemented in a way thats at all interesting or fun. Chargeup would make more sense if Gauss rifles had variable levels of charge. Like if you could fire them immediately for half damage or charge them up for full damage.
HGauss needs to either be limited to firing one at a time or have ghost heat on firing 2 at a time.
You cant fire two AC20s without ghost heat. Heavy Gauss should be no different.
Although both AC20 and Heavy Gauss should be buffed as singleton weapons.
I think there are two different angles to look at when talking about mechanics:
- fun and interesting weapon handling/mechanic
- balancing factors
Charge mechanics in general are used for Bow&Arrow and power-increasing attacks (as you described for your gauss charge idea).
If this is an interesting mechanic is a personal subjective feeling.
Balancing wise, it is not difficult, but it adds an element to the weapon that makes it easier for long range (as you don't need to move your cursor much for aiming) and harder for very fast brawling action (cause you need to learn to charge and release in the chaotic melee).
-> I would not consider this as a skill barrier, but as the intented range-related handling skaling.
Similar thing can be said about UAC bursts and even laser burns, which get more difficult when you can't move your aim fast enough in melee range, or for any ballistic in general when leading at longer ranges.
Now for Gauss having variable damage:
The community considers everything that is not maxed to be flawed.
Having players "gimp" their damage by low skill (not using charge) would make things worse than they are already, especially with newbs vs good players (average or above).
Thinking of PPC min range:
True the ramping dmg curve we had in the past was more interesting.
I don't remember if there was a bug, performance or just balancing, but it was changed to 0 dmg below 90m now.
Personally, i would prefere self-dmg when below range, as was in the original rules if the field-inhibitor was disabled (otherwise the PPC does no dmg below 90m).
Back to charge mechanic doing different dmg:
The best way to use it would be to add PPCCapacitors (similar to Artemis upgrades) which allows you to charge the Capacitor of the PPCs with additional 5 dmg and 5 heat (the heat is generated constantly until discharged).
Ghost heat:
It was always the goal to make single (or less numbers) better compared to the multiplied improvement of boated weapons.
The problem with the GH for Gauss is at the moment that it has not enough heat to realy work out without scaling like in Energy Draw (where we had energy consumption generating extra heat).
Having higher base heat AND ghost heat for multi shots would be my preference, so they handle like other ballistics.
-> BUT then the Gauss would only have three differences to the AC classes:
- higher velocity
- higher range
- charge mechanic
I'm very hesitant to limit Gauss to a single one with a hard limit and prefere penalties (side effects).
Other options:
Besides still thinking of Energy Draw tweaks, I would like to see:
1. Heat scale effects
---> slowing down movement, agility and mobility, even sensor lock speeds
2. Damage effects
---> firing too many weapons will slow your mech down because of the recoil (especially HGauss, as was in the lore)
3. Melee collision damage (without proper mechanics, just basic)
---> when colliding with a mech, you currently only get 0.1dmg or so, but if every collision would do 10% of your tonnage as damage to the other mech, this could simulate melee (charge)
and any hand actuator or melee weapon could increase the %.
if you also get some self dmg when colliding with buildings, the whole peaking and hiding would totally change, as you would scratch your armor off when slithering over a buildings surface.