Quicksilver Kalasa, on 02 September 2018 - 08:08 AM, said:
When you have different firing behaviors they should be both different AND interesting. While chargeup is different it fails to be interesting.
Simply being a skill barrier does not make it interesting. New players arnt like "wow thats neat". Instead theyre just like "screw this im just going to use lasers instead".
Chargeup is different but fails at being interesting. That makes it bad.
Quicksilver Kalasa, on 02 September 2018 - 08:08 AM, said:
Its not a personal problem. Because I personally have no problem using Gauss. But I do find chargeup boring.
But I have seen new players get exceedingly frustrated with the chargeup mechanic. Its a bad mechanic.
It exists only to serve as a skill barrier to using the weapon. It has no other purpose for existing.
Again my version of chargeup is superior. Fire immediately for half damage -OR- chargeup for full damage. Its interesting because it presents the player with a choice: fire NOW for half damage, or chargeup for full damage. It also eliminates the front end skill barrier of the weapon and only puts a skill barrier on the back end if you want to charge it up for full damage. That is vastly better.
The6thMessenger, on 02 September 2018 - 04:18 AM, said:
Because its one of two situations:
#1 If its easy to pre-charge Gauss to snapfire, then that completely defeats the purpose of chargeup as a means of preventing snap firing. Thus rendering the mechanic entirely pointless.
#2 if its not easy to pre-charge it, then it is a frustration mechanic, because the fact its not easy makes it a skill barrier for new players.
Either way the mechanic is bad in its current form. Although I would surmise its more #2 than #1. I see people get frustrated way more with gauss than anything. And I constantly see complaints about chargeup on the forums.
The6thMessenger, on 02 September 2018 - 04:18 AM, said:
Its undeniably easier to hit a target at long range if you can snapfire.
Youre only supporting my argument that chargeup is a frustration mechanic that requires players to overcome a skill barrier for entry. And again thats a terrible game mechanic.
"we dont like people using this weapon were going to make it more frustrating to use so less people use it" WTF kindve way is that to balance a game? Only PGI would come up with something like that. You dont see that garbage in other games, because it detracts from newer players having fun. When other games use the chargeup mechanic its pretty much always used for the intuitive purpose of having variable levels of charge on a weapon.
Edited by Khobai, 02 September 2018 - 10:44 AM.