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Gauss Charge Immobility


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#1 The6thMessenger

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Posted 17 January 2019 - 10:54 PM

Have you ever heard the story of two hunchbacks with gauss-rifles of the Ninth Ghost Regiment? The story of Busosenshi Sandy "Turtle" Porter, and her lightly-armored Hunchback with a lot of rear-armor?

Story goes is that their Hunchbacks armed with Prototype Gauss Rifles, have so much recoil that their mechs will topple over after firing.

Here's an idea, not that i have against gauss-rifles, what if Gauss-Rifles prevents (or reduce movement-speed) while charging? (and cannot fire while in the air). This should curtail pre-charging in tradings, and would quite literally do what the Charge-System was meant to do, and that is to compensate for the vast-projectile of Gauss shells.

If not for all gauss, perhaps lets trade in the quite-trivial reticle-shake for it?

Also, interested for a new hero?

5-Chances

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Edited by The6thMessenger, 17 January 2019 - 11:19 PM.


#2 N0ni

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Posted 18 January 2019 - 01:45 AM

Charge is fine enough. Reducing/Preventing movement will just make people switch over to ACs (as to not get left behind by the inevitable nascar) while not being able to use it in air just removes the fun of poptarting (something already nerfed over the years in more than one way).

The Gauss rifle is in a good spot as is with the exception of Light Gauss (which should really allow to fire 3-4 or just keep the 2 limit and remove the charge).

#3 Burning2nd

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Posted 18 January 2019 - 01:52 AM

should revert the guass rifle to 2014

when it was really hard to use, and it actually did something

#4 Kaeb Odellas

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Posted 18 January 2019 - 03:12 AM

This could tie into a more wide-ranging energy draw system. Consuming too much power overtaxes your engine and reduces your top speed.

#5 HammerMaster

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Posted 18 January 2019 - 06:17 AM

Um what?
Ya no.

#6 Angel of Annihilation

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Posted 18 January 2019 - 06:34 AM

Isn't that abominable charging mechanic enough and nitroglycerin sensitivity to explosion enough!?!? I rarely use them because of these stupid mechanics as is so not just no but HELL NO!!!

#7 RickySpanish

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Posted 18 January 2019 - 07:18 AM

You know what would also nerf Gauss Rifles? Not staring down the line at an enemy 'Mech while they are seemingly doing nothing except looking right back at you...

#8 thievingmagpi

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Posted 18 January 2019 - 07:25 AM

nerf any and all skill. make all weapons lock on and 1 damage.

#9 Dread Render

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Posted 18 January 2019 - 07:31 AM

yeah, um no.
Gauss guns are recoil-less.
I think the charge time is plenty a handicap.

#10 R Valentine

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Posted 18 January 2019 - 07:49 AM

The entire point of charging was intended to be a handicap. There's no reason to handicap the handicap. That's asinine. May as well have your lasers turn your life support off while they're burning.

#11 HammerMaster

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Posted 18 January 2019 - 08:02 AM

View PostKiran Yagami, on 18 January 2019 - 07:49 AM, said:

The entire point of charging was intended to be a handicap. There's no reason to handicap the handicap. That's asinine. May as well have your lasers turn your life support off while they're burning.

Unless you link ppc/gauss or run a hll/ermlas hbr. Then you die. Do not pass go. Do not collect $200.
Life support is off!
Bye.
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Edited by HammerMaster, 18 January 2019 - 08:03 AM.


#12 Mister Glitchdragon

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Posted 18 January 2019 - 08:03 AM

I think this is a bad idea. C-Gauss is in such a sorry place right now.

It's not even "long range" anymore; with all the range nodes, its around 800m. Ammo/ton sucks. Cooldown is infinite. All that plus the sorry state of PPD hit reg in this game.

In a distance trade with PPCs or AC/2s, you lose on range; in the mid/close ranges, you lose on damage and ROF.

I think the best change for C-Gauss would be to bring back the 3x range modifier.

#13 HammerMaster

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Posted 18 January 2019 - 08:20 AM

View PostMister Glitchdragon, on 18 January 2019 - 08:03 AM, said:

I think this is a bad idea. C-Gauss is in such a sorry place right now.

It's not even "long range" anymore; with all the range nodes, its around 800m. Ammo/ton sucks. Cooldown is infinite. All that plus the sorry state of PPD hit reg in this game.

In a distance trade with PPCs or AC/2s, you lose on range; in the mid/close ranges, you lose on damage and ROF.

I think the best change for C-Gauss would be to bring back the 3x range modifier.

Range modier would be terrible!
Don't you recall 2013 getting shot in the red atlas eye on old forest colony!?

Edited by HammerMaster, 18 January 2019 - 08:25 AM.


#14 Rick T Dangerous

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Posted 18 January 2019 - 08:34 AM

View PostThe6thMessenger, on 17 January 2019 - 10:54 PM, said:

Here's an idea, not that i have against gauss-rifles, what if Gauss-Rifles prevents (or reduce movement-speed) while charging? (and cannot fire while in the air). This should curtail pre-charging in tradings, and would quite literally do what the Charge-System was meant to do, and that is to compensate for the vast-projectile of Gauss shells.

If not for all gauss, perhaps lets trade in the quite-trivial reticle-shake for it?


Uh, and if you have hand actuators and torso twist the gauss shot at the right moment you can catch the ball and throw it back at the shooter. Or run into the conquest/assault bases and score a goal.

Nah, man. C-gauss has been turned into a bomb and IS gauss is heavy enough, no need to make a weapon system that has been turned to crap even worse.

#MakeGooseFunAgain

#15 WhineyThePoo

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Posted 18 January 2019 - 08:44 AM

NO

#16 Sjorpha

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Posted 18 January 2019 - 09:00 AM

Accelerating a slug magnetically should theoretically give more control over recoil, the acceleration would be linear along the length of the barrel as velocity increases with each coil, unlike a normal ballistic weapon that has to use a one time explosive event to accelerate the projectile, which is what causes the sharp recoil.

In short, there is absolutely no reason for gauss technology to cause extreme recoil, and it should probably have less recoil than other ballistics.

Also what's wrong with gauss rifles the way they are?

#17 K O Z A K

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Posted 18 January 2019 - 09:00 AM

F no. Gauss rifle is probably the most difficult weapon in the game to use, cooldown sucks, cgauss basically blows up the second someone looks at it funny or you go 101% heat

Light gauss needs more something, anything. Clan gauss needs to stop blowing up from slight changes in atmospheric pressure. IS gauss should have same stats as clan. Heavy gauss is fine. And get rid of the stupid ppc ghost link

#18 Lances107

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Posted 18 January 2019 - 09:15 AM

Yea your not going to change anything with this suggestion, all your going to do is add more weapons to the scrap heap. We already have enough weapons on the scrap heap as is.

#19 Kaeb Odellas

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Posted 18 January 2019 - 09:26 AM

View PostDread Render, on 18 January 2019 - 07:31 AM, said:

yeah, um no.
Gauss guns are recoil-less.
I think the charge time is plenty a handicap.


Gauss Rifles are absolutely not recoilless. It's basic physics. Every action has an equal and opposite reaction, and when your accelerating a massive chunk of metal to supersonic speeds, you're going to get quite the reaction.

#20 Product9

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Posted 18 January 2019 - 10:08 AM

View PostSjorpha, on 18 January 2019 - 09:00 AM, said:

Accelerating a slug magnetically should theoretically give more control over recoil, the acceleration would be linear along the length of the barrel as velocity increases with each coil, unlike a normal ballistic weapon that has to use a one time explosive event to accelerate the projectile, which is what causes the sharp recoil.

In short, there is absolutely no reason for gauss technology to cause extreme recoil, and it should probably have less recoil than other ballistics.



I'm afraid you're mistaken. In a traditional firearm the projectile is accelerated by the expansion of hot gases, which continues to act on the projectile as it moves through the barrel. This is why barrel length has an effect on muzzle velocity - the projectile continues to accelerate until it leaves the muzzle, so longer barrels give more time for the gasses to act on said projectile.

Also, in firearms/cannons, the gasses can be used to reduce felt recoil, such as with a muzzle brake. There are also other recoil-reducing techniques, and they can be combined in a single system. Magnetically accelerated weapons have no such mechanisms so far as I am aware.

So, Gauss weapons would actually probably have higher (perhaps much higher) recoil than their chemically accelerated brethren.





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