Quicksilver Kalasa, on 03 August 2022 - 07:53 PM, said:
All I'm saying is that Gauss by itself, really hasn't been that dangerous since the honestly the Gaussapult days so bring up DPT feels a bit deceptive. By that metric, AC20s are also really great.
Sure, but the thing with the AC20 is that it's held back by the 270m optimal range, it's DPT is held back by the fact that it's not really easily usable
As in, so the **** what? Enjoy your 1.428 damage/ton, at 270m, you ******* cretin -- lol. Kind of like, enjoy your 1.3888 DPT at 220m as with HGR right now, or the ATM's 4.2857 DPT is restricted between 120m-245m.
That's not the same with our new proposal with HGR, it's much more relevant now because it's no longer restricted to the 220m min-range, it's much more usable outwards 450m by your proposal -- and note that even if it's 25 damage, at 450m outwards 900m, the basic standard, it's still dealing 20 damage at 540m -- which is twice of AC20 range, and is PPC range.
I bet if you let AC20 participate outwards 450m as well, even if it still has it's 900m/s velocity, it'll be a largely different and much more relevant story because you can actually much easily bring that DPT advantage to bear.
Quicksilver Kalasa, on 03 August 2022 - 07:53 PM, said:
The charge limit was put in place because ghost heat on Gauss didn't make sense, so it still seems weird that everything just has a two limit charge up given the purpose of it originally. I think changing that to be more in line with how ghost heat works would definitely help alleviate some concern that people have about buffing heavy gauss and allow it to be more potent for most mechs which can't run dual HGR.
Yeah well, I agree with the difference in charging with respect with gauss, but that seems mechanical and new codes -- which PGI seem to be unable to do these days, so we're stuck with 2x Gauss of either class -- it's not as much as consistency, but limitation of PGI's capability. If they could only just make MWO UE4, then they could do **** with it, like modders did.
If it were possible, the 1x HGR mechanical hard-cap i mean, would probably work, the 30 damage is still hard to justify -- possibly could be if we retain it's STD engine requirement so **** that. But I bet people wouldn't be happy being unable to fire two of them, especially Fafnir. +1 HSL is one thing, but mechanical differences between mechs would prolly be too much for PGI.
Quicksilver Kalasa, on 03 August 2022 - 07:53 PM, said:
I can't think of what 3 LGR would really open up but meh, seems reasonable given how AC10s are.
Cancer long-range attritions, maybe, once we get the redefinition of their range roles. But yeah, maybe but not sure.
Quicksilver Kalasa, on 03 August 2022 - 07:53 PM, said:
I guess, but imo the velocities causing missed shots is more problematic and harder to correct than learning timings on Gauss charge (only because I use audio cues but meh) but that is just me.
The thing with velocity is that, it's different from being able to get a shot out at all.
Even if you're using LGR/HGR outwards 810m with 2300 m/s, that's still like 0.352s of anticipation where the moving target would be. The AC20 at 900 velocity, it's pretty much 316.8m of distance. So basically not only you have to deal with the gauss mechanic, you also have to worry with velocity on top.
Edited by The6thMessenger, 03 August 2022 - 08:25 PM.