Gauss Rifle Explosion, What To Expect?
#21
Posted 30 November 2012 - 10:46 AM
#22
Posted 30 November 2012 - 10:52 AM
I said I do NOT mount those systems. And, I run fairly well with out them. About the only fancy gear worth taking on an Atlas is double heat sinks; and that is marginal at best given that they take up 3 crit slots. If they didn't cost CBills to pull out and go back to singles, I might do it.
Most atlas builds, however, do mount gauss rifles (note: not mine, I'm an AC guy). Not so many have XL engines. I simply predict that the largest impact from the upcoming guass rifle changes will be to remove them from most Atlas builds. They will not effect the K2 GaussKats in the least.
Edited by Kommisar, 30 November 2012 - 10:54 AM.
#23
Posted 30 November 2012 - 11:02 AM
Penance, on 30 November 2012 - 10:38 AM, said:
They're going to render a lot of stuff useless. A mech with an XL engine is already an iffy thing to walk around in, this just pretty much guarantees that either XL's and gauss rifles will never be used together. This is how they're countering Gauss boats?
Oh no, Gauss weapons will have a similiar (though not as powerful) problem to other ammo carrying weapons. This will undoubtedly cause the sky to fall!
Penance, on 30 November 2012 - 10:42 AM, said:
It effects every chassis...some more than others. You can kiss your k2's goodbye.
Just like K AC-20s? OHNO!
People do know that when regular (Non-Gauss) ammo gets hit, it blows up imediately right. It also blows aup a LOT more violently then a Gauss will, AND CASE will also protect Gauss Rifles right?
#24
Posted 30 November 2012 - 11:03 AM
Kommisar, on 30 November 2012 - 10:52 AM, said:
I said I do NOT mount those systems. And, I run fairly well with out them. About the only fancy gear worth taking on an Atlas is double heat sinks; and that is marginal at best given that they take up 3 crit slots. If they didn't cost CBills to pull out and go back to singles, I might do it.
Most atlas builds, however, do mount gauss rifles (note: not mine, I'm an AC guy). Not so many have XL engines. I simply predict that the largest impact from the upcoming guass rifle changes will be to remove them from most Atlas builds. They will not effect the K2 GaussKats in the least.
I meant you in general not you as a specific. Sorry for the confusion.
#25
Posted 30 November 2012 - 11:06 AM
#26
Posted 30 November 2012 - 11:24 AM
I really have no issue at all with the Guass Rifles being fragile. It fits the lore and balances the weapon against the other weapons in game. I think this will be a much bigger deal than it was in TT. It table top you couldn't target the suckers (unless you were running a good targeting computer). Here, you can target those locations; and an explosive gauss rifle will be targeted ruthlessly by players. Myself included.
Arm mounts are going to be okay. Though, I'm not certain as to how MWO deals with arm explosions. I haven't really run into it much; but I haven't noticed any dragons or centurions suffering massive deaths and damage from losing an arm mounted guass to date. CASE will mitigate the problem and is an easy 1/2 ton. So, it may not have as big an impact on Atlas mounts as I had initially thought. K2s, though, get a pass.
#27
Posted 30 November 2012 - 11:43 AM
#28
Posted 30 November 2012 - 11:53 AM
I also recall that BOTH ammo explosions AND gauss rifle explosions have been in the Closed Beta at one point in time or another.
I hope that if they rework CASE to protect an XL Engine Torso Section from a Gauss Rifle explosion that they also make CASE protect an XL engine against an AC/20 ammo explosion or LRM ammo explosion.
#29
Posted 30 November 2012 - 12:05 PM
You just don't see them all that much. In the case of Ammo, most players store it in their legs, center torso and head. Or they are smart and CASE it. Gauss rifles pop, you just have to pay attention and notice it. Right now, you can take out a location and never actually "crit" the weapon. Meaning, no explosion.
The AC/20 does take up more slots. I'm not certain as to how exactly the crit system is working right now; but unlike TT, each component has their own internal hit-points. So, you can hit the AC/20, but it may not be taken out. In TT, one "hit" was enough to take out anything. The way they are moving things, the Guass Rifle will be much more fragile than an AC. How much more, I have no idea.
#30
Posted 30 November 2012 - 12:08 PM
People using side torso Gauss + XL will be experiencing frequent insta death. Beyond that, not much, as 20 points explosion on the first crit to the Gauss (likely right after the armor goes off) will at most destroy that section. It's not going to core many mechs barring some really rare situations.
#31
Posted 03 December 2012 - 08:44 PM
This nerf + "Fix" scares me.
If this renders XL/Gauss builds death traps I think that sux...when ppc/erppc/ErLarge the only alternatives pretty much suck in this game. Plus I may not have the hardpoints for those energy weapons so I'm forced to use stuff that I don't like to use in those hardpoints just to be viable.
Edited by Onyx Rain, 03 December 2012 - 08:46 PM.
#32
Posted 08 December 2012 - 12:30 AM
Durahl, on 30 November 2012 - 05:01 AM, said:
Gauss Rifle is going to become very fragile.
- The Gauss Rifle is going to have it's internal health dropped substantially.
- Once armor surrounding a Gauss Rifle has been removed, there is going to be a high probability that the Gauss Rifle will detonate via critical hits when that component gets hit by enemy fire.
1. Engines sport 15 Hitpoints - Already Ingame.
2. Exploding Gauss Rifles cause 20 Points of Damage to Internals - Coming December 4th.
3. CASE will be reworked to address its use for Side Torso mounted Gauss Rifles in combination with XL-Engines - Not ETA mentioned.
So If I take it right on Dec. 4th every Mech sporting a Side Torso mounted Gauss Rifle in combination with an XL-Engine will be dead meat once it explodes because Stement 3 will probably be missing again to balance things out a little bit?
I'd really wish they would ship new content in larger pakages with content ment to be together like the Reworked CASE+Gauss Rifle Explosion or the dreaded ARTEMIS+ECM instead of doing these little carepackages that will probably enrage the community the moment they go Live.
Not sure I get where you're coming from re reworked CASE. CASE prevents damage from spreading to other locations, in the case of a side torso (and why put it in the center anyway) all the damage is still applied to the internals of the side torso and the remaining damage, if any, is lost instead of transferring into the center torso. Once the internal structure is gone all components that were there are critted for the number of slots they have, so the 3 slots of an XL engine is 3 engine crits resulting in the loss of the engine. We won't see survivable loss of the side torso's and XL engines till Clan XL engines become available.
I don't have an issue with what happens >When< a gauss rifle explodes, I do have a problem now with how often it explodes. It's been quite some time since I played TT, but I don't recall loosing a location always setting off the ammo/gauss rifle. Now once my armor's breached the gun is going off with a bang within the next shot or so.
Goooo Beta!
Edited by Jiri Starrider, 08 December 2012 - 12:31 AM.
#33
Posted 08 December 2012 - 12:53 AM
... if that's okey for you ....
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