Posted 30 November 2012 - 12:24 PM
sounds like it will likely end up being an overnerf to me.
Gauss Rifle exploding - quite acceptable, just like ammo explosions are the drawbacks of missiles and auto-cannons, Gauss Rifle explosions is the drawback of the Gauss. It's all fine and dandy with me. And it was actually already supposed to be in already, but didn't work.
Lowering its hit points? First wait what your bugfix is doing to the game. And it's not a rule that comes from lore at all. The Gauss Rifle was as likely to be destroyed by a critical hit as any other weapon or piece of equipment with its crit slots.
Furthermore... the Gauss Rifle is a potent weapon, but giving the current rate of fires of the different ballistics, actually not the best. AC/5, Ultra AC/5 and AC/2 can compete. (Well, the Ultra AC/5 may have competed for 2 hours, then it got hotfixed with a new jam rate that seems to imply that double-shooting it will yield you a lower rate of fire than firing it normally. Awesome. Not.)
The real way to balance the Gauss Rifle is to make its energy competitors - Large Lasers, PPCs, ER Lage Lasers and ER PPCs better. Or if you really believe the Gauss Rifle being "generally available" like LLs, PPCs and so on would make the game be too fast paced, lower the Gauss Rifles rate of fire.
This balance patch will yield one of two likely results:
1) The change turns out to be marginal and practice, and nothing changes.
2) The risk of blowing up your Gauss Rifle is too high and people will explore the alternate options. No need to stay with the Cata anymore if we can have the Quad AC/5 Cataphract, for example.
Oh, and a corollary effect may be that the new Cataphract Hero mech they have announced won't sell like hot cakes, because people are no longer interested in trying a Triple Gauss Rifle build.
Personally, without wanting to insult the Systems Guy of PGI responsible for this move, I think it's a terrible way to balance weapons. Effects like explosiveness or EMP effects should not be primary balancing methods. Focus on the more objective metrics first, get those in line - damage per shot, rate of fire, DPS, heat and ammo cost to run the weapons. Afterwards, you can add the quirks to add some flavor and to balance out slight imbalances. But you haven't gone through the first step of balancing the weapons yet, and if you don't start doing it soon, you will just end up with a bloated weapon system full of quirky weapons that never really feel good or are fun to use and are no longer balanceable.
Compared to other MMOs, Battletech/Mechwarrior weapon mechanics and balancing is simple. Other MMOs have to balance area effects against single target effects, buffs and debuffs, crowd control effects. MW:O has almost nothing of that. And yet the fundamentals are still not done. And without wanting to be the arrogant armchair designer*, a weekend with Excel and your itemstats.xml, and I believe significant improvements could be made to the entire weapon balance, and after one sprint, we'd have new telemetry and feedback that would tell us where we went wrong and give us hints how to refine the balance models.