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Gauss Nerf

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#41 PPO Kuro

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Posted 05 December 2012 - 05:50 AM

I'm not trilled with the change. 90% explosion rate is insane. That the weapon needs to blow up when crits, agreed, but 90%?

And only because ppl where whining and crying about the weapon (or at least that's my translation of it).

Gauss rifles where how they where supposed to be (except the min range, but that was a dumb rule for TT anyways). I've never ever been killed on long range by GR. 650 meter or lower? Nope. Don't want to get cored by that GausCAT? TAKE COVER! You know the thing you do when you park your mech behind a building or hill >< These forums sometimes give me so much /rage :)

#42 Lightfoot

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Posted 05 December 2012 - 05:57 AM

Ths solution to balancing the Gauss is to fix the PPC so it works as described in Battletech. Keep the double recharge on the PPC if you like, but the PPC is supposed to do damage simlar to high caliber auto-cannons, AC 10s say, and it's sure not doing that. Sure there is room for balancing, but PPCs should compete against Gauss, and that's the balance.

Right now MWO is all geared to medium lasers and AC 20 brawls. That's easier for new players, but also one dimesional gameplay.

#43 Orkimedes

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Posted 05 December 2012 - 06:41 AM

View PostRainbowToh, on 05 December 2012 - 12:23 AM, said:

Reducing HP from 10 to 3?? Insane. 60% to 90% chance to explode? Insane.

And about TT the Gauss rifle having 1 health and 100% to explode, that works only you throw dice for the shots. In a realtime game, ppl can keep their aim on a specific component fairly easily.

Increasing recycle time? Gee PGI has prob never thought of that. (DESPITE PPL SCREAMING ABOUT IT IN FORUMS FOR SO LONG)

Cheers.



I'd like to comment that ammo bins explode 100% of the time if their hp drops to 0, and so should the gauss.
However, I think that the gauss should have the hitpoint value of an everyday item (currently 10), which would make it less susceptible to early deaths from lasers. I'm also of the belief the gauss should explode for 40 damage, not twenty, seeing as internal health was doubled. not that it would make that much of a difference, but it would at least make the explosion comparable to an ammo bin going off - potentially deadly, especailly if you're without case.

#44 CutterWolf

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Posted 05 December 2012 - 06:57 AM

View PostThontor, on 04 December 2012 - 08:34 PM, said:

This is wrong. In TT if the Gauss Rifle took even 1 critical hit for 1 damage it exploded for 20 internal damage 100% of the time.

There is no component HP in TT.

In other words, in TT it has a 100% chance to explode when critically hit, and only has 1 HP


Sorry but you have it wrong. In TT you have to roll 2 D6 if you hit the internals to see "IF" you did a crit. In order to do a crit hit you had to roll greater than an 8. Do that math, its a 25% chance. Would you like me to post up the rule for you? So MWO has it way wrong long with you. MWO puts it at any internal hit has a 90% chance of doing a crit. The only part you got right was that "IF" it does a crit then it has a 100% chance to explode

#45 Vertrucio

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Posted 05 December 2012 - 07:04 AM

Meanwhile, my gauss cataphract, is doing just fine thank you.

And yes, still think using gauss rifles is just too easy after using them myself.

Edited by Vertrucio, 05 December 2012 - 07:24 AM.


#46 CutterWolf

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Posted 05 December 2012 - 07:05 AM

View PostMota Prefect, on 04 December 2012 - 10:03 PM, said:


Wow, I think you're the one that's uninformed here my friend this is MWO, not TT.



Wow really? Do you read anything at all? Do you not know that with this one post alone you just showed how completely uninformed you are about this game? You mite want to take the time to read the Dev's post on what MWO is based on and the rules they use to add things into the game. Oh, here is a really big clue for you.......... Its the TT game

Edited by CutterWolf, 05 December 2012 - 07:06 AM.


#47 Ace367

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Posted 05 December 2012 - 07:07 AM

View PostCutterWolf, on 05 December 2012 - 06:57 AM, said:

In TT you have to roll 2 D6 if you hit the internals to see "IF" you did a crit. In order to do a crit hit you had to roll greater than an 8. Do that math, its a 25% chance


Isn't that 33% and not 25%?

#48 CutterWolf

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Posted 05 December 2012 - 07:15 AM

View PostAce367, on 05 December 2012 - 07:07 AM, said:


Isn't that 33% and not 25%?


My bad you are correct it is 33%

#49 Pariah Devalis

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Posted 05 December 2012 - 07:20 AM

I shot an Atlas' right torso to disable his gauss. He was foolish enough to run an XL engine. He died immediately.


Me thinks he might have QQ'd.

Oh, and I shot it out with my own gauss, which are located in my ARMS. Way I see it, you have three options: Cry more, build more intelligently, or let the brawlers mix it up before you even start your attack run with Gauss. Gauss exploding is fine. Especially since our ammo does NOT explode. Exploding gun vs exploding ammo, I'll take the gun over the ammo any day of the week.

At least this way my second rifle still has stuff to lob down range.

Edited by Pariah Devalis, 05 December 2012 - 07:22 AM.


#50 MavRCK

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Posted 05 December 2012 - 07:21 AM

My suggestion for gauss is in this thread: http://mwomercs.com/...69#entry1547869

Essentially, increase its health from 3 to 6; decrease damage from 20 to 10; add a PPC emp effect upon destruction.

TT rules applying to the gauss rifle don't crossover perfectly because in this FPS, pilots can focus the location of the gauss rifle exclusively until it's destroyed!

Edited by MavRCK, 05 December 2012 - 07:36 AM.


#51 Kadreal

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Posted 05 December 2012 - 07:22 AM

Guass seems fine atm...

Edited by Kadreal, 05 December 2012 - 07:24 AM.


#52 Snib

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Posted 05 December 2012 - 07:22 AM

View PostMavRCK, on 05 December 2012 - 07:21 AM, said:

Essentially, increase its health from 3 to 6; decrease damage from 20 to 10; add a PPC emp effect upon destruction.

Gauss do 15 damage, not 20, lol.

#53 Pariah Devalis

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Posted 05 December 2012 - 07:23 AM

View PostSnib, on 05 December 2012 - 07:22 AM, said:

Gauss do 15 damage, not 20, lol.



The gauss-splosion does 20, however.

#54 CutterWolf

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Posted 05 December 2012 - 07:26 AM

View PostThontor, on 05 December 2012 - 07:11 AM, said:

You didn't say 25% chance to get crit, you said 25% chance to blow up.

If we are talking about the chance to get crit in the first place, that's a different matter.



Compare that to the table here: http://www.sarna.net...ical_Hits_Table

And it's pretty much the same.

So, in MWO the chance to get crit is the same, but the amount of damage needed to destroy it in MWO is 3x as much, and the chance to explode if critically hit is 90% instead of 100%


I see the issue now. Were both looking at this from two angles. We both agree for the most part but what is being missed is how we are interpreting what has been posted. I took what PGI said as there is a 90% chance of doing a crit and you took me as saying there is only a 25% (really 33%) of blowing up from a crit. This is why we are having an issue. What I'm trying to say is there should only be a 33% chance of doing a crit and if you do a crit then there is a 100% chance it will explode. Now we just have to find out "if" PGI is saying its a 90% chance of doing a crit or a 90% chance that if you do a crit it will explode

I hope that clears it up, and sorry for the misunderstanding

Edited by CutterWolf, 05 December 2012 - 07:29 AM.


#55 MavRCK

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Posted 05 December 2012 - 07:37 AM

View PostSnib, on 05 December 2012 - 07:22 AM, said:

Gauss do 15 damage, not 20, lol.


Facepalm - Thanks Snib for... ummm... showing that I know what I'm talking about!

:)

#56 Morikuro

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Posted 05 December 2012 - 07:49 AM

Gauss not being the boring go-to gun that you boat as much as you can is enough for me. Now it has more downsides, closer to being in line with its original concept. I'm seeing AC/20s again, thank god. Before, they were rarer than gold.

Edited by Morikuro, 05 December 2012 - 07:52 AM.


#57 Elghinn

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Posted 05 December 2012 - 07:50 AM

The Nerf for Gauss shoud of been a min range of 180m, slightly longer recycle rate and more heat.

#58 Taron

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Posted 05 December 2012 - 08:02 AM

Quote

shoud of been a min range of 180m

A min range is not a good idea - does a projectile just materialize? Where was the projectile for the first 180 meters? :)
Same as o the PPC - a lighing that comes ot of an (imaginary) 90 meters long canon ...

#59 Benno8113

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Posted 05 December 2012 - 08:02 AM

I believe they made the right decision in this. I use the Gauss in one of my Cataphract and Hunchback. I also use it to brawl and to snipe. (I know the shame for brawling with it).

Since this update though I have only had it go Crit twice on me out of about 10ish games. I actually don't really notice a difference. I sure as hell did when it did Crit, but it hasn't made the weapon useless at all. It's just made placement of it more vital, so if it does Crit it won't take out too much equipment.

Note I am only using one in both chaises got to have a few lasers just in case =p.

#60 chewie

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Posted 05 December 2012 - 11:28 AM

I don't know who put the POV tag on, but my thanks.

I started this thread, not to cry about the changes, but as has been realised, to air the view that the changes to the Gauss are wrong in the way they have been handled.

Kudos to the gent who brought up the dice roll for scoring crits in TT, that would have been my next post, as justification for why they have made it so bad compared to what it was.




On any mech I run with a Gauss on it, the Gauss is there for 2 reasons.

1. Long range fire.
2. heavy damage should I need it up close while retaining a decent ammo store.

On my 2X, the G is the main armament, but its not my only armament.
On my D(F) its my main Long Range weapon. the rest is close range stuff.

I have no issue with the chance, that's right, chance of the gun to get destroyed by a critical hit. The issue is that they made it too fragile so that any hit on that weapons location will destroy it.

Before hand as I already stated, people would go for the biggest most dangerous weapon you had, and try and take that out of the match if they couldn't kill your mech first.

Now the gun can explode if critted and damage other parts of you if not destroy you when your XL gets done in because of the explosion.

I see people say *hey fit CASE where ya Gauss is*

wtf, do you even know what CASE is.

Cellular
Ammunition
Storage
Equipment

By rights it should not protect you from a weapon explosion. CASE is designed to stop your mech being ripped apart by an AMMO explosion. If it does do that right now, then its coded wrong.

But I still think that the Gauss didn't need to be changed because at heart, the Gauss stats weren't the problem. It was how the thing was employed.





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