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Careful With Your Nerfs, It's Going Wrong


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#21 soarra

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Posted 04 December 2012 - 04:42 PM

the best thing with the gauss nerf is that it makes the ac/20 more viable

#22 Mack1

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Posted 04 December 2012 - 04:52 PM

View Postsoarra, on 04 December 2012 - 04:42 PM, said:

the best thing with the gauss nerf is that it makes the ac/20 more viable


Yes but my point is that if the devs were doing this properly we would not need these huge reconstructions after every patch, they really don't know what they are doing imo, they make such huge sweeping changes instead of gently tweaking them, it's rediculous.

Gauss has long CD that is why it is powerful, it's also hard to aim so if you miss between shots your DPS is terrible compared to someone with a Lazer, that is why Gauss is more powerful. It's all about risk v reward, do you risk taking a weapon that hits hard but if you miss you are in deep ****. You can't just make all weapons hit about the same DPS, some have to be more powerful.

#23 soarra

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Posted 04 December 2012 - 04:57 PM

It was very fragile in Table top and exploded quite a lot so its working as intended

Gauss Rifle magazines are not susceptible to ammunition explosions. However, if the weapon itself is struck by enemy fire, the capacitors that power the electromagnets will release their stored energy, with an effect similar to an ammo explosion. (In game terms, a critical hit on a Gauss Rifle is equivalent to a 20-point ammo explosion.) Some 'Mechs employ CASE in the section containing the Gauss Rifle to protect internal components in the event the weapon explodes.

#24 Drakken

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Posted 04 December 2012 - 05:03 PM

View PostLogray McCall, on 04 December 2012 - 03:44 PM, said:

Case is a torso for Gauss Ammo?? Hello it's only a ball of nickle ferrous metal, NO EXPLOSIVES ARE USED IN THE MANUFACTURE OF A GAUSS ROUND!!


True...but the gauss ammo isn't what is exploding. If you played battletech at all, you would know it is the rifle itself that has a chance to explode when hit. That is because the gauss rifle takes a lot of juice (read: power) to throw those inert hunks of metal at supersonic speeds. This has been well documented in the rulebooks over the years...

#25 CocoaJin

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Posted 04 December 2012 - 05:04 PM

tweaks and nerfs this patcj seem balanced. It makes all previously uber-builds have inherit risks. What you gain in specialization you lose in weaknesses some place else.

I like it...its going in the right direction...it feels like its in the spirit of TT balance. Of course its not complete, yes, the lag shield needs fixing(they are supposedly working on it), but a fix isnt bad just because something else that needed fixing hasnt been realized yet.

#26 Quad Ace

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Posted 04 December 2012 - 05:08 PM

View PostHellspwan, on 04 December 2012 - 04:28 PM, said:

Correct... CASE contains the explosion within the torso, and it doesn't carry damage to the Center Torso.

But... With an XL engine, CASE is a waste of tonnage, as the Rifle exploding will still cause 3 engine hits = DEAD


Use a Standard Engine?

#27 wanderer

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Posted 04 December 2012 - 05:09 PM

Honestly, the Gauss should have been more boomy earlier. Note that there was a bug preventing it from going BANG earlier (see the patch notes), along with the now-proper and near-certain kaboom.

Which is what's supposed to happen with Gauss rifles. Straight outta TT, you shoot the Gauss, the Gauss goes boom. It's one of the big balancers to it's low heat-high damage-long range combo of goodness.

ECM, on the other hand....wow. Total game changer. Not sure if like.

#28 Gulinborsti

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Posted 04 December 2012 - 05:15 PM

View PostSocket7, on 04 December 2012 - 04:26 PM, said:

I personally killed about. 3-4 jenners today with pulse lasers. I really don't have that much trouble hitting them. Being able to spin my mech around to keep them in my firing arc is another thing entirely, but that's sort of the point of a light mech.

What I see mostly when I spectate is terrible aiming. I mean, players that couldn't hit the broad side of a powered down atlas at 100 meters.

Seems to me that lagshielding is not so much lag, as a combination of a little bit of lag, a lot of old hardware, and an epidemic of horrible targeting skills.

In fact, I like targeting lights in my Hunchback. It's very satisfying to watch their limbs fly off, and your buddy in the atlas who it was trying to peck away at is always grateful

Hehe, I usually have to switch between pilots because I start shouting at them when they miss at point blank again and again :ph34r: . But on the opposite, I love melting the arms off hunchies in my Jenner :P

btt: Beside the somewhat borked AC and PPC aiming most weapons have their role and usability. Not sure about the gauss explosion stuff because I haven't played any mechs with gauss lately.

#29 aspect

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Posted 04 December 2012 - 05:17 PM

Re: gauss explosions...

I only see 3 scenarios where this might happen:

1) You are getting beaten to death by LRMs. Get an ECM buddy or dodge in and out behind stuff.
2) You are brawling with your K2, which is silly unless your team has already lost.
3) You got hit with someone else's long-range weapons, which means you just got out-sniped.

Seriously, how many games have involved a gauss-enabled win *after* you already got your armor blown off your side torso? It's not exactly a common occurrence for a K2 as far as I can tell, and I've played a few rounds on mine (almost have my 2nd module slot unlocked).

Maybe I'm missing something...

#30 Lonestar1771

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Posted 04 December 2012 - 05:20 PM

View PostDechan Fraser, on 04 December 2012 - 03:34 PM, said:

If they keep this up there will soon be no weapons that I want to equip my mech with.

Gauss rifles explode.
Autocannons are difficult to use due to the lag.
PPCs cause way to much heat and have that super annoying minimum range.
ER weapons cause way too much heat to be effective.
UAC:s jams all the time.
SRM:s have way too much spread now.

It's lots of stupid design decisions that just makes the game less fun. Just balance the firerate, heat and damage and stop giving the weapons these annoying traits.


Well tons of people have been begging the devs to make the MGs viable, so there you go. They are just nerfing everything to oblivion to make that happen.

#31 wanderer

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Posted 04 December 2012 - 05:21 PM

View Postaspect, on 04 December 2012 - 05:17 PM, said:

Maybe I'm missing something...


It's not just K2's. They're just the most whacked by Gauss finally working as they do in TT.

Anything else mounting Gauss is finally drawing the proper crosshairs on the gun, as it should have been. It actually means the Gaussaphract 4X is in good shape, as it's arm mounted Gauss aren't in the oft-targeted torso and if they detonate, the damage transfer is survivable. Whee, there's now pros and cons vs. the stable torso mounts on the K2!

#32 Monky

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Posted 04 December 2012 - 05:23 PM

The only problem I can see with it is that if you run out of Gauss Ammo, it should power down and thus not be able to explode. An optional power on-power off at your discretion with a 5 second cycle for each (basically the same amount of time a shot would take anyways) and venting 15 heat into your mech on power down could help you emergency power off the rifle if you think you're about to get waxed, without making it trivial.

Edited by Monky, 04 December 2012 - 05:23 PM.


#33 Dwigo

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Posted 04 December 2012 - 05:23 PM

They should probably add the weapons downsides to their tooltips, like: gauss rifle can explode, PPC is not doing much damage below 90m, UAC can jam and if MGs have gatling mode here then they might explode too(or maybe they jammed, can't remember anymore) :P

Edited by Dwigo, 04 December 2012 - 05:26 PM.


#34 Lissette

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Posted 04 December 2012 - 05:33 PM

View PostMack1, on 04 December 2012 - 03:17 PM, said:

Then we have any kind of guided missile a waste of money.
For the record I have no issues with ECM and Streaks. Granted I don't run a A1, but I do run a C4 with 2 Lasers and 4 Streaks so I still get advantage. Not to mention ECM isn't an "I Win", the pilot who has the ECM has to be able to use it properly while keeping in range of his team mates and the team mates keeping in range of him. Overall I've only had them stop me out of one match today in which I used my lasers or went after those outside of the range of the ECM.

I can't comment on the Gauss, that would be my husband running the 2 Gauss Phract although I didn't hear any issues from him.

#35 Yawarakai Te

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Posted 04 December 2012 - 05:34 PM

It is my understanding that a gauss round is not simply a metal slug that is propelled entirely by electro magnetic force. I thought it was an artillery round fired through a series of electromagnetic fields which accellerate the velocity of the fired projectile. As such, gauss ammo does indeed contain explosives and should explode the same as conventional ballistic ammo.

#36 Monky

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Posted 04 December 2012 - 05:35 PM

View PostYawarakai Te, on 04 December 2012 - 05:34 PM, said:

It is my understanding that a gauss round is not simply a metal slug that is propelled entirely by electro magnetic force. I thought it was an artillery round fired through a series of electromagnetic fields which accellerate the velocity of the fired projectile. As such, gauss ammo does indeed contain explosives and should explode the same as conventional ballistic ammo.


Nope, nickel-ferrous footballs. The ammo is inert, even in old battletech. You might be thinking of Long Tom or Sniper ammo.

#37 StainlessSR

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Posted 04 December 2012 - 05:47 PM

View PostLogray McCall, on 04 December 2012 - 03:44 PM, said:

Case is a torso for Gauss Ammo?? Hello it's only a ball of nickle ferrous metal, NO EXPLOSIVES ARE USED IN THE MANUFACTURE OF A GAUSS ROUND!!


the case keeps the exploding gun from damaging the center torso.

#38 Yawarakai Te

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Posted 04 December 2012 - 05:56 PM

I stand corrected. I had previously read up on rail guns that accellerate artillery rounds and had falsely assumed Gauss guns did the same. I apologise for my incorrect post. I should have at least checked Wiki before posting.

#39 RacerX

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Posted 04 December 2012 - 06:02 PM

90% of taking any damage and exploding? Why not simply make it 100% and stop pretendng it's balanced. Replacing damamge rilfes is super expensive as well. And a single Jenner with an alpha to the back will directly take you out of the game. So we go from GuassCats being OP to those stupid impossible to hit Jenners getting the one shot kill ability.

We need to keep in mind that TT rules don't translate well to a game where thinking people take the place of dice roles. Some folks are double sixs with every pull of the trigger. It would not surprise me to see the Gauss Rifle vanishing from the battlefield.

#40 BaDkaRmA158Th

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Posted 04 December 2012 - 06:13 PM

View PostGhostBexar, on 04 December 2012 - 03:44 PM, said:

Posted Image



All of these posts makes me sad, your post made me smile. After reading these forums for the past hour, it WAS needed. Thank you.





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