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Gauss power-down
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Sleeping Dragon
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PostPosted: 19-May-2005 08:12    Post subject: Gauss power-down Reply to topic Reply with quote

As you probably know, any type of gauss can easily explode and damage your mech. I think that they can be powered-down, just like heat sinks. I wanted to make it as house rule that you can power-down the gauss during the end phase, but it will dower-down on next turn's end phase. If you want to use it again, it takes another round to charge it again (charging must be declared on end phase of one turn and over next turn it will charge). Charging or discharging gauss may explode as usual, but it can't fire. It also generates heat, just like it was fired. powered down gauss can't fire and will not explode (like standard AC) and is considered destroyed, if it receives critical hit (can't be charged again).

What do you think?

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Nightmare
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PostPosted: 19-May-2005 10:23    Post subject: RE: Gauss power-down Reply to topic Reply with quote

Sounds reasonable to me. I'd also consider allowing players to discharge a Gauss rifle by switching off the charger and firing the gun. That way you'd declare the switch in the end phase and have the gun powered down after next round's shooting phase.

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PostPosted: 19-May-2005 12:26    Post subject: RE: Gauss power-down Reply to topic Reply with quote

I don't think you should be able to fire the gun when it's powering down. I would actually consider making it take an additional turn to power down. It's a big gun and takes a lot of energy to fire. For example, at the end of Turn 1 you declare you are powering down. At the end of Turn 3, it is fully powered down.

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Rarich
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PostPosted: 19-May-2005 15:53    Post subject: RE: Gauss power-down Reply to topic Reply with quote

That is an awful lot of time. I would agree with the turning off and then 1 turn for the charge to bleed off. Consider the typical 'inefficiency of design' that is touted in canon, a fair amount of the charge is "wasted" anyway. I would allow the "trigger the unloaded canon to discharge it" option, but put a die roll for possible damage due to different dynamics without a slug.

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chihawk
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PostPosted: 19-May-2005 15:58    Post subject: RE: Gauss power-down Reply to topic Reply with quote

Powering down gauss rifles is a level 3 rule, and I will NEVER play in a game that allows it.

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PostPosted: 19-May-2005 17:53    Post subject: RE: Gauss power-down Reply to topic Reply with quote

Quote:

On 2005-05-19 15:58, chihawk wrote:
Powering down gauss rifles is a level 3 rule, and I will NEVER play in a game that allows it.



Just out of curiosity how come? (its a serious question, NO sarcasm is intended)

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PostPosted: 19-May-2005 18:08    Post subject: RE: Gauss power-down Reply to topic Reply with quote

Quote:

On 2005-05-19 17:53, Stinger wrote:
Quote:

On 2005-05-19 15:58, chihawk wrote:
Powering down gauss rifles is a level 3 rule, and I will NEVER play in a game that allows it.



Just out of curiosity how come? (its a serious question, NO sarcasm is intended)



I find it more munchy than a TC/Pulse combo...you want the ability to head cap a mech at 22 hexes you better be ready to take the downside.

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Stinger
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PostPosted: 20-May-2005 00:23    Post subject: RE: Gauss power-down Reply to topic Reply with quote

Yeah. That makes sense. I'll admit I never really payed much attention to the rule. But I can agree with that 100%.

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PostPosted: 20-May-2005 00:50    Post subject: RE: Gauss power-down Reply to topic Reply with quote

Quote:

On 2005-05-19 18:08, chihawk wrote:
Quote:

On 2005-05-19 17:53, Stinger wrote:
Quote:

On 2005-05-19 15:58, chihawk wrote:
Powering down gauss rifles is a level 3 rule, and I will NEVER play in a game that allows it.



Just out of curiosity how come? (its a serious question, NO sarcasm is intended)



I find it more munchy than a TC/Pulse combo...you want the ability to head cap a mech at 22 hexes you better be ready to take the downside.



Just out of curiosity... Do you allow players to dump ammunition in your games? If you do then why would it be so bad if they could also power down a Gauss rifle?

It's not really many situations where it would be used. A powered-down GR is useless when the enemy ambushes you. Most mechs have enough ammo that the GR won't run out during a battle. So it's mostly useful for severely damaged mechs. And players are always tempted to shoot one more time instead of dumping ammo, so the same should be true for powering down a GR.

Perhaps the mech should be required to act like one dumping ammo?

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DarkAdder
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PostPosted: 20-May-2005 02:17    Post subject: RE: Gauss power-down Reply to topic Reply with quote

Powering down a gauss rifle is totally optional, and Ive used it from time to time.
I agree that there should be some kind of lag between flipping the switch, and the gun is totally powered down. WIth a big damn gun like that, theres going to be some mighty big capacitors involved, and in a weapon like a guass rifle, you want one that charges quickly but doesnt discharge its full capacitance (faster shots, and all like that). A system built like that is going to take some time to go from 'hot' to 'cold'.

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Sleeping Dragon
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PostPosted: 20-May-2005 05:37    Post subject: RE: Gauss power-down Reply to topic Reply with quote

Charging and discharging the HGR may be longer, but I think that discharging something that is built for fast discharges can't be longer than ten seconds.

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Sleeping Dragon
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PostPosted: 20-May-2005 05:43    Post subject: RE: Gauss power-down Reply to topic Reply with quote

Anyone played Slave Zero? Just remember the sweet sound when the Hellspike gun was charged

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Sleeping Dragon
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PostPosted: 20-May-2005 05:53    Post subject: RE: Gauss power-down Reply to topic Reply with quote

Quote:

On 2005-05-20 00:50, Nightmare wrote:
Quote:

On 2005-05-19 18:08, chihawk wrote:
Quote:

On 2005-05-19 17:53, Stinger wrote:
Quote:

On 2005-05-19 15:58, chihawk wrote:
Powering down gauss rifles is a level 3 rule, and I will NEVER play in a game that allows it.



Just out of curiosity how come? (its a serious question, NO sarcasm is intended)



I find it more munchy than a TC/Pulse combo...you want the ability to head cap a mech at 22 hexes you better be ready to take the downside.



Just out of curiosity... Do you allow players to dump ammunition in your games? If you do then why would it be so bad if they could also power down a Gauss rifle?

It's not really many situations where it would be used. A powered-down GR is useless when the enemy ambushes you. Most mechs have enough ammo that the GR won't run out during a battle. So it's mostly useful for severely damaged mechs. And players are always tempted to shoot one more time instead of dumping ammo, so the same should be true for powering down a GR.

Perhaps the mech should be required to act like one dumping ammo?



I agree with tose arguments, but I don't think that acting like you are dumping ammo is necessary, because you don't drop anything as dangerous as ammo (you don't drop anything at all).

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chihawk
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PostPosted: 20-May-2005 06:14    Post subject: RE: Gauss power-down Reply to topic Reply with quote

Quote:

On 2005-05-20 00:50, Nightmare wrote:
Just out of curiosity... Do you allow players to dump ammunition in your games? If you do then why would it be so bad if they could also power down a Gauss rifle?




The major downside of a gauss rifle is it explodes when it's hit. When you remove that downside it becomes a munchy weapon.

Compare an AC20 and the IS gauss rifle....for 1 extra ton you get 12 hexes more range and 3 shots more per ton of ammo. The Clan one weighs less than an AC20.

You want the positives, take the negatives.

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Sleeping Dragon
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PostPosted: 20-May-2005 06:19    Post subject: RE: Gauss power-down Reply to topic Reply with quote

One more question, can gauss rifle on powered-down mech explode?

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