the gun is just not fun to use anymore. I'd rather go with a simple fire delay after I click than having to keep the button pressed and release it. Sure, it might be easier to synchonise with PPCs, but ffs it'll at least be more fun to use. Now, I don't even try to play my mechs that use Gauss rifles.
Truth be told, I wanted that too (for the PPCs). Honestly though, for the Gauss I would have just preferred a longer reload time so that it'd be more imperative to make sure you were going hit before you fired.
Though I got something for ya. Autohotkey.
You can set up a macro to charge for exactly 0.75 seconds and release.
This is before. Minor language (excited trashtalk).
Truth be told, I wanted that too (for the PPCs). Honestly though, for the Gauss I would have just preferred a longer reload time so that it'd be more imperative to make sure you were going hit before you fired.
Though I got something for ya. Autohotkey.
You can set up a macro to charge for exactly 0.75 seconds and release.
This is before. Minor language (excited trashtalk).
This is after.
well, thx for the suggestion, but you kinda prove something I argued in another thread. The charge mechanic forces Gauss boating. From all the things PGI did to MWO, this is the most "pro-boating" mechanic I've seen.
The problem with the GR is it does big damage to one location. The only gun that hits harder is the AC20, and it has much shorter range and projectile speed. The charge up mechanic on the GR is not fun, however. My proposal to fix it is to remove the charge up mechanic but increase the cooldown to 6s and don't allow any other weapons to fire with the GR. Also do not allow any other weapons to fire while the GR is charging (if you need to justify this the targeting computer can't handle targeting the GR and other weapons and the power draw on the reactor is too great to fire energy weapons and/or power the reload and recoil compensation mechanisms of ballistics while the GR is recharging). It might also be a good idea to allow players the ability to stop the GR charging by using a hot key to allow them to use other weapons instantly, but then they would have to hit the key again and finish charging the GR to fire it.
These changes would prevent two GRs from being used simultaneously (you should still chainfire them, but you'd have to fire one, stop it's charge, then fire the other, then allow both to recharge one at a time). It would also make it impossible to use the GR and other ballistics or PPCs to do huge front loaded damage to one location. At the same time it makes the GR viable as a quick fire sniper rifle again and makes it more useful against fast moving targets (for the record, I'm a light pilot so this would actually impact me negatively). You get the ability to instantly put big damage down range from long distances and up close but that is offset by the long cooldown and inability to use over weapons when it is fired and while it is recharging.
well, thx for the suggestion, but you kinda prove something I argued in another thread. The charge mechanic forces Gauss boating. From all the things PGI did to MWO, this is the most "pro-boating" mechanic I've seen.
You can do it without, actually. I just don't see any reason to video my AC/20 + Gauss build and MGs build or my Gauss + triple AC/2 rigs.
I don't want to see that pit up against me.
were you around for the original pc mechwarrior games or did you just enter this game (honestly)
Doesn't add skill, it just removes further options to snipe in the game. If that isn't obvious, just look at the shaking of the jump jets nerfed by all the players who "enjoy" in-your -face brawling at 5kph with LBX/AC's/lasers.
Coming from CS:GO and Battlefield, I find this sad.
Probably the only users that will sympathize with me are the poptart/jump snipers from the MechWarrior 4 days.
Son, you aren't making much sense.
You can't use Gauss, so you dismiss it. You don't like brawling, so you insult anyone who does. You keep talking about other games as if they have jacksquat to do with MWO.
See here's the thing. You want sniping boosted and brawling nerfed. Why? Because that's what you are good at? I got news for you, sniping takes little skill. Learn how to lead your shots and you are good to go. Brawling takes real skill due to having to maneuver and still aim etc.
FTR, I suck at brawling, but I don't seek to nerf it. I just carry Streaks and/or an AC/20 whenever possible to deal with it.
On this, MW:LL the fan-made game... PPCs fired once every 6 seconds. The Gauss Rifle once every 7.
All ACs were auto-fire but did significantly less per shot (so while a Gauss or PPC hit really hard and two PPCs would bring you to 66.67% heat, an AC/20 might hit between 4 and 6 times before it actually did the equivalent of two PPCs; usually within about '6 seconds' of shooting), and all lasers were long beam while pulse lasers were rapid but-instant-fire.
Well, I'm going to guess this is advanced underhive behaviour.
Long weapons weapons are king. Long range FLD weapons are the best kind. They work from ~1KM to 100M. Some brawling weapons are hard capped at 270M. Jump sniping is the most effective way to play, doing the best type of damage while minimizing return fire.
If you choose to take a brawling weapon aside from the larger ACs, you'll be met with spread damage and unfavourable hitreg. Brawling could even be considered hard mode, especially if you do it in a medium.
Besides, Gauss is still a very powerful weapon with multiple combinations: 2PPC+Gauss, 2 Gauss, 2Gauss+ERPPC. All of these provide a FLD alpha of over 30, while also having similar travel speeds. It's not the weapon that's the issue here, it's just you. You could even use a single Gauss with whatever you want, but it does make it difficult when used with other weapons.
On this, MW:LL the fan-made game... PPCs fired once every 6 seconds. The Gauss Rifle once every 7.
All ACs were auto-fire but did significantly less per shot (so while a Gauss or PPC hit really hard and two PPCs would bring you to 66.67% heat, an AC/20 might hit between 4 and 6 times before it actually did the equivalent of two PPCs; usually within about '6 seconds' of shooting), and all lasers were long beam while pulse lasers were rapid but-instant-fire.
Yeah, I played it a few times and was frankly more impressed with it than MWO. I'd be interested to hear what you think about my idea for balancing the GR in MWO, you didn't really say if you thought it would work or is a good/bad idea.
This whole thread is a joke, right? High level clan games normally feature 24 jump snipers.
While that's true, they mostly rely on AC 5/ UAC 5 for the snapshot ability.
FWIW I rarely see anyone using a single Gauss rifle. ACs are highly preferred for their better versatility.
Mostly when I see Guass, it's dual Gauss, which makes sense as linking a pair is easier than trying to fire the Gauss + other weapons at the same time.
So to recap:
> Jump Snipers moved to ACs, in fact most players stick to ACs for ballistics.
> Guass is mostly fielded as dual Gauss, for 30 FLD pinpoint.
> Macros often come up as a popular work around for minimizing the Gauss charge up, see Koniving's post.
I'd love to see the original goals behind the change, and whether those results are what was desired.
Yeah, I played it a few times and was frankly more impressed with it than MWO. I'd be interested to hear what you think about my idea for balancing the GR in MWO, you didn't really say if you thought it would work or is a good/bad idea.
It's not a bad idea and it's lore friendly. But you have a few drawbacks here.
The Current damage within 11 seconds is, under perfect conditions, 3 firings for 45 damage for one Gauss Rifle.
Compare this to an AC/20, which has 3 firings in 8 seconds for 60 damage.
Compare this to a PPC, which has 3 firings in 8 seconds for 30 damage.
Compare this to the inferior LL, which has 3 firings in 9.5 seconds for 27 damage. (3.25 second recharge begins AFTER 1 second beam for 4.25 seconds after the first firing to fire again; it's including beam times; 3 beam times gives you 3 seconds, you'd start firing the 3rd shot at 8.5 seconds but it'd last until 9.5).
Compare this to the superior Large Pulse Laser, which has 3 firings in 8.3 seconds for 31.8 damage. (Including 0.6 second beam times, the third shot would be fired at 7.7 seconds but not finish until 8.3).
Compare this to an AC/10 which has 5 firings in 10 seconds for 50 damage.
Now, finally, compare it to a Clan ER PPC, which has 3 firings in 8 seconds for 45 damage.
But wait... we're at 6 seconds per firing instead of 4.75 (charge up time + cooldown) for the Gauss Rifle. The chances for firing failures are gone, but at what cost? In 12 seconds we get 45 damage. + we cannot fire any other weapons to fire at this time (requiring boating).
It would not be a bad idea, if all lasers and autocannons were multi-shot, DPS style weapons. In fact, coupled with how I would have made the entire game it'd be a fantastic idea (as the only instant damage weapons would be PPCs, Missiles and Gauss Rifles).
But they are not done that way.
You'd have to change the entire game to make that mechanic work without completely removing the Gauss Rifle from any possible use (as the Flamer might be more useful).
(And if you're curious, Lost... Here's how I would have designed the weapon systems; although the focus is mostly on the ACs and variants, the basic premise is "TT's damage within 10 seconds + single armor mechs + 30 threshold." In this alternate little world much more based on tabletop combined with Lore (Key Word), it'd be really easy to balance weapons and even the trouble weapons, while also allowing for variants with different ideal uses and tactics. Your slower cooldown time and even a charge up mechanic to PPCs and Gauss Rifles would still be very, incredibly, useful and even welcomed in the environment described below.)
Spoiler
Person, on 09 May 2014 - 08:30 PM, said:
They could even go one step further and allow us to buy from different manufacturers, as in the lore many different manufacturers used different amount of shells in each shot their guns fired...some fired 12, some fired 2 or 3, some only fired one shell...each weapon cold have different quirks like muzzle velocity...different amounts of heat...you name it, it could be done. All kinds of diversity up in this {Dezgra}....
And the extra ac20 you were looking for was the Pontiac....I forget what number. Was used on the victor...LOL
Such was the idea. Between the laser variants and AC variants, Gauss Rifle variants, PPC variants, and even missile launcher variants could easily be possible to give the game a lot more flavor and it's all easy to balance, if PGI stuck with tabletop's "this much damage in this much time" easy one stop shop.
Spoiler
So, lets say we have single armor. And a typical Locust has 64 points of armor and 33 points of structure.
if an ML does 5 damage in 10 seconds, then maybe it shoots once every 2.5 seconds (including beam times) for 1.25 damage per shot. Keep in mind, many variations, some can fire very often for very little damage and some very rarely for a lot of damage. In the end it will always do 5 damage in 10 seconds, while generating 3 heat total in that time.
If an SRM does 2 damage per missile, what if it took 7 seconds to reload? Keep in mind that in lore SRMs are in fact guided. It'd still be one of the most devastating weapons there is.
If an LRM does 1 damage per missile, what if it took literally 10 seconds to be able to fire again?
Now, while autocannons have so many variations lets use the Hunchback's Tomodzuru 180mm 5 shot AC/20; each shot does 4 damage and it's one of the slowest burst fires in lore so it pumps out a shot each 0.75 seconds (0, 0.75, 1.5, 2.25, 3 seconds), with the next 7 seconds spent ejecting the magazine and loading in the next one. This is just a random time example not a balanced one. More examples below.
PPCs and Gauss Rifles are among the most dangerous weapons to exist. Variants are interesting concepts to work on. But for the most basic, if a PPC does 10 damage in 10 seconds, then it could simply be a single shot with a delayed fire 'build up' to charge it up. Say 0.5 seconds to 'charge up', the firing itself (WHOOSH! 10 damage; epic butchery considering a Centurion's arm would be 16 armor and 8 structure). And then after the 0.5 build up and the 0.3 seconds firing, 9.2 seconds are now spent letting the weapon cool. After all if you just fired two of them you're at 66.67% heat. If you fired 3 that's an instant shutdown. Now firing an ER PPCs would instantly bring you to 50% heat from 0, which with I proved with the Masakari is easy to handle and fire 4 within a 10 second period with 20 DHS without hitting the 30 threshold. Just fired one at a time with 2 to 3 seconds in between. No big deal considering they take forever to recharge anyway you wouldn't want to throw them all in one basket.
A 20 DHS mech with 3 PPCs, if it could fire twice in a 10 second period, could get out 6 shots and shutdown. However, they will only be firing once in a 10 second period for some versions, and others might have it split. The point is, unlike MWO where you could fire 12 and still not shut down with the same loadout, here it's under control.
Gauss Rifles have their violatile nature and the MWO charge up isn't so bad. Having true to size Gauss Rifles (i.e. 7 meter long barrels; in other words on the Jagermech, the Gauss Rifle could be used to scratch its knee) would also give them that additional weakness for the fact that these weapons do not generate heat. The Hollander's Gauss Rifle barrel is literally its size, and if I'm not mistaken crunched up like it normally is, the Hollander is a 35 ton mech that's between 8 and 9 meters, but with its legs extended is something like 12 meters. The barrel is longer than the mech's torso, and almost every mech with a Gauss rifle is depicted with a huge barrel.
After all of that, that Locust? He's gonna live a long, long time against one or two of any ot those weapons except the PPCs or Gauss Rifles. Missiles might be kinda devastating too. But against lasers and ACs, except high caliber AC/20s, it's got a chance. And those others? Easy to dodge.
So variant examples: The AC/2. It was mentioned before but worth mentioning again: in lore Autocannons were not upfront damage but damage over time weapons whose immense tonnage was the cost of heat neutrality. It is only once you reach the 10 and 20 rated autocannons that you begin to push the boundaries of heat neutrality, but even the large laser at its 5 tons and 8 heat only does 8 damage. PPCs at 10 heat and 7 tons deal 10 but in a single blow. Pulse lasers are rapid firing lasers, and LPLs generate 10 heat (over a firing cycle of several shots) and dish out 9 damage (inner sphere) for 7 tons.
So PPCs = instant damage. Lasers, fast damage, slow recharge rate, very hot. Pulse lasers fire many times (for smaller increments of damage per shot), faster recharge, very hot. And finally autocannons, fire a lot more than just about anything else (except MGs), spread damage awfully, suffers recoil, heavier than heck, but manage to barely heat up your mech and up to 4 AC/2s or AC/5s could be fired eternally with 10 SHS in ideal environmental conditions. Limited ammunition and heavy weight keeps that in check.
Spoiler
AC/2s. In lore they range from 30 to 80mm.
Whirlwind/L 30mm AC/2, and a nameless (because I can't recall it) 40mm AC/2.
Now lets say Whirlwind/L is an auto-fire, belt-fed system that requires 10 shots down range to produce 2 damage.
Lets say the 40mm AC/2 (we'll call it The Bag) is a burst fire type that requires 8 shots down range to produce 2 damage.
And lets say that an 80mm AC/2 (we'll call it The Kon) is a 4 shot count to hit the 2 damage range, it is a much slower auto-fire system.
Now lets compare.
Whirlwind/L (Blinding Force) is a 10 shot AC/2 that deals 0.2 damage per shot. Its an auto-fire belt-fed, but it is still a cannon of sorts. It takes 1 second per shot to eject the previous shot and load the next round. Firing at 0, and restarting its cycle anew at 10, it fires 10 shots to get 2 damage. You can start and stop firing at any time. . The recoil isn't much to speak of due to the spacings of the shots. Since the AC/2 generates 1 heat per firing cycle, it is generating 0.1 heat per shot (1 heat in 10 shots for 2 damage).
At 45 ratings per ton of ammunition, you had 450 bullets per ton.
Remember that in lore, a Jagermech, Blackjack -- and anything with only ACs -- could fire up to 4 AC/2s or AC/5s with 10 SHS and never overheat. You're not trading all that tonnage for firepower; that's what PPCs and their insane heat is for. You're trading that tonnage for heat neutrality; for weapons to fire when you're too hot to do anything else; and if you lingered at 60% heat That ammo was gonna go boom. Lasers, which weigh so much less, are more powerful but their heat will make it very difficult to fire them often.
Now, The Bag is an actual AC/2 with actual stats and a made up name since I can't recall it at the time this was written. It fires 8 shots, at 0.25 damage per shot. It is a burst fire weapon. In this case, burst fire does not stop firing until the entire magazine is emptied. Once it begins lets say it pumps out a shot every 0.4 seconds. (Firing: 0, 0.4, 0.8, 1.2, 2.0, 2.8, 3.6, begin ejecting magazine and loading a new one. At 10 seconds since you pulled the trigger, a green light will appear letting you know it is ready to fire again). It is 45 ratings per ton of ammo for AC/2s, 1 magazine = 1 rating. 45 magazines of 8 shots each (360 individual bullets; but 45 trigger pulls). It generates heat at 1 / 8 = 0.125 heat per shot.
Now, clearly The Bag is a very hit-and-run friendly weapon system. But you can't stop firing once it starts. So if you mis-fire, you just blew an entire magazine and have to wait until it ejects and reloads, which takes (10 second period - 3.6 seconds to finish firing the burst = 6.4 seconds to reload). That's 6.4 seconds after you fired the AC/2 that you cannot use it. This is a very fast way to get the full 2 damage onto the target. But the burst, due to the firing rate, makes it incredibly inaccurate and hard to control. This, btw, is a 40mm. (Fun fact: 360 bullets, 4 pounds each as described, is 1,440 pounds: plus 45 magazines and a storage case that a loading mechanism can easily funnel it is pretty close to 1 short-ton).
The Kon is the made up name for our true to lore but can't recall the name at 3:25 AM 80mm slow auto fire AC/2. It's got the biggest shot, requiring only 4. That means 0.5 damage per shot; it's nasty compared to the two variants above. You can start and stop firing just like MWO's current AC/2. Its rate, however, is every 2.5 seconds. (Firing 0, 2.5, 5, 7.5, new cycle begins at 10). It's generating heat at 1/4 so 0.25 heat per shot, you might notice this one spiking a tiny bit. However AC/2s were never known for being that good against mechs. It has 45 ratings per ton of ammo like all AC/2s, and 4 shots per rating gives it 180 shots per ton.
Now, lets compare the same size AC/5s.
Spoiler
We skip the Whirlwind/L 30mm comparison in AC/5s because the minimum size for an AC/5 is 40mm from what I've found. So there is no 30mm AC/5.
A 40mm AC/5 and we're just using a quick example here: Does 0.25 damage per shot, fires 20 to reach 5 damage in a 10 second period, lets say its automatic for simplicity, it fires once every 0.5 seconds and heats up at 1/20 = 0.05 heat/sec. More tonnage lost for even better heat neutrality. all AC/5s have 20 ratings per ton of ammo, so this has 20 shots per rating * 20 ratings per ton = 400 shots per ton.
And remember, we're automatic and so instead of 45 individual magazines of 8 per ton that The Bag AC/2 used, our 40mm AC/5 has one big belt/chain of ammo feeding from a very large drum. (If we use the 4 pound bullet from the video, it's 1,600 for all 400 bullets meaning the drum and chain together must weigh the remaining 400 pounds).
The increased shot count and speed of the shots create some nasty pull (recoil) which limits the effective range for a tight grouping at full fire to 540meters (TT's long). You could fire much farther but not at full rate of fire. Of course, the true optimum range is 180 meters (TT's Short) for perfect pinpoint at full fire.
So what about the 80mm? Here we have an automatic and a burst fire. Imperator-A (Price of Glory) or Armstrong J11 (Thunder Ridge) are both very similar AC/5s at 80mm. I can't recall which is which but I think the Imperator is the automatic.
Recall that our made-up-name AC/2 The Kon is 0.5 per bullet. It still is here. It takes (5 damage / 0.5 damage per shot) 10 shots to deal 5 damage. So the automatic fires 1 shot every second, generating 0.1 heat every second. It can start and stop at any time. Since all AC/5s have 20 ratings per ton of ammo, it has 200 shots in a ton.
Now, the burst fire version of the 80mm AC/5 fires a burst of 10 shots, and lets say it can pump out a shot every 0.5 seconds for 4.5 seconds. (Firing: 0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0, 4.5; begin ejecting the magazine and loading a new one). Takes (10 - 4.5 = ) 5.5 seconds to reload the new mag. It's still 0.1 heat but it's generated every half second for (5 seconds including 0) to reach 1 heat.
As it happens there's an AC/10 at 80mm, the Mydron Model B and the Federated AC/10, which fire 20 shots to reach their "10" damage rating in 10 seconds.
The list goes on, and is incredibly easy to make. Now mind you an AC/10 has 10 ratings per ton. Automatic at 20 shots per rating is 200 shots. The burst fire would have 20 trigger pulls, but still 200 rounds. AC/10s generate 3 heat in a 10 second period, so either way it's 0.15 heat per shot but how fast that piles up depends on the type.
Some comparisons at the highest AC/5 caliber across 5, 10, and 20
Spoiler
Now AC/5s and AC/10s both go up to 120mm. AC/20s in the Inner Sphere go from 30mm (the 100 shot Pontiac 100 where 100 shots at 0.2 damage = 20 damage) to 185mm (the 4 shot Chemjet Gun).
AC/5's 120mm General Motors Whirlwind/5 (Wolves on the Border) is a 3 shot burst weapon. Each shot does 1.666666666666667 damage and if you times that by 3 you get "5" perfectly. Now compare, the King Crab's Deathgiver AC/20 (Storms of Fate) which is also 120mm. Lets assume it does the same damage per shot. So 20 damage divided by 1.666666666666667 damage per shot = 12 shots. And what do you know, it fits with exactly what's described in the book.
Now, while not every book is perfect, some of them are very consistent with each other.
The difference in accurate/optimum ranges is caused by the recoil of the weapon and the rate of fire. The actual range would be much longer if the shots are very carefully aligned and heavy fire control is used. But such control at long range ultimately is time consuming for very little return, ensuring that you will instead 'favor' firing within their optimum ranges.
The recoil could even give a true purpose to the 'crouching' mechanism, as crouching could allow you better recoil resistence even though it locks you as stationary.
Meanwhile, different types of autocannon can provide different strategies and methods to use. Some require more time 'facing' the target. Others require a rapid exit strategy and some cover due to the substantially long reload times.
Was quite a few variants out there.
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The books, while not perfect, did most of the balancing for us. I've only filled in the blanks. PGI blames Tabletop for translating badly to real time, but it had nothing to do with tabletop. It was everything PGI changed.
Russ didn't like the "bullet" depictions of past mechwarrior games which had some bad limits to how to show off. He wanted big tank rounds. So ACs were turned into single shot weapons when RIFLES, aka 'single shot cannons' were abandoned due to being obsolete and inferior in every way since a single shot's impact was not enough to cause genuine damage against a Battlemech. The Heavy Rifle at 190mm would do 9 damage, but against modern armor is cut back to 6 and takes a long time to reload. The 185mm Chemjet Gun AC/20 does 5 damage per shot for 4 shots in the same amount of time and does not require the mech to hold it.
Fun fact, at 120mm remember the 3 shot AC/5, which is a 6 shot AC/10, which is a 12 shot AC/20? This is a 120mm gun. Very educational. So, Russ could have had his "Tank rounds" Autocannons without having to upfront all the damage in single shots. Oh the powers of research.
Increasing threshold per heatsink on top of cooling -- NOT canon. Pilot skill tree -- canon yet not; this was something that couldn't translate from TT without literally being the player's skill set. Weapon hardpoints? Not canon but a good idea to avoid abuse. Unlimited armor across all variants within a tonnage (i.e. if I have 20 tons I can equip up to this much armor) is a canon 'build your own mech' rule that should have been thrown out but was not. If you limit part of a mech's building you must do it for every aspect or you create exploits. These exploits are what we call the meta mechs.
SRMs with no guidance? Not canon (SRMs do not have a 'to hit' roll in TT which is for all NON-GUIDED projectiles. Without that roll, it is defintiely guided). Artemis cannot enhance non-guided weapons (regardless of what that Sarna entry says). The books describe a few tracking systems for SRMs to include but not limited to Thermal (heat-seeking) and 'target profile' (in other words it goes after something roughly shaped like the target, assuming it can find it again). SRMs did not need to be locked, but were more effective with a target. SRMs attack NARC'd targets, hence the reason the Kintaro, Stalker 5M, and Raven 3-L all carry NARC with SRM launchers (the 5M has both SRMs and LRMs but would never use its LRMs within the NARC-range).
Remember that while SRMs are direct-fire (which just means fire at, while LRMs are Ballistic Launch, aka fired upward into the air and not directly at the target), they are still guided. What PGI gave us were short range "MRMs." MRMs are defined as "Dead Fire" aka No guidance, Dumb as Rocks.
ECM makes you invisible? PFft, no. ECM is used to deny information about your status and identity but it cannot deny the fact that you exist and are detectable. You show up as a targetable anomaly. Basically a redsquare that says "UNKNOWN." LRMs can still hit you. Though a lock may be delayed. You can create 'ghost' unknown targets, too, to confuse the enemy. However, ECM required the 12 slot-consuming Stealth Armor to allow you to become invisible. Note that it has not yet been created. Which means NO INVISIBLE MECHS. o.o; Bad PGI!
So many things. So very many things. Though the forum's topic is more on the graphical side where the high end side of the game has been cut back and sliced up and cut back again and again and again and again in favor of being easy to run on low-end computers. I've never known a game to need to sacrifice high end settings to optimize low end settings before to be honest. I'm still waiting for the high end, but please... PGI stop lowering texture quality or at least keep high res versions of textures handy for those of us on very high settings? Or allow us to mod in our own as WoT's high-quality texture mods help enhance their game and players would more than happily enhance your textures for you.
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(This took me 3+ hours to write and dig up some of the research. )
(Minor typos, italicizing book names). Readded links. (Fixed an incorrect shot count "5 shot" when all sequential things say "4 shot", yay typos.) Found missing link to Heavy Rifle, an obsolete weapon of extremely high caliber that is what MWO's autocannons mimic.
Furthermore, do you honestly HONESTLY think hitting mechs from long range with precision alphas, is EASIER than just running up to a mech and spamming streaks or LRMs or LBX/autocannon/ballistics????
If they get rid of the charge mechanic then they should drastically increase cool down time, thus eliminating the gauss as an effective brawling weapon.
If they keep the charge mechanic then they should allow the the charge to be held indefinitely, but increase the chance for the gauss to explode when hit while charged.
I actually think they should look at a charge mechanic for PPC's as well. That would alter the current long rage, sniping meta we have right now.
If they get rid of the charge mechanic then they should drastically increase cool down time, thus eliminating the gauss as an effective brawling weapon.
It already has lower DPS than competing ballistic options for similar tonnage. (less than 2x AC5, less than 1x AC 10, less than 1x AC 20) and it breaks when you fart on it.
I'm not convinced it needs an even longer recharge time.
It's a 15 ton weapon, it's supposed to be awesome.
If anything, I'd much prefer a mild linear downward scaling of damage inside a specified minimum range.