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Gauss Rifle Hp


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Poll: Where should Gauss HP be (161 member(s) have cast votes)

What should Gauss HP be?

  1. Bring it back to 10. It is a useless glass torso killer. (34 votes [21.12%] - View)

    Percentage of vote: 21.12%

  2. Bring the HP up t0 5-7. Every little bit helps. (57 votes [35.40%] - View)

    Percentage of vote: 35.40%

  3. Leave it at 3, gauss is balanced now. (67 votes [41.61%] - View)

    Percentage of vote: 41.61%

  4. Gauss is OP even with 3 HP. Also teamwork needs a nerf. (3 votes [1.86%] - View)

    Percentage of vote: 1.86%

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#21 NinetyProof

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Posted 10 April 2013 - 07:35 AM

View Postblacklp, on 10 April 2013 - 06:23 AM, said:

Anyone else feel like it should get a bit of a boost in hp?

"feel"? Wait ... since when do you make decisions about anything important based upon "feelings"?

Hmm ... "I feel I want new luxury SUV" ... "I feel I want a beachfront house in Malibu" ... "I feel I should not have to pay taxes".

How about adding some reasons why something should be changed ... logical, sound, reasons.

#22 Lefty Lucy

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Posted 10 April 2013 - 07:36 AM

View PostMustrumRidcully, on 10 April 2013 - 07:20 AM, said:

I am not sure why the Gauss Rifle needs 3 hit points and a 90 % chance to explode when destroyed when ammo bins have 10 hit points and a 10 % chance to explode.

AFAIK, the Gauss Rifle had the same explosion chance in TT as an ammo bin, and it was considered a balanced weapon among Level 2 Tech items.


Well, they want people to use ballistics in a game that allows more customization than many TT sessions/campaigns do. I know lots of players who absolutely refuse to use ammo-using guns because in TT high-heat weapons are much more forgiving and ammo-based weapons are often perceived as death traps.

#23 Hillslam

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Posted 10 April 2013 - 07:41 AM

They overcorrected the Guass when trying to nerf the Guasscat way back. Wrong solution to different problem.

Pendulum went way too far.

Gauss needs small hp boost and % explosion lowered WAY down.

#24 John MatriX82

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Posted 10 April 2013 - 07:44 AM

It blows up always and deals big damage to internals as soon as armor is gone. I'm fine if it has lower HP than other guns in the game because it's advanced tech and it's fragile. But 3HP is too low. 6-7 HP is fine imho, or at least it should be tried.

With the explosion in place I'd even bring it back to 10, it wouldn't be a brawling weapon anymore nevertheless.

#25 Relic1701

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Posted 10 April 2013 - 07:48 AM

The Gauss has never been a brawling weapon... I think the max range of nearly 2km might have given some people a clue ^_^

#26 Elandyll

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Posted 10 April 2013 - 07:54 AM

Yep, needs a little boost. 3Hps for something that explodes and damages you (unlike other weapons) is way overkill.

PPCs are hot, but they got the EMP boost, are less heavy and require no ammo.
AC20 is less heavy and got a nice HP boost for brawling, -and- it does not explode like the Gauss.

#27 Ph30nix

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Posted 10 April 2013 - 07:59 AM

can someone explain why the Guass health was set so low in the first place?

if was only for brawlers iw ould think they could find a much better way to spend the tonnage and crits....

#28 Chunkylad

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Posted 10 April 2013 - 08:01 AM

Gauss isn't meant for brawling, that is why I like it where it is. Forces gauss users to play cautious and be aware of their surroundings. ~750 range for full damage and no min range, still deals 7.5 damage at 1500m? Keep it where it is.

#29 jay35

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Posted 10 April 2013 - 08:03 AM

No reason it shouldn't have a decent hp value, especially given it can explode and cause so much havoc. The explosiveness is the downside/discouragement. No need to also make it extremely fragile.

Edited by jay35, 10 April 2013 - 08:06 AM.


#30 Zyllos

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Posted 10 April 2013 - 08:06 AM

Ya, with just a 20 point damage explosion (which will most likely just cause the location to blow off) isn't too bad.

Still think it needs a 2 HP buff.

#31 Sigifrid

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Posted 10 April 2013 - 08:08 AM

The gauss is fine hp-wise, but not fully balanced. It has 60% of the projectile velocity of an AC-2. That is just wrong.
A projectile speed buff is needed.

#32 SmokinDave73

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Posted 10 April 2013 - 08:15 AM

Quote

oldhasu: When ammo is destroyed by a critical hit, sometimes it explodes. Sometimes not. How does this calculated? What is the percentage of the probability?
A: There are two different times that ammo can explode. If an ammo bin is destroyed by a critical hit (each bin currently has 10 health), there is a 10% chance that the ammo remaining in that bin will explode. When a location, such as the right torso, is destroyed, each ammo bin in that location that had not already been destroyed by crit hits has an individual 10% chance to explode. There are two exceptions to this. The first is that, if you have ammo stored in your arm, and your arm falls off when your side torso is destroyed, there is no chance of the ammo exploding. The other is that Gauss Rifle ammo never explodes. However, all the explosion rules also apply to Gauss Rifles, except that they have a 90% chance of exploding.


Since the PGI has now revealed that the gauss rifle has a woping 90% explosion rate its disgusting that the hp of this weapon is only 3. Ethier lower the explosion rate or up the hp IMO. Also the OP should link this thread into game balance.

#33 Josef Nader

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Posted 10 April 2013 - 08:19 AM

Gauss is in a good spot. It's got a real downside now, and it hasn't been made any less awesome stat-wise. It's still got nigh-unlimited range, great damage, zero heat buildup, and good ammo-per-ton. Low health and explosion risk (a relatively minor one at that. One ton of any Autocannon ammo blowing up is enough to kill almost any mech. The gauss deals a measily 20 damage). Leave it as it is. This is the first time since Closed Beta gauss hasn't been the most common ballistic on the field by a wide margin. We're actually seeing lots of autocannons AND gauss rifles, just as it should be.

#34 MrPenguin

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Posted 10 April 2013 - 08:24 AM

View PostJosef Nader, on 10 April 2013 - 08:19 AM, said:

Gauss is in a good spot. It's got a real downside now, and it hasn't been made any less awesome stat-wise. It's still got nigh-unlimited range, great damage, zero heat buildup, and good ammo-per-ton. Low health and explosion risk (a relatively minor one at that. One ton of any Autocannon ammo blowing up is enough to kill almost any mech. The gauss deals a measily 20 damage). Leave it as it is. This is the first time since Closed Beta gauss hasn't been the most common ballistic on the field by a wide margin. We're actually seeing lots of autocannons AND gauss rifles, just as it should be.

Also, no drop off. As a ballistics user, you have no idea how awesome that is combined with its range. Projectile speed is pretty decent too.

#35 Josef Nader

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Posted 10 April 2013 - 08:29 AM

It has drop off, but ballistics handle drop off very differently than energy weapons. Energy weapons drop from max damage at their optimal range to zero damage at double their optimum range. Ballistics drop to zero at 3x max range. The gauss is still doing nearly as much damage as a full ERPPC at the range where ERPPCs stop dealing damage.

#36 Disapirro

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Posted 10 April 2013 - 08:30 AM

My vote would be to lower the explosion chance a bit, say to 50-70%. Additonally, ammo bin explosion chance should be increased to be comparable to the guass chance.

#37 TELEFORCE

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Posted 10 April 2013 - 08:45 AM

I wouldn't mind bumping the gauss HP up to 5. That would give it better survivability in arm mounts anyway, like on the Centurion.

#38 MrPenguin

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Posted 10 April 2013 - 08:45 AM

View PostJosef Nader, on 10 April 2013 - 08:29 AM, said:

It has drop off

Wait, what? I've never noticed. It must be at a very long range. I usually use gauss for hitting people around 800-1100 meters and I don't usually notice much of a drop off if any at all.

...or I'm so used to it that I forgot that it does.

Edited by MrPenguin, 10 April 2013 - 08:46 AM.


#39 jakucha

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Posted 10 April 2013 - 08:47 AM

I've been using a single Gauss rifle on a Jagermech for a while and a majority of the time I die before I even lose it. I think it's fine where it is.

#40 MrPenguin

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Posted 10 April 2013 - 08:48 AM

View PostDisapirro, on 10 April 2013 - 08:30 AM, said:

My vote would be to lower the explosion chance a bit, say to 50-70%. Additonally, ammo bin explosion chance should be increased to be comparable to the guass chance.

Gauss ammo doesn't explode, thats why the gun itself those.

Well, theirs an actually technical explanation but it doesn't really matter.

View Postjakucha, on 10 April 2013 - 08:47 AM, said:

I've been using a single Gauss rifle on a Jagermech for a while and a majority of the time I die before I even lose it. I think it's fine where it is.

I use 2 and end up with the same result.
It tends to usually happen if I put it in something like an atlas. But anything stuck on those side torso's that can explode probably will anyway.

Edited by MrPenguin, 10 April 2013 - 08:50 AM.






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