You click the fire trigger on the gauss, and these ludicrously powerful capacitors begin charging up to electromagnetically hurl a 200-pound pile of awesome out of the barrel, and thoroughly ruin the day of whoever happens to be on the receiving end. These handwavium electromagnets and capacitors can even do this while generating almost no statistically significant heat. The barrel and the projectile would also have to be made out of unobtanium, because the barrels of modern coilguns and railguns tend to burst into vapor from the heat and friction of firing.
So we fire it. Things are good. Things die.
Then the Gauss rifle decides to take a little nap, during which it can't be bothered to actually charge or fire again. Maybe those handwavium coilgun guts need to recharge their plot-juice or something?
Autocannons have to clear the chamber, because there's an empty shell casing that has to be removed before things can happen - but this isn't the case with an electromagnetic coilgun. You can have multiple projectiles in the same barrel, ready to launch in rapid succession. In fact, you don't even have to wait for the first one to completely leave the barrel - you could theoretically have multiple projectiles being accelerated down the barrel simultaneously, assuming you can cycle the electromagnets fast enough.
So if the gauss rifle has a charge-up BEFORE it fires, what other operation aside from another charge-up could possibly be preventing the gauss rifle from firing? The only thing I can come up with is naptime.
Proposal: Add heat, make the charge-up a little longer, and REMOVE the cooldown completely. The series' random magical gun is a real immersion breaker, and really never fit in any Mechwarrior game or Battletech intellectual property.
Then buff all the existing weapons to the level of the UAC-5 and the improved & rebalanced Gauss.
Edited by ABFalcon, 12 September 2013 - 02:12 AM.