About Gauss And Moving Forward - Feedback
#461
Posted 09 December 2013 - 01:57 PM
#462
Posted 10 December 2013 - 05:24 AM
Cest7, on 09 December 2013 - 01:57 PM, said:
+1
I don't even mind the charge mechanic. It's neat. But please adjust the recycle time somewhat to compensate for the huge drop in DPS.
Edited by Leroifou, 10 December 2013 - 05:24 AM.
#463
Posted 23 December 2013 - 10:25 PM
Leroifou, on 10 December 2013 - 05:24 AM, said:
+1
I don't even mind the charge mechanic. It's neat. But please adjust the recycle time somewhat to compensate for the huge drop in DPS.
the charge mechanic does cause a player to get better I think. I abandoned my DragonSlayer after the charge mechanic was implemented... a ERPPC Gauss 2 ML, 2 SRM4 build that was devastating in the original "Victor" meta where I was PUGin 500 dmg averages. Recently I picked it back up and after a half dozen games got the charge mechanic down and now pull 400 games with it recently. I would like to get it back up to 500 but I think the recycle time of the GR is hurting me from hitting that number.
#464
Posted 28 December 2013 - 07:23 AM
The DPS hit is a killer, though; you can load AC/5s and a couple of ERLLAS and heat sinks for the same tonnage, similar range, and way more DPS. Get fewer kills, but more money.
#465
Posted 14 January 2014 - 06:52 AM
#466
Posted 20 January 2014 - 07:35 AM
Ace Selin, on 14 January 2014 - 06:52 AM, said:
Have you played them? Do you know their weaknesses?
1. Only 3 chassis can even mount 2 Gauss; Cataphract, Catapult, and Jager, and only the K2 can put them in the torso, so the other 2 have convergence issues. The K2 is basically just one big CT hitbox.
2. Gauss are 15 tons each, and only get 10 ammo/ton, so you need ~35 tons dedicated to just those weapons. This means a small XL engine and 2MLAS, so it's meat against close lights. Even if you squeezed 4MLAS in, you would have heat issues thanks to this being a fantasy- rather than physics-based game.
3. With the charge mechanic, a plain AC/5 actually has better DPS and leaves you tonnage for decent secondary weapons; as I said, fewer kills, but you'll earn more money from carving people up.
#467
Posted 25 January 2014 - 11:13 AM
The recent ac10 nerf did more than slow the bullet, its also much less accurate, im talking about shooting an immobile target while also being immobile and aiming center torso, should never miss.
#468
Posted 28 January 2014 - 11:22 AM
#469
Posted 31 January 2014 - 08:29 AM
DO NOT allow ridiculous ammo storage locations all over the mech.... for example ammo being stored in legs, and require ammo to be stored in the same location as the weapon system.
#470
Posted 31 January 2014 - 09:49 AM
Summon3r, on 31 January 2014 - 08:29 AM, said:
Cool idea bro. Then the YLW can have the AC20 in the arm, but isn't allowed to carry any ammo because there's no room left in the arm. I mean, how are those big huge shells supposed to get through those arm actuators and what not...
else
Yeah, that was sarcasm.
#471
Posted 31 January 2014 - 11:37 AM
elsie, on 31 January 2014 - 09:49 AM, said:
Cool idea bro. Then the YLW can have the AC20 in the arm, but isn't allowed to carry any ammo because there's no room left in the arm. I mean, how are those big huge shells supposed to get through those arm actuators and what not...
else
Yeah, that was sarcasm.
cool bro, thx for helping to further my point. ..... And no that wasn't sarcasm.
#472
Posted 31 January 2014 - 12:18 PM
colsan, on 20 January 2014 - 07:35 AM, said:
Have you played them? Do you know their weaknesses?
1. Only 3 chassis can even mount 2 Gauss; Cataphract, Catapult, and Jager, and only the K2 can put them in the torso, so the other 2 have convergence issues. The K2 is basically just one big CT hitbox.
Doesn't matter. If only three chassis can handle them, then people will simply flock to those 3 chassis. And if they're smart, they'll position themselves in such a way that overheating and hitboxes aren't a problem - i.e. they'll snipe from 1k away.
I believe in specialization and even boating, but if it kills brawling, it's a problem. This adjustment is great.
#473
Posted 01 February 2014 - 11:07 PM
Edited by Danny Fubar Col 21C RHG, 01 February 2014 - 11:08 PM.
#474
Posted 07 February 2014 - 08:22 AM
When you have to help your team,and get into a brawl is really crap the gauss(against light you have nothing to do),it they want to keep this,at least let us to keep the charge until you fire......
#475
Posted 07 February 2014 - 03:19 PM
It was origionally desighned to counter LRM's but at 1000m the gauss does half its damage. For how fragile the weapon is and how devestating the damage to the equiped mech is when the weapon is desrtoyed, there is no real plus side, currently you have to place yourself well inside other weapon ranges to be really effective. The Gauss rifle should be one of the most feared weapons on the battlefield but being sniped by one or two at present at long ranges is more of an annoyance than anything else.
To correct the inefficiencies the max range of full damage should be extended to at least match that of the ERPPC, 810m and then drop off as per the present system. This would give the weapon a greater plus side and make the role specific title worthy while bringing back the fear factor for targets and those who chance to carry this fragile beast
#476
Posted 08 February 2014 - 06:22 AM
Edited by SIN Deacon, 08 February 2014 - 06:27 AM.
#477
Posted 12 February 2014 - 05:03 AM
Quote
[color=#000000]Interestingly enough, when used in pairs, dual gauss builds are quite strong as a 30 point hit is significant - to be fair, some teams may even consider this build in competitive play, but again I would strongly argue that a serious competitive team recognizes the fragility of the gauss and the builds (ie. either very slow STD engines or fragile XL engines) that make this build work.[/color]
[color=#000000]It is thus that the single gauss builds suffer the most from the gauss’ clumsy charge mechanic and low dps where ideally, a gauss rifle should be a high dps, low heat, long range weapon that suffers from fragility. In cannon, this weapon is most famously used by Justin Xiang in his upgraded Yenlowang, replacing his father’s trusty AC20 for the gauss rifle. It’s a shame that the lore cannot be supported by such a decision in the online game.[/color]
[color=#000000]Solutions: The gauss rifle will always be a target of accurate opponents. There is no reason to have excessively low health as it takes 7 crit slots (essentially 70% greater chance of being hit by a successful critical hit). As we have discussed with the AC20, the gauss rifle is easily made obsolete by a successful critical hit. Fragility is relative and if the AC20 health is increased, it is with similar logic that the Gauss Rifle’s health be increased - I would suggest 15 health. Furthermore, as a Gauss Rifle explosion can instantly destroy an XL engine health of 15 with its explosion, I would suggest that the gauss rifle explosion not be able to destroy the XL engine unless already damage so reduction this explosion to 10. An alternative would be to allow the Gauss Rifle to explode for 20 damage but can only damage internal structure, components, but not the XL engine. Perhaps difficult to implement but would increase survivability of any mech build putting a gauss rifle in its torso thus encouraging varied and diverse mech builds in MWO. [/color]
[color=#000000]Finally, the gauss rifle needs a significant buff in DPS and perhaps an adjustment to its charge mechanic. I would incorporation the charge time and time to fire into its overall recycle time, thus reducing the recycle time to 2.5s or 2.0s giving it a dps of 3.33 to 3.75. I would also increase its responsiveness but decreasing the charge time to 0.5 sec or even 0.25 seconds and reduce the time to fire from 1.25 secs to 0.5 sec or 0.75 secs respectively (giving a total of 1 sec) - if this is done, then the recycle time should be 3 secs such that the dps is a true 3.75. Ammo should be increased from 10 to 12 shots per ton. Overall, it is single gauss rifles which are suffering from the current state of gauss and a shame that single gauss rifles are not found in more diverse mech builds.[/color]
#478
Posted 12 February 2014 - 06:07 AM
Rebas Kradd, on 31 January 2014 - 12:18 PM, said:
Doesn't matter. If only three chassis can handle them, then people will simply flock to those 3 chassis.
Look, if they won't accept that line of reasoning for ECM, I won't accept it for gauss. Beyond that, do you see a lot of Jags and 'phracts with dual gauss? No? There's a reason for that.
Rebas Kradd, on 31 January 2014 - 12:18 PM, said:
That doesn't help agaisnt lights.
Rebas Kradd, on 31 January 2014 - 12:18 PM, said:
It only kills brawling if you stand out in the open like a moron; why does this game have to be geared for the lowest common denominator of player skill?
#480
Posted 23 February 2014 - 02:24 PM
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