Jump to content

Gauss Is Perfect!


94 replies to this topic

#21 A Man In A Can

    Member

  • PipPipPipPipPipPipPipPip
  • 1,594 posts
  • LocationRetired

Posted 10 September 2013 - 11:37 AM

View PostOriginalTibs, on 10 September 2013 - 11:24 AM, said:

Gauss needs a more noticeable sound cue when it is charged up and ready, as well as a more noticeable sound cue when the charge is dissipated because you held fire. It is fine when off in the distance sniping but if you try to use it under fire the sounds are completely lost in the bedlam.

Agreed. As someone who has used Gauss rifles exclusively post patch, killing people at range and every now and then up close, this is all it really needs now.

It's not a broken mechanic. It's just a different mechanic. If you think it's broken, that's your loss.

#22 Kanya Pryde

    Member

  • PipPipPip
  • The Vicious
  • The Vicious
  • 66 posts

Posted 10 September 2013 - 12:06 PM

I've never mounted dual gauss, I don't use macros, and I no longer use gauss rifles because this new game mechanic renders the gauss nearly useless in combat. I feel as though I could use it if it didn't discharge itself. In that case, it would be annoying, but I would probably use it on some builds.

#23 SilentWolff

    Member

  • PipPipPipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 2,174 posts
  • LocationNew Las Vegas

Posted 10 September 2013 - 12:06 PM

GAUSS IS PERFECT! TRASH!


Fixed that for ya OP.

#24 Jack Spade Ward

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 432 posts
  • LocationEarth

Posted 10 September 2013 - 12:25 PM

I dont agree, a feel that they killed the gauss!! Another stone thrown at the comunity.

#25 Corpsecandle

    Member

  • PipPipPipPipPipPip
  • 396 posts
  • LocationDenver, CO

Posted 10 September 2013 - 12:38 PM

Don't like it. Don't mind the charge delay, but the fact that the shoot window is so short just ruins it for me. I understand WHY they did it that way since a macro could essentially make it seem like the charge time is just an addition to the cooldown period, but it still does not play well with my shooting style. Now I've got an Illya that I'm trying to figure out what to do with.

#26 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 10 September 2013 - 12:47 PM

It's not.

It might work in its current incarnation in a traditional FPS where you carry one sniper rifle and you're not expected to switch between 3 or more different guns in 4 seconds.

The current Gauss RIfle works also for Boatwarrior Online. But if you want to have any hope of people trying to mix weapons, special snowflake mechanics are not a good idea. They make handling mixed weapon builds a lot harder.

In the table top (oh god, why do I use this word, half the people are already turning off thinking "OH no, he's one of those table top fanatics that doesn't understand that a badly balanced table top game with poor mechanics and a silly but awesome setting doesn't necessarily turn into a good computer game), a "sniper" mech might actually not just use 2-3 Gauss Rifles. He might use 1 Gauss Rifle and 1 ER LL and a LRM. And it would work, no much worse or better than a Dual Gauss or Dual ER LL or Triple PPC or whatever build. But in M:WO, these 3 different weapon's mechanics (one is a beam with a duration, one has a weird charge mechanism, and one requires a targeting lock and possibly TAG to counter ECM) are very difficult to use - without the player getting any benefit of it. It's safer to just build a Gauss or PPC boat.

Edited by MustrumRidcully, 10 September 2013 - 12:48 PM.


#27 Lightfoot

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 6,612 posts
  • LocationOlympus Mons

Posted 10 September 2013 - 01:35 PM

No, it's a bad fix because it makes the Gauss unplayable to new players and many current players, but gives it to experts and Gauss-boats. So very unbalancing to the community.

I have been studying how players use it after I am defeated. I switch around until I find someone with a Gauss and see what they do with it. So far I have never seen anyone fire the Gauss, the ammo counter never changes and I never here the Gauss fire. Yesterday I watched as someone fought a mech at 500 meters with Medium Lasers, they had a Gauss Rifle, but never fired it, they died with a full ammo bin, 30 rounds, so obviously they never were able to fire it.

It's one of those ideas that sounds good, but no one can make it work. Suggest doing something that allows everyone to use the Gauss Rifle. Games need a level field of play.

#28 AC

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,161 posts

Posted 10 September 2013 - 02:12 PM

View PostLordhammer, on 04 September 2013 - 10:42 AM, said:

How is it perfect that a weapon that is supposedly be king of long range, misses all the short-term opportunities because of charge delay? When you are at long range you usually only see enemy for a second or two(unless in open terrain then you can even snipe with ac20 if ur decent) before you lose line of sight. Charge mechanic just destroys those opportunities. I'd much prefer that gauss had a minimum range. I prefer minimum range over this kind of bad mechanic everyime. Beside in TT gauss had min range.


This change turned the gauss from a sniping weapon into a brawl weapon. Remember, the issue wasn't the gauss, or the PPC. It was the Gauss + 2 ERPPC combo that people used. PGI could have fixed the root cause of all these wapons balance issues by fixing the easilly abused weapons slot system. I know that no one like that idea, but it truely is the cause for all thse stupid nerf mechanics like Ghost heat and Gauss delay.

#29 Aethon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • 2,037 posts
  • LocationSt. Louis, Niles, Kerensky Cluster

Posted 10 September 2013 - 04:41 PM

Does the Gauss Rifle still explode when damaged, if the pilot has not charged it up yet?

#30 NoZaku4U

    Member

  • PipPipPip
  • 61 posts
  • LocationThe Citadel, Pacifica

Posted 10 September 2013 - 05:00 PM

(shakes his head)
Shame, really wanted this IP to be good. In my opinion, they truly have no idea how to make a game.

Haven't played in weeks, because, you know, the game is {Scrap}. Come back figuring "It's one week before launch, they must have fixed a few things."

Couldn't have imagined how wrong I was.

Instituting ill conceived mechanics (charge delay, ghost heat) to cover the fact you have no idea how to balance weapons is not a good sign. If it's this bad this early, it is for the best this game will not last a few years. The longer it goes the more they can break it.

The best thing that came out of MWO is me learning not to support a game before it's playable. Shame on me for that one, but live and learn.

#31 Aethon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • 2,037 posts
  • LocationSt. Louis, Niles, Kerensky Cluster

Posted 10 September 2013 - 05:34 PM

View PostRed October, on 10 September 2013 - 05:00 PM, said:

(shakes his head)
Shame, really wanted this IP to be good. In my opinion, they truly have no idea how to make a game.

Haven't played in weeks, because, you know, the game is {Scrap}. Come back figuring "It's one week before launch, they must have fixed a few things."

Couldn't have imagined how wrong I was.

Instituting ill conceived mechanics (charge delay, ghost heat) to cover the fact you have no idea how to balance weapons is not a good sign. If it's this bad this early, it is for the best this game will not last a few years. The longer it goes the more they can break it.

The best thing that came out of MWO is me learning not to support a game before it's playable. Shame on me for that one, but live and learn.


This is pretty much what I was hoping. Thus far, I feel like it has taken a few large steps backward, compared to gameplay a couple months ago.

#32 TOGSolid

    Member

  • PipPipPipPipPipPipPipPip
  • 1,212 posts
  • LocationJuneau, Alaska

Posted 10 September 2013 - 06:19 PM

View PostCYBRN4CR, on 10 September 2013 - 11:37 AM, said:

Agreed. As someone who has used Gauss rifles exclusively post patch, killing people at range and every now and then up close, this is all it really needs now.

It's not a broken mechanic. It's just a different mechanic. If you think it's broken, that's your loss.

Yup. I've been going in hard with Gauss Rifles today and have been absolutely dominating with them. They're a fantastic weapon with the speed increase and not hard to use at all. The fact that people think they're useless now says a lot more about the player base than it does about the game.

#33 ArmandTulsen

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 1,184 posts

Posted 13 September 2013 - 05:08 AM

"Gauss is perfect."

Yeah, that's what I said...

BEFORE THE PATCH!

#34 Dimento Graven

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Guillotine
  • Guillotine
  • 6,208 posts

Posted 13 September 2013 - 06:37 AM

View PostJazzbandit1313, on 04 September 2013 - 09:07 AM, said:

I believe that the recent changes have balanced the Gauss Rifle quite well. The delay on the trigger makes it a more risky and difficult weapon to snipe with, and the projectile speed and weapon health are a bit more realistic IMO. It's still has the benefit of low heat and high damage output with the penalty of high weight. the rifle feels much more natural to use on my mechs now.
I disagree. It does ZERO for sniping, where a person will take time to line up a proper shot. In sniping situations I can still fire the gauss and my PPC's simultaneously so the supposed result of decreasing pin point alphas never happens.

It only affects my ability to brawl with it, especially when fighting light 'mechs leg humping me. When brawling you need the ability to make snap shots, which is not possible with the gauss as it is now. The weapon is now incredibly clumsy and the change is counter intuitive, but PGI has people who hate BT and the IP, so I'm not surprised they made a change that would be completely counter to most of pre-existing BT type sims out there.

#35 Sadato

    Member

  • PipPipPip
  • Ace Of Spades
  • 62 posts
  • LocationCambridgeshire, UK

Posted 13 September 2013 - 06:51 AM

View PostAethon, on 10 September 2013 - 04:41 PM, said:

Does the Gauss Rifle still explode when damaged, if the pilot has not charged it up yet?


This is an interesting point. Increase the time you can hold the charge of a GR to about 3 seconds, and if destroyed while charged/charging it has a 100% explosion chance and 0% when not charged.

#36 TOGSolid

    Member

  • PipPipPipPipPipPipPipPip
  • 1,212 posts
  • LocationJuneau, Alaska

Posted 14 September 2013 - 10:20 AM

View PostSadato, on 13 September 2013 - 06:51 AM, said:


This is an interesting point. Increase the time you can hold the charge of a GR to about 3 seconds, and if destroyed while charged/charging it has a 100% explosion chance and 0% when not charged.

That'd be some pretty neat flavor for the weapon, that's for sure though 100% might be a little too brutal.

#37 Demos

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 359 posts

Posted 14 September 2013 - 10:52 AM

Mechanic is o.k., the time until the charge vaporizes should be prolonged.
With nerfed PPCs and the altered gauss mechanic, laser and conventional ACs are more balanced.
And after the change of the ultra-5 this op tool will also be in line.

Balance is better than four weeks before...

#38 Duymon

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 146 posts
  • LocationNYC

Posted 14 September 2013 - 11:03 AM

Gauss got buffed as a sniper weapon, but slightly nerfed as a brawler weapon. However, that doesn't stop people from having a near 0-travel time super low heat 15 pinpopint strike when people hug them.

It takes more skill to use the gauss rifle now and there are still many people who are still dangerous with them. It still amazes me how so many "skilled snipers" prepatch can't adapt to a new mechanic to a good sniper weapon.

#39 Lupus Aurelius

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 509 posts
  • LocationHarlech, Outreach

Posted 14 September 2013 - 11:23 AM

View PostJazzbandit1313, on 04 September 2013 - 09:54 AM, said:

salty, the only reason why the gauss seems so much harder and more frustrating to use now is that it was soooooo overly easy to use in the beginning. High reward, low risk. Now that it's a very well - balanced weapon, it just seems harder than ever, but with practice, it can become second nature.


And how was that different than any other ballistic weapon? Every ballistic is aim and click. Should not their be a firing delay then on the AC20, which does more damage?

You statement makes no logical sense.

As far as being "perfect", it's perfect as a paperweight atm, one reason you rarely see them now. Here's the real reason for some that are happy with the change - they don't like getting hit from range. Instead of adding at least 1 long range capable weapon to their builds, they wanted long range weapons nerfed so they did not have to contend with sniping.

This, and the PPC change, was the worst frakking idea P. Inureye and R. Bollocks have come up with, other than 3rd person view.

Edited by Lupus Aurelius, 14 September 2013 - 11:28 AM.


#40 Masterrix

    Member

  • PipPipPipPipPip
  • 194 posts

Posted 14 September 2013 - 11:28 AM

View PostJazzbandit1313, on 04 September 2013 - 09:07 AM, said:

I believe that the recent changes have balanced the Gauss Rifle quite well. The delay on the trigger makes it a more risky and difficult weapon to snipe with, and the projectile speed and weapon health are a bit more realistic IMO. It's still has the benefit of low heat and high damage output with the penalty of high weight. the rifle feels much more natural to use on my mechs now.



sounds like this guy is only playing with gaussapults and gaussjagers





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users