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Gauss Is Perfect!


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#41 Livewyr

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Posted 14 September 2013 - 11:37 AM

Would trade .75 charge up time for 6-6.5 second cooldown...

#42 Lord Perversor

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Posted 14 September 2013 - 11:43 AM

View PostLupus Aurelius, on 14 September 2013 - 11:23 AM, said:


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.


PGI screw the game and killed both the Gauss and the PPC.

Yet i have broken several times just in last week the 1000 dmg with my 2x PPC and 1x Gauss Protector.

Yet i can reliabily hit now with gauss at enemy light mechs running from cover to cover, in order to weak them before they
reach brawl range.

yet now the Gauss perform better when facing enemies at range (since you can charge it while aiming) and takes skill use it at close range (sniper weapon)

yet ppl still complain about PGI making the game hard and complicated , the same ppl who whine about MWO not being a mech simulator , the same ppl whine about how PGI changes make it to screw the common sense builds that are just bring the massive Alpha to the match and think you are a good player.

#43 Wolfways

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Posted 14 September 2013 - 11:47 AM

Charge-up means no snap shots at enemy moving between cover at long range, and, in my case, the mouse moving slightly when i release the button, thus making it much harder to "snipe" with.
On the other hand, the gauss has barely changed for brawling.

#44 Eleshod

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Posted 14 September 2013 - 08:47 PM

The magnetic coils in the gauss barrel need time to charge. Enough said. It's no longer instant 15 damage when ever I choose, it requires practice. Timing and skill.

#45 Mazikar

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Posted 15 September 2013 - 12:17 AM

just keep thinking that extra steps = skill

thanks for the extra salvage

#46 Devil Fox

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Posted 15 September 2013 - 02:51 AM

I just don't bother with the Gauss... I'm a pinpoint snap shooter, a reactive player. One reason I liked the gauss was because of the high damage, point and shoot ability and little heat. But it was only used on a machine with a arm mounted ballistic because of it's deadly explosive nature.

Now whilst I can snipe with it, it's just far simpler to tie in normal autocannons to use. More ammo, same pinpoint alpha strikes, and still as deadly but provides better close range damage compared to a one hit or miss weapon. Did they go over the top? Yes to the heat on ERPPC's, yes on the charging mechanic... if they removed the explodable nature of the gauss and increased the charge held timer then it might've been better received.

#47 SchwarzerPeter

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Posted 15 September 2013 - 03:05 AM

I must admit i like the breath mechanic of the gauss. Its much harder now to hit something at close range, but it makes it a perfect sniper weapon. You just have to plan ahead with the charge.

Its not perfect though, the charge sound could be louder (more remakable) and the time for the shot a bit longer, but that are small fixes. The overall direction is fine.

#48 GutterBoy5

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Posted 15 September 2013 - 03:17 AM

http://www.sarna.net...rojector_Cannon

It's ment to be 15 heat, the fact is its been to cool a everyone got to like that.so now it's purely long range & if someone does get within range YOUR toast .

#49 GutterBoy5

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Posted 15 September 2013 - 03:22 AM

View PostEleshod, on 14 September 2013 - 08:47 PM, said:

The magnetic coils in the gauss barrel need time to charge. Enough said. It's no longer instant 15 damage when ever I choose, it requires practice. Timing and skill.


It's still a good gun , just now it's not a all round weapon on any mech.
Good work PGI.

#50 Cybermech

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Posted 15 September 2013 - 03:25 AM

just really goes to show how many people have no clue what they are talking about.

if your complaining about guass/ppc and also complaining that PGI never listens then you are a very funny person.
the meta game of late has been formed by many things including PGI listening to what people thought.
The skill was removed from the game and it became very boring.

These "nerfs" as people seem to call them along with "ghost heat" are implemented to put skill back into the game.
Guass got a buff and along with the zoom module makes it a beast at long range and hard to use in close range.
Which it should be.
Along with heat controlling ERPPC and 90m PPC to keep long range weapons better at longer ranges then close.

Some very tiny nerfs to ballistics since better hit detection has proven them to be quite evil.
Better hit detection with missiles and to me things would be where there needed, its no where near as broken as some of the most vocal players seem to think it is.

#51 Sir Hunter

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Posted 15 September 2013 - 03:28 AM

I acknowledge and respect the Founders opinions as we have seen this evolution since closed beta. Although I've never been a heavy Gauss user I really cannot understand why the devs nerfed it so much. It looks like Gauss were caught in the splash of the PPC nerfing without real reason. For me the its just unintuitive to fire a weapon by releasing a key/button/trigger rather than pressing it. I really wish that they would stop this constant fiddling and fine tuning in response to the bitching and whining in the forums and let the game settle down. BTW if you have a programmable mouse you can program it to fire the Gauss on two mouse clicks - the first click charges and the second fires.

#52 Shaun85

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Posted 15 September 2013 - 03:44 AM

i have no problem holding an average damage of 450 with my dual gauss jager + advanced zoom
so i don't really have a problem with it.
dont play it that much though since i started grinding my victors

Edited by Shaun85, 15 September 2013 - 03:47 AM.


#53 Cylian

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Posted 15 September 2013 - 04:10 AM

The new Gauss Rifle is indeed perfect.
It doesn't show up in the "Damaged by ..." column. Ever.

#54 Snowcrow

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Posted 15 September 2013 - 04:12 AM

I think they should decrease the cooldown with the same amount as the charge up time. but I like the mechanic.

#55 Vassago Rain

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Posted 15 September 2013 - 07:19 AM

View PostVassago Rain, on 04 September 2013 - 09:15 AM, said:

Posted Image

Here is a perfect sniper weapon. It is balanced by low capacity, low maximum ammo, rifle handling, the recoil, and various other things that you'd expect.

You don't need to megabuster your rifle to make it balanced. I guess you can, but that feels like a desperate measure to me. It doesn't matter much to me anymore, since I swapped from goose to UACs a long time ago.


Oh, speaking of this, the UAC is now apparently too OP, so it's going away in time for release.

I would say 'it's no problem, because I can go back to brawler now that my special snowflake build is ruined,' but hit detection is so bad on SRMs, they're the reason I went for UACs and ER larges to begin with.

I want people to realize that doing anything to UAC won't make it less popular, because there's zero mid range, general purpose guns available for heavies and assaults right now.

#56 Wolfways

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Posted 15 September 2013 - 12:15 PM

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...

Because that's what you want with a sniper weapon...to make it more difficult to snipe with.... :)

#57 TOGSolid

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Posted 15 September 2013 - 03:22 PM

Quote

rifle handling, the recoil, and various other things that you'd expect.


So you're saying you want to implement Crysis's accuracy cone system then? Ok.

Edited by TOGSolid, 15 September 2013 - 03:23 PM.


#58 Murphy7

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Posted 15 September 2013 - 03:35 PM

View PostWolfways, on 15 September 2013 - 12:15 PM, said:

Because that's what you want with a sniper weapon...to make it more difficult to snipe with.... :)


I'm some ways I find it easier to hit with at long ranges because of the increased projectile speed, and the charge has encouraged me to anticipate target movement better.

But it is true that it is much harder to take advantage of opportunities just as they present themselves.

#59 akpavker

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Posted 15 September 2013 - 05:24 PM

many of the people i play with ingame have said they want a refund on the phoenix pack due to all the weapon nerfs although i dought PGI will do the this......glad i didnt spend money of phoenix packs myself. i find the gauss no longer fun to play and have moved on. to be honest i think other weapons should have been buffed instead if nerfing weapons that are seen to be OP. a simple buffs to all lassers like removing 1 heat or more damage for SRM and fixing SRM hit reg would change alot of problems in oppose to nerfing other weapons.

#60 Scryed

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Posted 16 September 2013 - 12:49 AM

View PostVassago Rain, on 04 September 2013 - 09:15 AM, said:

Posted Image

Here is a perfect sniper weapon. It is balanced by low capacity, low maximum ammo, rifle handling, the recoil, and various other things that you'd expect.

You don't need to megabuster your rifle to make it balanced. I guess you can, but that feels like a desperate measure to me. It doesn't matter much to me anymore, since I swapped from goose to UACs a long time ago.


Apples to ****** oranges, really??? DA FUQ





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