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Gauss Rifle

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#101 Dirkdaring

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Posted 18 November 2013 - 05:47 PM

I tried one last time with my Gaussapult K2.

It's a STUPID mechanic and was only put in to stop poptarts. Did a great job screwing over every other mech that used it.

403 matches, 1.33 KDR. Sold my K2 and every gauss in inv.

#102 ColourfulConfetti

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Posted 18 November 2013 - 08:54 PM

Oh boy haven't seen this thread before, nope not once. Just play better, seriously. It's not hard to use gauss. You hold the charge for what, half a second and get a .75 second window of time to release it? The concept is not difficult nor is it a huge hindrance IF you don't fight the mechanic, just work with it, use it at long ranges like your supposed to, find a target, some cover, take aim, release. Simple right? If that's too hard, you need better awareness and practice. If people just gave it some practice, they wouldn't be bitching at a perfectly good weapon, the projectile speed alone far outweighs the bad aspects of the charge mechanic that is supposedly some huge nerf.

Edited by PalmaRoma, 18 November 2013 - 08:56 PM.


#103 Mystere

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Posted 18 November 2013 - 09:11 PM

Pretend the gauss is a bow: pull then release.

:(

#104 Corwin Vickers

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Posted 18 November 2013 - 09:33 PM

I wreck with the new gauss.

So many people blame their bad ping on the game :/

#105 Whatzituyah

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Posted 18 November 2013 - 10:33 PM

View PostMystere, on 18 November 2013 - 09:11 PM, said:

Pretend the gauss is a bow: pull then release.

:(

Basically what it is a magnetic slingshot "Rail gun" they are testing it in a lab somewhere if you want to be the test monkey for it go ahead and stand infront of the Rail gun noone is stopping you. "they maybe finished testing it btw"
http://www.youtube.c...e&v=y54aLcC3G74

"So yes it is a bow of a sort"

Edited by Whatzituyah, 18 November 2013 - 10:36 PM.


#106 Ghost_19Hz

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Posted 18 November 2013 - 11:10 PM

Its ok at extreme range when used in dual configs, but otherwise the nerf to its damage and the opportunity cost of the new mechanic makes it bad in all situations except for that perfect storm of distance, open ground, and a giant mess of teammates to distract. Hence it has become very scarce on the battlefield for good reason.

#107 Ziogualty

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Posted 19 November 2013 - 05:54 AM

View PostReXspec, on 29 September 2013 - 10:37 PM, said:


2. Keep the charge, but have the charge last as long as the trigger is held down. This will fix the frustrating accuracy problems snipers are having with the weapon.


This seems logical and reasonable.
Even if Devs don't want to make "infinite" trigger down, the time Gauss is ready to fire should be augmented drastically (no less than doubled).

Edited by Attank, 19 November 2013 - 08:09 AM.


#108 ColourfulConfetti

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Posted 19 November 2013 - 09:07 AM

View PostPythonCPT, on 18 November 2013 - 11:10 PM, said:

Its ok at extreme range when used in dual configs, but otherwise the nerf to its damage and the opportunity cost of the new mechanic makes it bad in all situations except for that perfect storm of distance, open ground, and a giant mess of teammates to distract. Hence it has become very scarce on the battlefield for good reason.


I use dual gauss to great effect at any range, I've beaten plenty foes in close quarter combat before with dual guass and quad medium lasers in close quarter combat, it works fine at any range but it excels best at medium and long ranges. Your just underestimating it or not using it properly.

#109 spectralthundr

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Posted 19 November 2013 - 09:49 AM

View PostThe Boz, on 29 September 2013 - 09:40 PM, said:

Gauss is fine now.

If by fine you mean completely useless.

#110 Aftandil

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Posted 19 November 2013 - 11:21 PM

Bring the gauss back to game!
Just reduce delay from 4 sec to 3.0-3.25 sec.
3.25 sec + delay 0.75 = 4 seconds. (3.0 seconds - considering reflex, so time to shot tend to 4.0 sec)

Now 4.75 sec - minimal time to shot. Damage 15/4.75 sec = 3.16 DPS
Earlier times it was 3.75 DPS.

#111 Amsro

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Posted 20 November 2013 - 02:53 PM

View Postspectralthundr, on 19 November 2013 - 09:49 AM, said:

If by fine you mean completely useless.

Just cause you can't use it doesn't = completely useless. I find the weapon to be amazing.

View PostAftandil, on 19 November 2013 - 11:21 PM, said:

Bring the gauss back to game!
Just reduce delay from 4 sec to 3.0-3.25 sec.
3.25 sec + delay 0.75 = 4 seconds. (3.0 seconds - considering reflex, so time to shot tend to 4.0 sec)

Now 4.75 sec - minimal time to shot. Damage 15/4.75 sec = 3.16 DPS
Earlier times it was 3.75 DPS.


It never left the game, instead its no longer the ONLY AC weapon you mount on every mech that can. Although I still pretty much do exactly that.

2 Threads of Gauss QQ.

How many matches have people actually tried the new mechanic I wonder?

#112 Vodrin Thales

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Posted 20 November 2013 - 03:17 PM

View PostDirkdaring, on 18 November 2013 - 05:47 PM, said:

I tried one last time with my Gaussapult K2.

It's a STUPID mechanic and was only put in to stop poptarts. Did a great job screwing over every other mech that used it.

403 matches, 1.33 KDR. Sold my K2 and every gauss in inv.


The mechanic was put in to make firing a gauss with 2 PPC's difficult. The gauss alone has not been overpowered for a long time, but gauss with 2 PPC's still is if you could snap fire all three together. Gauss would need substantial additional adjustments to make a removal of the charge mechanic ok. Obviously the devs are going to have to come up with some further game mechanic changes to reduce pinpoint alphas if they want to see more diversity in higher level play. The gauss nerf just changes the preferred builds from gauss + 2PPC to dual AC/UAC5 + 2PPC.

#113 Whatzituyah

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Posted 21 November 2013 - 12:45 PM

View PostWhatzituyah, on 18 November 2013 - 10:33 PM, said:

Basically what it is a magnetic slingshot "Rail gun" they are testing it in a lab somewhere if you want to be the test monkey for it go ahead and stand infront of the Rail gun noone is stopping you. "they maybe finished testing it btw"
http://www.youtube.c...e&v=y54aLcC3G74

"So yes it is a bow of a sort"


I fail to see how my post here is irrevalant to the discussion at hand. Anyways if the Long Tom was in this game it would probably have to be charged up aswell because we can't have everyone going around with this shooting people like its a stronger AC and also it needs a minimum range because of this.

Edited by Whatzituyah, 21 November 2013 - 12:45 PM.


#114 PropagandaWar

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Posted 21 November 2013 - 12:51 PM

I agree Guass is just stupid now. I mean if they are worried about the PPC Guass thing come up with some stupid back story on how they interfere with eachother. Magnetic Draw over Plasma coupling something. I dunno. I didn't use the guass 2 ppc combo but it never bothered me. As a weapon its just stupid. If they absoulutly refuse to work on it make the "time to fire" a lot longer.

View PostAmsro, on 20 November 2013 - 02:53 PM, said:

Just cause you can't use it doesn't = completely useless. I find the weapon to be amazing.




How many matches have people actually tried the new mechanic I wonder?

enoug to know that AC 5's are a way better solution.

#115 ColourfulConfetti

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Posted 21 November 2013 - 01:48 PM

View PostPropagandaWar, on 21 November 2013 - 12:51 PM, said:

I agree Guass is just stupid now. I mean if they are worried about the PPC Guass thing come up with some stupid back story on how they interfere with eachother. Magnetic Draw over Plasma coupling something. I dunno. I didn't use the guass 2 ppc combo but it never bothered me. As a weapon its just stupid. If they absoulutly refuse to work on it make the "time to fire" a lot longer.


enoug to know that AC 5's are a way better solution.


Gauss Rifles are incredibly powerful, I do far better than with a good portion of most autocannons, but nobody ever bothers to practice with the new gauss, even though its by far a buff more than a nerf. When you get used to it, (one-two rounds for me) the charge barely impedes using the weapon.

#116 Malzel

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Posted 21 November 2013 - 01:50 PM

12-man matches are still full of Gauss builds, and our own Gauss snipers often take home a fair share of the damage and kills. The words "useless" and "Gauss" do not belong in the same sentence. There's no issue with the mechanics, there's an issue with folks not wanting to adapt.

Yes, in ages passed, the 15-damage, 1-heat weapon with the longest range in the game and the 2nd-fastest projectile velocity was a point-and-click kill. But that was overpowered, it's been fixed, and now it takes a little skill to use the most devastating weapon currently available.

#117 Vodrin Thales

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Posted 21 November 2013 - 02:17 PM

View PostMalzel, on 21 November 2013 - 01:50 PM, said:

12-man matches are still full of Gauss builds, and our own Gauss snipers often take home a fair share of the damage and kills. The words "useless" and "Gauss" do not belong in the same sentence. There's no issue with the mechanics, there's an issue with folks not wanting to adapt.

Yes, in ages passed, the 15-damage, 1-heat weapon with the longest range in the game and the 2nd-fastest projectile velocity was a point-and-click kill. But that was overpowered, it's been fixed, and now it takes a little skill to use the most devastating weapon currently available.


It has it's place, but the nerf in DPS and the loss of the ability to snap fire the weapon make the gauss less effective than it used to be, and less effective than dual AC5's (that can frequently be mounted as an alternative).

#118 Malzel

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Posted 21 November 2013 - 02:34 PM

"Less effective" is an entirely subjective term, though. PPCs are "less effective than they used to be", because they used to have a 3-second cooldown and generate only 8 heat. LRMs are "less effective than they used to be", because there was a time where they did 2 damage per missile, and they utterly annihilated everything because ECM didn't exist. Being "less effective than it used to be" doesn't always mean "useless", it sometimes means "balanced".

Yes, Gauss is less effective than it used to be, because Gauss used to be way too effective. It has high damage, low heat, extreme range, and fast projectile velocity. It's only drawback was its fragility, which is mitigated by the fact that it's best used sniping from a distance, not brawling. None of those advantages have been removed, in fact the fragility has been lessened and the velocity has been buffed. There's just a skill requirement to make use of such powerful advantages, now. That's perfectly fair, and frankly, just good game design.

It's still a fantastic weapon, and still dominates the game when used by someone who has adapted to the change.

Edited by Malzel, 21 November 2013 - 02:36 PM.


#119 PropagandaWar

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Posted 21 November 2013 - 02:34 PM

View PostPalmaRoma, on 21 November 2013 - 01:48 PM, said:


Gauss Rifles are incredibly powerful, I do far better than with a good portion of most autocannons, but nobody ever bothers to practice with the new gauss, even though its by far a buff more than a nerf. When you get used to it, (one-two rounds for me) the charge barely impedes using the weapon.

I have practiced. I can use them but honestly for the weight Im getting shots off with 2 ac/5s over twice as fast as a gauss without having to worry about some sill charge. The only advantage they have is the speed and range, and that doesn't justify it. One thing they can do is have the "charge" allow you to fire off a certain amount of rounds before it can be recharged, and each shot does slightly less damage. So say a single charge holds three shots and the first shot does 15 damage, second shot 12 damage, third shot 10 damage.

#120 ColourfulConfetti

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Posted 21 November 2013 - 02:54 PM

View PostPropagandaWar, on 21 November 2013 - 02:34 PM, said:

I have practiced. I can use them but honestly for the weight Im getting shots off with 2 ac/5s over twice as fast as a gauss without having to worry about some sill charge. The only advantage they have is the speed and range, and that doesn't justify it. One thing they can do is have the "charge" allow you to fire off a certain amount of rounds before it can be recharged, and each shot does slightly less damage. So say a single charge holds three shots and the first shot does 15 damage, second shot 12 damage, third shot 10 damage.


The speed and range require you to be at least 500m out were you can most utilize its speed and range. Your using it like a brawlers weapon, it needs to be used like a sniper weapon, strike hard and fast from a distance from cover in one area, then move to another.

Edited by PalmaRoma, 21 November 2013 - 02:54 PM.






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