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Gauss Rifle

Weapons

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#141 Commissar Aku

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Posted 23 November 2013 - 08:35 PM

I'm not sure why everyone has such a problem with the gauss rifle, it works fine it takes a bit to get used to. If you ask me it is still over powered even with the charge up. The low heat alone makes up for everything, then there is the damage and the range. Complain less play more and I think your problems with the gauss will go away.

#142 SuriViruS

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Posted 24 November 2013 - 01:40 AM

View PostTheIronWarrior, on 23 November 2013 - 01:35 PM, said:

BTW to all you who complain about PGI's unresponsiveness, please relax and understand. this is their first game, and they will learn these balancing things in time. I have played other MMO's like WOT, SC, and WT. Gaijin had the same problems with WT, and they learned eventually how to balance well. I firmly believe are but the growing pains of PGI, and there will be clearer skies ahead.


No doubt, they did an impressive work so far. I guess it would help us and calm down a lot more people,
if PGI would give us more insight of work in progress.
Tell us about their timeline and the problems they encounter(ed),
show the office where they work, make some interviews with the devs and so on.
But thats for another thread, no intention to split the topic here.

#143 Khobai

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Posted 24 November 2013 - 08:00 AM

Quote

I'm not sure why everyone has such a problem with the gauss rifle, it works fine it takes a bit to get used to.


It does work fine. The problem is that its irritating to use. I would rather just use a different weapon.

#144 TheIronWarrior

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Posted 25 November 2013 - 08:33 AM

i agree with khobai. the gauss is still a viable choice, i just don't think shooting should be such a chore. and if they want to do charge-up, they could at least get rid of the auto charge-down.

Again, all my personal opinion. others of you may feel differently

#145 Whatzituyah

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Posted 25 November 2013 - 12:25 PM

View PostTheIronWarrior, on 25 November 2013 - 08:33 AM, said:

i agree with khobai. the gauss is still a viable choice, i just don't think shooting should be such a chore. and if they want to do charge-up, they could at least get rid of the auto charge-down.

Again, all my personal opinion. others of you may feel differently


Guass only takes chargeing time too use compared too ppcs but it has lower heat and too balance its strength its also heavy.

#146 Cyberiad

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Posted 25 November 2013 - 12:58 PM

Gauss rifle charging time only hurts role specific sniper mechs like the AS7-K. It absolutely does not hurt pop-tarts at all. I can ppc/gauss snipe people all day long with my shadowhawk hitting mechs with both weapons on exactly one part at the same time. My Atlas K variant however, suffers emensely from not being able to swat lights running around it. My other Atlas variants have no trouble doing so including my Boars Head with an AC20.

#147 Amsro

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Posted 25 November 2013 - 01:22 PM

View PostSiliconLife, on 25 November 2013 - 12:58 PM, said:

Gauss rifle charging time only hurts role specific sniper mechs like the AS7-K. It absolutely does not hurt pop-tarts at all. I can ppc/gauss snipe people all day long with my shadowhawk hitting mechs with both weapons on exactly one part at the same time. My Atlas K variant however, suffers emensely from not being able to swat lights running around it. My other Atlas variants have no trouble doing so including my Boars Head with an AC20.


Gauss in an Atlas? Sounds suicidal!

Gauss is easier to hit lights with.

#148 Koniving

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Posted 28 November 2013 - 08:36 PM

View PostCore2029, on 06 September 2013 - 10:06 AM, said:

As the local spammer of the obvious thing nobody but me seems to care about... it also makes the gauss the only weapon that's incapable of chain firing... ...and some of us enjoyed doing that, believe it or not...


I would've preferred a single tap "charge up and fire" that I can tap and forget.

#149 Captain Stiffy

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Posted 28 November 2013 - 08:51 PM

I must be the ONLY person that likes the change because I am the only one who realized that the gauss rifle is

NOT A CLOSE RANGE WEAPON PERIOD.

#150 Helsbane

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Posted 28 November 2013 - 08:53 PM

The charge time was implemented to de-couple the ERPPC / Gauss combo meal everyone was serving a few months back. In true PGI fashion, they chose the most complicated, user irritating method possible instead of taking a simple route. Now everyone runs AC instead (rare exceptions exist, but ACs now dominate the field) and pairs them with PPCs due to the insane heat PGI applied to the ER variant.

Instead of utilizing a charge timer on the gauss rifle to split the PPC / gauss combo, they could have taken a much simpler approach. Something like the following....

A). PPC based weapons cause a massive amount of electromagnetic disruption when fired, causing the coils in a gauss rifle to desynchronize until the computer can reboot the weapon (1.25 seconds to get the coils firing in order again).

and...

B ). Gauss rifles cause a brief but intense power drain when fired, causing PPC based weapons to 'brown out' for a brief period when fired (1.25 seconds for the reactor to return full power to the PPC based weapons).

There, I decoupled the weapons without piles of heat or BS charge mechanics. That was hard...

Edited by Helsbane, 28 November 2013 - 08:54 PM.


#151 Captain Stiffy

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Posted 28 November 2013 - 08:55 PM

But you can still Gauss/PPC just not as easy.

#152 Vegetal Maldito

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Posted 28 November 2013 - 09:22 PM

I like the Gauss the way it is now. After all these people here complaining, I though I would give it a try.

It's awesome! I've been doing very good with it, in a Dragon, that people here also seem to hate. You need a fast mech to be able to dictate the range.

It's very easy to hit far away targets with it's huge speed, and I keep 4 medium lasers if something gets close.

The gauss also gives you those epic moments like when I one shotted a Locust 800m away while he was running, it's stuff like this that makes this game fun =)

#153 o0cipher0o

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Posted 29 November 2013 - 02:33 AM

After reading all the gauss nerf QQ threads that are popping out recently, i've rebuilded a dual gauss jager, and played it for a bit.

Well, i can say that the gauss is still a really powerfull weapon, even in close range, you just need a bit of exercise to master it out.
But i'd never use it as a part of a mixed loadout. The new mechanic has made the GR quite difficult to be used together with other weapons, besides PPCs (even thougt the main purpose was to prevent the abuse of PPC+GR builds).
That being said, i'd change only some things of the actual Gauss design, like the charging sound, that is way too quiet to be heard while in a frantic fight, and the recharge time, that should be 3.25secs, so that together with the load time it matches with the old recharge time. Last, but not least, the gauss should explode if hit only while it's charged.

Edited by o0cipher0o, 29 November 2013 - 02:35 AM.


#154 Nimura Nekogami

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Posted 29 November 2013 - 04:58 AM

*sigh* :wub:

And another thread about the Gaus. With the same people arguing..... :lol:

For those who deffend the "new" gaus:

Most of us critics dont QQ. We dont call the Gaus completly useless. The Gaus is still a good weapon! ;)
2x Gaus ist still 30 pinpiont! and only two Mechs could carry 2x Gaus.
(i dont count the 2x GR K2.....this thing is madness and only for "trolling"...sry if i hurt some Gaus-Cat feelings. :blink: )

But:
Its DPS is lowerd and its situational value was lowerd. Cant speak for others but my piont is that if i get the oppurtunity to shoot in an "timewindow" (is that an english word? :unsure: ) of 0,5 sec i cant do it with the charge. That is the piont of the complaints.
I cant rely on the Gaus in quick fire fights where 15 dmg could make an huge difference aside that the GR tends to blow up realy easy.
You could still get good DMG results. Yes. But keep in mind you also benefit from beeing ignored. You could reach high DMG results with 4x MG`s as well. :D

To say the people criticising the the mechanic are to "dumb" or incapable of "lerning" such an easy mechanic, is highly insulting. :(

#155 MadCat02

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Posted 29 November 2013 - 01:24 PM

Gauss DPs 3.75

Actual Dps 3.00
Can't snap shoot .
Can tag people with jump jets
Too heavy
Similar effective range to other ranged weapons

Something needs to be done

Edited by MadCat02, 29 November 2013 - 01:25 PM.


#156 Mad Strike

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Posted 29 November 2013 - 02:05 PM

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

An obvious troll, or bad sarcasm.

But seriously, I think the devs are getting too bogged down with the concept of "balance" and not realizing that, in the battletech universe, certain weapon systems were rendered either completely obsolete, or useful only in niche situations. This was also true for the previous mechwarrior games.

The Gauss is a compromise between a heavy-hitting, ballistic weapon system, and a low heat, low-caliber AC. Ergo, it is going to make certain weapon systems obsolete or under-par on certain mechs.

Plus there is NO justifiable reason the charge is on the Gauss rifle other then "balance." If they really want to balance the Gauss, then I propose this:

1. Take off the charge entirely.

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.

No "obvious troll" here.
I adapted to the new mechanic on first second.

Funny fact is.....i used to suck with that weapon but now a have better accuracy and use less ammo.

#157 Reconius

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Posted 29 November 2013 - 02:45 PM

What ruins Gauss for me isn't the charge itself but the fact that for whatever reason it won't charge all the way 50% of the time. B)

Maybe I need a new mouse.

#158 xMEPHISTOx

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Posted 29 November 2013 - 02:49 PM

View PostCaptain Stiffy, on 28 November 2013 - 08:51 PM, said:

I must be the ONLY person that likes the change because I am the only one who realized that the gauss rifle is

NOT A CLOSE RANGE WEAPON PERIOD.


View PostCaptain Stiffy, on 28 November 2013 - 08:55 PM, said:

But you can still Gauss/PPC just not as easy.


Agreed, however why would I choose to deal with a tedious mechanic when can simply use AC5, UAC5 or 10 with my ppc's...? The velocity would be the only thing I would think but then I still go with the AC's as there travel time is more similar to that of the ppc's, and that is a good thing when im looking to focus my damage.
Bottom line for me is that I don't find the gauss to be the bane of the game but I also do not have a gauss on any of my mechs at this time...correction have one on a K2 w/ERLL's. So of my 30 mechs I use 1 gauss.

View PostMadCat02, on 29 November 2013 - 01:24 PM, said:

Gauss DPs 3.75

Actual Dps 3.00
Can't snap shoot .
Can tag people with jump jets
Too heavy
Similar effective range to other ranged weapons

Something needs to be done


DPS...lol...what is this EQ2 or WoW. B)

Edited by xMEPHISTOx, 29 November 2013 - 02:52 PM.


#159 Thorn Hallis

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Posted 29 November 2013 - 02:54 PM

I like the gauss the way it is now (though I also liked the way it was before). For whatever reason the charge actually makes me concentrate more on the battle and my targets.

#160 Cyberiad

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Posted 29 November 2013 - 02:55 PM

View PostHelsbane, on 28 November 2013 - 08:53 PM, said:

The charge time was implemented to de-couple the ERPPC / Gauss combo meal everyone was serving a few months back. In true PGI fashion, they chose the most complicated, user irritating method possible instead of taking a simple route. Now everyone runs AC instead (rare exceptions exist, but ACs now dominate the field) and pairs them with PPCs due to the insane heat PGI applied to the ER variant.

Instead of utilizing a charge timer on the gauss rifle to split the PPC / gauss combo, they could have taken a much simpler approach. Something like the following....

A). PPC based weapons cause a massive amount of electromagnetic disruption when fired, causing the coils in a gauss rifle to desynchronize until the computer can reboot the weapon (1.25 seconds to get the coils firing in order again).

and...

B ). Gauss rifles cause a brief but intense power drain when fired, causing PPC based weapons to 'brown out' for a brief period when fired (1.25 seconds for the reactor to return full power to the PPC based weapons).

There, I decoupled the weapons without piles of heat or BS charge mechanics. That was hard...


The charging does not decouple the ERPCC/Gauss combo though. I can do it easily on my shadowhawk and ERPPC/Gauss sync combo all day. Just bind left mouse button to ppc and right mouse button to gauss, hold down right mouse button until charge is ready, then let go of right mouse button and hit the left mouse button at the same time. It's still extremely effective for poptarts and I have no trouble doing this on my shadowhawk. What the charge mechanic DOES hurt though, is other more balanced mechs like a dragon with a gauss rifle or any other mech that uses a gauss rifle without the PPC combo.





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