

#101
Posted 18 November 2013 - 05:47 PM
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
Posted 18 November 2013 - 08:54 PM
Edited by PalmaRoma, 18 November 2013 - 08:56 PM.
#103
Posted 18 November 2013 - 09:11 PM

#104
Posted 18 November 2013 - 09:33 PM
So many people blame their bad ping on the game :/
#105
Posted 18 November 2013 - 10:33 PM
Mystere, on 18 November 2013 - 09:11 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"
Edited by Whatzituyah, 18 November 2013 - 10:36 PM.
#106
Posted 18 November 2013 - 11:10 PM
#107
Posted 19 November 2013 - 05:54 AM
ReXspec, 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
Posted 19 November 2013 - 09:07 AM
PythonCPT, on 18 November 2013 - 11:10 PM, said:
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.
#110
Posted 19 November 2013 - 11:21 PM
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
Posted 20 November 2013 - 02:53 PM
spectralthundr, on 19 November 2013 - 09:49 AM, said:
Just cause you can't use it doesn't = completely useless. I find the weapon to be amazing.
Aftandil, on 19 November 2013 - 11:21 PM, said:
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
Posted 20 November 2013 - 03:17 PM
Dirkdaring, on 18 November 2013 - 05:47 PM, said:
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
Posted 21 November 2013 - 12:45 PM
Whatzituyah, on 18 November 2013 - 10:33 PM, said:
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
Posted 21 November 2013 - 12:51 PM
Amsro, on 20 November 2013 - 02:53 PM, said:
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
Posted 21 November 2013 - 01:48 PM
PropagandaWar, on 21 November 2013 - 12:51 PM, said:
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
Posted 21 November 2013 - 01:50 PM
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
Posted 21 November 2013 - 02:17 PM
Malzel, on 21 November 2013 - 01:50 PM, said:
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
Posted 21 November 2013 - 02:34 PM
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
Posted 21 November 2013 - 02:34 PM
PalmaRoma, 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
Posted 21 November 2013 - 02:54 PM
PropagandaWar, on 21 November 2013 - 02:34 PM, said:
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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