

#221
Posted 14 February 2014 - 03:15 PM
#222
Posted 14 February 2014 - 04:09 PM
#223
Posted 14 February 2014 - 06:31 PM
Khobai, on 14 February 2014 - 01:56 PM, said:
The only changes the gauss needs are more hitpoints (10 instead of 5) and to lower its cooldown from 4.0 to 3.25 because of the 0.75 charge time (makes it the same dps as it was before the chargeup mechanic was added)
You can jump AND charge AT THE SAME TIME, y'know...
Edited by Dimento Graven, 14 February 2014 - 06:31 PM.
#224
Posted 15 February 2014 - 12:49 AM
#225
Posted 15 February 2014 - 12:59 AM
The problem is that you put a Gauss with 2PPCs and they hit the same thing it's enough damage to one-shot a cockpit at 600m.
Dual gauss won't quite one-shot a mechs cockpit but it's close.
Gauss are the highest damage, most long range and accurate weapon. They trump all other ACs and 3 tons isn't much of a tradeoff. Synced with PPCs (since PPCs are peak energy) and you've got a weapon synergy that makes everything else pretty pointless.
So, rather than nerf PPCs (PGI has made it pretty clear they like the PPC meta, we've had it for a couple of years) they nerfed Gauss. I think the charge-up needs handled another way but still, it's not that bad. I do alright with dual gauss. Gauss plus AC2s for taptaptapBOOMtaptaptap isn't bad either. Same projectile speed and similar range.
What they are not is an upgrade to your ACs. They're a dedicated sniper weapon.
#226
Posted 15 February 2014 - 04:27 AM
The Gauss nerf was actually a hit to mixed builds where the Gauss was used with weapons that dont have the awesome synergie as PPCs with the Gauss because now most of those Mechs lost their Longrange fire against Jumpsnipers because of the charge (before the Gauss is loaded and aimed the JS will be back in cover and you will have eaten 35 points of damage)
What actually was the big hit against jumpsniper was the new PPC heat because now you cant fire endless times with the ERPPC, which lowered their amount of times they can jump up before needing to cool down a lot (from 5 to 2).
There would have been better soultions to decrease high Alphastrikes with the Gauss like Energy that the Mech can produce:
PGI could have given all mechs an energy level of 100 if you fire it gets decreased by a certain amount depending on weapon of course like 60-80 for a Gauss, 33 for an PPC, 10 for a Medlaser etc. and if you dont have enough energy for a weapon you cant fire it, that actually would have been a lot closer to lore cause it was similar stated in Phelan Kells Trial of Position
Edited by Morderian, 15 February 2014 - 04:36 AM.
#227
Posted 15 February 2014 - 05:59 AM
Quote
You can jump AND charge AT THE SAME TIME, y'know...
And yet no one does it. There is a reason you dont see gauss/ppc highlanders anymore. Because its very difficult to poptart with gauss atm. The timing has to be perfect. And when youre in a combat situation you cant be worried about getting your timing down perfectly... you need to be able to just shoot.
#228
Posted 15 February 2014 - 12:22 PM
Khobai, on 14 February 2014 - 01:56 PM, said:
The only changes the gauss needs are more hitpoints (10 instead of 5) and to lower its cooldown from 4.0 to 3.25 because of the 0.75 charge time (makes it the same dps as it was before the chargeup mechanic was added)
They can pop tart effectively with ac. It changes nothing. The real strength of the gause was in its snap shots. That was the primary complaint, wich had little to do with Jump Sniping. It already has added difficultly with the charge up. Adding a little more time to how long it holds the charge would do very little except give you a touch more time to aim effectively.
#229
Posted 15 February 2014 - 08:59 PM
#230
Posted 15 February 2014 - 09:03 PM
Morderian, on 15 February 2014 - 04:27 AM, said:
That... is a horrible idea. It might work for I.C.E. engine mechs, but fusion reactors are designed to generate enough energy to fire all weapons non-stop plus movement/ other things. The sheer heat created to do so is why the 'Mechs overheat. Plus, that would make it so that firing one weapon prevents you from firing the other, overheat or not (Which it wouldn't according to Battletech lore).
#231
Posted 15 February 2014 - 10:37 PM
AstroTiki, on 15 February 2014 - 08:59 PM, said:
Anyone who has used the weapon to extent knows there's issues. Are those issues "game breaking"? No of course not. But the balance has been whacked and the weapon itself has the steepest learning curve and is THE most unforgiving weapon out there.
1. Cockpit vibration seems to 'jigger up' the charge time occasionally.
2. Lag affects the charge time, so that most players with pings over 100 probably won't ever be able to reliably use the weapon effectively.
3. It STILL blows up when there's no ammo, and therefore NO CHARGE.
4. Keeping the reload time the same while adding a .75 second charge time, AND only allowing a .25 second window for firing SERIOUSLY affects the ACTUAL DPS of the weapon in a seriously negative way.
5. The dang charge noise is TOO F'ING quiet in battlefield situations.
6. The stupid HUD colors frequently get washed out not allowing you to see when the weapon is ready to fire (and OMFG cockpit glass actually made that WORSE too, btw).
7. Sometimes for no explainable reason the charging noise doesn't even sound. The game 'forgets' to make the charging noise altogether.
These are just the most frequently experienced issues, specific to gauss. Toss in all the other known game issues (hit registration, the sometimes seemingly random application of HSR, etc.) and sometimes the weapon is darn near unusable.
Edited by Dimento Graven, 15 February 2014 - 10:40 PM.
#232
Posted 15 February 2014 - 10:45 PM
#233
Posted 16 February 2014 - 07:04 AM
i will qoute from the Book a bit:
"Great weapon. It uses magnetic currents to launch a ball of ferrous metal about the diameter of a melon. Generates next to no heat and packs one hell of a wallop. The only problem is that its power requirements are fairly heavy. If you try to shoot it and the lasers at the same time, the computer will have to cycle and allocate power, so it will take a bit longer to get your salvo off."
"Vlad isn't in control. Natasha warned me about the power requirements for a Gauss rifle. Vlad hit the triggers for everything in his first shot. He's got the Gauss rifles set up as his primary weapons, so they get first crack at the power from his fusion engines!"
i think that make a kind of powerlevel for the Mech actually a good canon like idea and it cuts down high Alpha strikes
#235
Posted 16 February 2014 - 08:38 AM
Morderian, on 16 February 2014 - 07:04 AM, said:
i will qoute from the Book a bit:
Well that hit the spot. Finally someone brought it up.
Although the novels give a lot room for interpretation (reactor size, gausscannon size, etc.),
they give the same room for balacing.
I might have said it before, but I think energy-management could change this game back more into a sim and could
resolve the gauss "problems" better than the actual mechanics.
#236
Posted 16 February 2014 - 11:14 AM
Joseph Mallan, on 30 September 2013 - 04:16 AM, said:
How can a lump of metal traveling at speeds need 60 meters before it does damage? That is illogical.
As the gauss stands today I can't use it effectively. I have seen a few opponents seem to do pretty well with them, so I do not think it is impossible; but doesn't match up with a play style I can do well at.
It would make more sense to me if after reload it auto charged and then you could fire it once charged. Basically just decrease the fire rate on it. *shrug* I've had to remove them from all my mechs which has resulted in a couple mechs just not being played. I can't rationalize having that much weight on a weapon I can't utilize effectively except in sniper situations.
#237
Posted 16 February 2014 - 04:10 PM

MWO was almost perfect about a year ago with the exception of an LRM bug. Now it's got about 5 working weapons and no reason to use Mechlab. I would be more worried about that than a couple of pop-tarting mech pilots. If you don't want pop-tarting petition PGI to block firing weapons while jjetting. Period.
#238
Posted 16 February 2014 - 10:23 PM
It's a weapon hard to use but that gives you excellent adwanteges if you are sniping.
1: It doesn't have impact on the heat.
2: YOU DONT SEE THE BULLET (and that is really important)
3: It doesn't make smoke or too much shake on the mech hit, so the mechwarrior could have problem to localize the sniper.
Now, if you eliminate the "warming up sequence", whoever could be able to aim and press at the right moment, that in a medium range (500 m) gives the hit almost sure (the bullet is not soo slow).
And what about that guys who use the jetpack to stalk? Jump, aim a second and hit. It would really suck. It would be like the MW4 Laser sistem.
The Gauss is a "pro gun". If you don't know how to use it, dont use it.
I toke down 5 mechs in a row, (got the screen), obviusly you won't aim to the lights, but un tank the Atlas that moves around is a pretty smart idea.
I go around with a Cataphract, and the double Gauss is pretty tough.
#239
Posted 17 February 2014 - 02:52 AM
Dimento Graven, on 15 February 2014 - 10:37 PM, said:
Anyone who has used the weapon to extent knows there's issues. Are those issues "game breaking"? No of course not. But the balance has been whacked and the weapon itself has the steepest learning curve and is THE most unforgiving weapon out there.
1. Cockpit vibration seems to 'jigger up' the charge time occasionally.
2. Lag affects the charge time, so that most players with pings over 100 probably won't ever be able to reliably use the weapon effectively.
3. It STILL blows up when there's no ammo, and therefore NO CHARGE.
4. Keeping the reload time the same while adding a .75 second charge time, AND only allowing a .25 second window for firing SERIOUSLY affects the ACTUAL DPS of the weapon in a seriously negative way.
5. The dang charge noise is TOO F'ING quiet in battlefield situations.
6. The stupid HUD colors frequently get washed out not allowing you to see when the weapon is ready to fire (and OMFG cockpit glass actually made that WORSE too, btw).
7. Sometimes for no explainable reason the charging noise doesn't even sound. The game 'forgets' to make the charging noise altogether.
These are just the most frequently experienced issues, specific to gauss. Toss in all the other known game issues (hit registration, the sometimes seemingly random application of HSR, etc.) and sometimes the weapon is darn near unusable.
On top of all that it's the weakest DPS/ton ballistic. Any fool with a pair of AC5's can beat the Gauss Rifle and UAC5's blow it away so I wish you all would stop fabricating Gauss Rifle stories that the facts prove are your imagination. Anyone can have a good game with any weapon. That proves nothing.
I am just astonished that PGI deployed such a game destroying nerf on the Gauss when all that was ever needed was to increase the recharge time as was done in previous MechWarrior games. And it did ruin MWO for many mechs (those mechs with one ballistic hardpoint) and players. Don't deny it.
#240
Posted 17 February 2014 - 04:40 AM
to the Dual Gauss:
well you have the same weapon with the same Speed, Convergence, charge time etc. with 15 Damage per Gun thats an 30 pinponit alpha that anybody with a bit of training and weapongroup management can use (put in all groups for a giant green light),
my K2 with its dual gauss config makes 600 damage in most matches while i dont even get an feeling of exitement from a fight, just postion, load, fire, position, load, fire again and again quite boring and easy and extremely rewarding and any light mech the runs towards you over open field also dies after 1-2 salvos exept when HSR is not working (happens sometimes with 150 Ping)
Gauss and PPC:
well the old meta classic, load the gauss fire it and let the PPCs follow after it also easy to use and very rewarding,
gets even easier with a Jumpsniper because you dont risk much of your armor and your biggest nemesis cant load as fast as you disappear (Gauss),
your only problem is the Heat the PPCs produce but that is a good thing because Gauss + PPC Snipers now got their DPM reduced and it is not as superior as before
so what did the Gauss change do:
- buffed Gauss boating
- had no effect on the old meta builds for decent pilots just 1-2 training games and you are back to what it was before
- did reduce the number of lesser used mechs even more (like the Dragon)
- made a Jumpsnipers life easier because the Weapon that always could answer it cant fire fast enough
well why do we not see so many mechs with Gauss now, exept dual Gauss boats:
- there are even more rewarding configs that before no one actually thought about because they had their easymode build and now out of overhyped fear got a new one that is even better (my Highlander likes his 2 AC5 that replaced the Gauss)
- most people dont want to learn the mechanic becasue there are even easier things to use for a good score and lets be honest that is what for most people counts as much damage as easy as possible
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