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Gauss Just Doesn't Cut It Anymore - Pls Fix


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#21 Lord Perversor

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Posted 11 September 2013 - 05:31 AM

View PostJoseph Mallan, on 10 September 2013 - 05:54 AM, said:

Doesn't work like that! I already use BRASS when shooting this is messing up that acronym.
Breath
Relax
Aim
Stop
Squeeze.

Once you hit the second S our round needs to go down range



Try to push fire when Relax-Aim takes part, and release any time between Stop and Squeeze for desired effect


9erRed]There is something wrong with the damage to the target not being registered correctly. I had different players on Ts riding in"observer" mode and witnessed numerous strikes on mech's from under 800mtrs with nothing more that 180 damage at match end. One in particular was 6 hits on an Assault mech from 600mtrs or less (center mass shots), match ended with damage of just over 200. (6 gauss should have easily destroyed any mech.) (yes I had other weapons but I was testing the gauss) [many other match's scores of easily 600 to 900 or more with different builds, but not when using the gaus said:



6 gauss shots = 90 dmg
An Awesome or a Victor should have just around 80-85 Frontal CT plus around 50 CT internals , wich means you need around 150 dmg to crush an assault by straight CT firing.. not even accounting if you misshit and impact in side torsos.

#22 Mudhutwarrior

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Posted 11 September 2013 - 05:32 AM

One more weapon out of reach to the new or casual player. Only the hardcore and macro boys love it. Hope they can support the game by themselves. I built a CTF with gauss to learn it and that afternoon they changed it. Tried 30 or so matches to get the hang of it and had no luck so lost cash selling the {Scrap}. One more reason not to spend any real money here. We are not all as good as the hardcore and we dont all want to learn macros, We want to play a game that is fun and not have to get a phd to be slighty sucssesful.
I can understand the need to charge, that makes sense but no system would dissapate charge in any reality.

#23 Joseph Mallan

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Posted 11 September 2013 - 05:35 AM

View PostLord Perversor, on 11 September 2013 - 05:31 AM, said:


Try to push fire when Relax-Aim takes part, and release any time between Stop and Squeeze for desired effect
Still not the mechanic for a Sniper's weapon. I can time them out just fine, I am noting the wrong mechanic was added to the style of weapon. Adding an extra complication to an assassins weapon is a stupid idea.

Edited by Joseph Mallan, 11 September 2013 - 05:36 AM.


#24 Devils Advocate

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Posted 11 September 2013 - 06:58 AM

I'm glad you made a topic about this. Before you we only had all of these-

http://mwomercs.com/...ange-yes-or-no/

http://mwomercs.com/...27-gauss-rifle/

http://mwomercs.com/...ew-gause-rifle/

http://mwomercs.com/...-ppc-and-gauss/

http://mwomercs.com/...nerf-the-gauss/

http://mwomercs.com/...eta-dual-guass/

http://mwomercs.com/...s-is-laughable/

http://mwomercs.com/...uss-is-perfect/

http://mwomercs.com/...o-i-shoot-this/

http://mwomercs.com/...f-of-the-gauss/

Seriously guys filling the forum with trash is not going to get devs in here reading angry threads.

#25 dario03

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Posted 11 September 2013 - 07:18 AM

I like the Gauss rifle now. Its still a very good weapon but the new charge up makes it feel different from other weapons.

#26 AllByAll

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Posted 11 September 2013 - 08:19 AM

I bought a Jagermech as my first non-trial and have filled up my mechbays with them for advanced piloting masteries and limited bays. I've toyed with buying more mech bays &/or a hero mech but have resisted the urge due to the extremely low returns on cash expenditures within the MW:O pricing model. With that said I've used only Jagermechs with nearly every variety of loadout and have some perspective on guass and particularly dual gauss.

I was playing with a dual guass 4x M-Lass jager for weeks leading up to the patch and quickly found it to be the most effective Jagerloadout I'd ever used. It was leaps and bounds more useful than dual AC/20s (a build that has been specifically nerfed by a heat penalty), made suboptimal AC/5's look like a joke, had a better long range presence than UAC/5s while having enough heat to spare for more sustained M-Las fire, and AC/2s are hardly worth mentioning due to the sheer number that would need to be installed at a high weight premium to deal threatening damage which doesn't even touch the absurd ghost heat attributed to large numbers of AC/2s.

It was good. If I came around a blind corner into an injured mech later in the game I'd often engine hole my opponent with one alpha before he got a shot off, which says nothing of the significant number of gauss shots fired from ranges well beyond many other mechs ability to retaliate.

I can understand the new functionality with the caveat that I'm not sure the timings are correct in their current state. It may well be that the cooldown of the weapon should be lowered by a certain amount of the charge time or the charge time would be better off at 0.5s. As it stands the gauss user has an even greater increase in cooldown to repeat fire. I'm not sure this is a proper amount in addition to the added awkwardness of firing with a charge time.

This leads me to feel that balance changes are being made with a heavy hand and not a whole lot of perspective. Think about the Dual AC/20 builds, for example. I started using them in Jagermechs and have since abandoned them completely. If you can't participate in the long range game as a Heavy-class, relatively slow mech: you're going to have difficulty in most games. Double AC/20 builds in their respective Jagers and Catapults pretty well require modestly sized XL engines, creative armor omissions, amd limited ammo. Most of the time a mech with double AC/20s is going to be spending prescious ammo at pre-optimal ranges or have his armor well stripped before breeching a range where he becomes dangerous; nevermind the aforementioned weaknesses. With the self limiting factors of limited range, high weight, and high slot consumption was it really a build variation that required a gigantic heat penaty for double use?

Were the AC/2 heat penatlies even necessary? Was doubling down on PPC nerfs (projectile speed and heat in addition to a heat penaty for using more than two) an appropriate means of downplaying the long game? Is there a reason I can alpha two LRM 20s but not four LRM 10s without being penalized? It's as if someone with a say on how the game is balanced encountered varieties of popular builds over the course of the game and in snap decisions often decided, "That's just overpowered. We can't have that." And then went about fixing it in the quickest & dirtiest way possibe: the players got a bunch of sloppy heat penalties that, in many cases, make little sense.

In closing. The guass charge-up was not a bad way to go about toning down the long game. At least its not another stupid heat penalty. Perhaps, though, the weapon cooldown should necessarily be lowered by a portion of the charge up time (i'd suggest 0.25s to 0.5s). The gauss survived as long as it did with its pre-patch cooldown and instant fire and didn't dominate the landscape (ppcs were the long ranged platform of choice). It seems like a charge-up that, in many cases, raises the time between repeat shots to a much higher number than 4.75s and is a little excessive.

Edited by AllByAll, 11 September 2013 - 12:35 PM.


#27 Rashkae

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Posted 11 September 2013 - 09:02 AM

I think the Gauss charge up and discharge was another "brilliant" idea by PGI's real target audience. You know, Russ' 10-year-old son.

#28 Coralld

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Posted 11 September 2013 - 11:36 AM

I like the new Gauss mechanic, it makes it more nich instead of the be all end all ballistic weapon. Also, I have gotten to be pretty good with the Gauss. It could possibly get an increase to the charge hold time from 1.25 to a full 2 sec and reduce cycle time from 4 sec to 3.25 and that's really it.

As for the damage not registering properly, that sounds like technical issues.

#29 Typhon27

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Posted 11 September 2013 - 05:40 PM

I agree with Coralld's comments above. I wasn't in favor of the changes, but have learned to live with them and would like to see the adjustments he suggests.

However, I believe the posters who earlier said something is wrong with the damage are correct. I am still making my shots, if anything my accuracy has slightly improved as shown in my weapon stats. But the bad guys just aren't going down like they used to. My damage totals are down significantly too.

Edited by Typhon27, 11 September 2013 - 05:44 PM.






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