Sturmbringer, on 24 September 2013 - 07:49 AM, said:
My opinion: The overall DPS of the Gauss has been nerfed to the ground. I cant hit jump snipers anymore, therefore its useless for countersniping or snapshots against enemies who are ridge humping or leaving cover just for a second.
Not trying to start a long discussion here, but in case my advice is useful to someone out there:
Usually, people who are hiding behind cover tend to be somewhat predictable. The most greedy players will emerge from cover on the same spot repeatedly, as long as they do damage. More cautious players will try to emergy from cover in slightly different places, around the same area. After they've taken a shot, they'll predictably vanish for a moment and then reappear. If you're using a gauss rifle, this just means you need to charge the gauss rifle so you have it ready to fire when they're visible enough for you to take that shot.
Someone even asked me in public chat today if the charge mechanic is still implemented, presumably because the person thought it was odd that I made the shot as soon as I had a clear line of sight.
Brixx, on 24 September 2013 - 07:51 AM, said:
Well, making kills is always something that you pretty easily achieve with High-Alpha-Pinpoint Builds. That does not imho make it that op. Same story with the 2xAC20 Jäger I pilot. Easy kills, yet I deal a lot more damage/contribute more to the group with my other mechs. Those "OP" builds are op when your enemy makes them that way, i.e. getting totally distracted by chain UAC5s or panic whilst being shot at by dual gaussies... once you adjusted to that, they are not that much of a big deal.
I'm not sure I understand. How do your other mechs contribute more significantly to the team, while doing less damage and scoring less kills? Unless you're winning battles single-handedly by ninja capping, of course. Someone getting 4 kills isn't always enough to win the battle, but if you have two or three players with the ability to get easy kills, then everything else becomes trivial. Especially since so many players are so sick of capping / defending base that a lot of tactics go out the window.
Huntsman, on 24 September 2013 - 08:00 AM, said:
This is the first time I have ever in the history of any MechWarrior game since MechWarrior 2 said these words but...
"If you are effective with the current gauss rifle, then you're a better player than I."
Hehe, I know the feeling, I said the same thing about people who were still able to successfully poptart even after PGI introduced monster vomit-inducing cockpit shake. I could hardly use jump jets to move around at that point, let alone try jumpsniping.
Corpsecandle, on 24 September 2013 - 08:00 AM, said:
Fair enough, I hadn't considered the speed increase as a defensive measure and you've made a good point. However, I still don't know if it's worth it (for me) since most of the time I'm pretty good at picking targets that are too busy to return fire (or at least was when I was using gauss regularly).
You're probably right that other builds work better for you, but your argument here is actually backwards, because the benefit of attacking an unknowing enemy is much higher for the gauss rifle than, say, LRMs, UAC5s or medium lasers. I just need that Atlas to carelessly show me his back for a little over a second to strip his rear armour and turn his CT yellow. He has no warning, as would be the case if ballistic shells started pinging off his armour or the LRM warning started sounding.