CYBRN4CR, on 26 September 2013 - 10:26 PM, said:
That means the other 55% actually like it. Which means according to PGI, it's balanced.
If almost everyone uses it over everything else, it's not balanced. Which guess what? Was actually happening a few months ago.
PPC/Gauss meta anyone? Hmm? HMM? Remember that? It's all anyone was ever talking about. Thus it needed to happen.
And guess what? They succeeded in de-synching them, and not only that but made the Gauss a role-specific weapon - in the same category as LRMs. Good from afar not so good up close. But at least the Gauss can still hit up close. The only catch is you now need to be skilled with the weapon to do so.
And you know what? Let's say they didn't have such a mechanic? With the change in PPCs such players would be flocking to Gauss in droves because it was super-buffed with the speed PPCs used to enjoy. Especially with the AZ module. Oh man! There would be no end to it! Dual Gauss! Dual Gauss all I ever see is Dual Gauss! Even MORE pinpoint damage complaints.
Even a change to the cooldown to 6 seconds alone wouldn't be enough to stop such a shift. You know why? Because every sniper during that meta said that it wouldn't stop them from still doing pinpoint damage.
But you know what is? The charge mechanic. It didn't stop the pinpoint damage. You know why? Because PGI wants these weapons to have pinpoint damage. But I'll tell you what it did stop flat in its tracks. Almost everyone using them except for the dedicated few. Which is exactly what PGI wants.
Now when someone plays Dual Gausses, and does well in it, who in their right mind is going to say that's OP or cheesy? Very very few. Because now it takes a lot of skill to do well in one, which is what a weapon with the lowest amount of bullet drop, highest damage at the lowest possible heat and second best max range with the best bullet speed (the ideal damage at range weapon) in the game needs. A hard meta-prevention mechanic. Enough for a lot of people to say it's scrap at face value, but not enough that barely anyone uses it because it is absolutely impossible to use. If it was truly absolutely impossible to use, not even I a low class sniper could use it, and it would see less use than a Narc. But I can work around the mechanics and have gotten kills it. And so have others. This means it still has the same power as before, and in a truly skilled player's hands it has the power to be very deadly.
So honestly? It needs no buffs to stats. If anything the audio cues do need to be buffed so you can hear them better in a firefight.
The gauss rifle has been repeatedly mutilated for the sake of "balance" time and time again on this particular rendition of mechwarrior. The OP has a point: It is not NEARLY where it should be, and I don't think the devs (or what the majority of MWO players except old Battletech-ers like me) realize what the Gauss was intended for.
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.
You're right. It needs NO buffs to stats, but those are my suggestions as far as mechanics for the weapon system goes.