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Gauss Not Dealing The Damage It Should


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#1 Corusmaximus

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Posted 28 September 2013 - 10:46 PM

I have been running a dual Gauss CFT-4X since PGI changed the weapon.

I cannot comment on what it was like before the change, but I have noticed many instances where a mech is hit in a single location with both of my Gauss, within 660m, and they do not take the damage they should.

For example. I smacked a heavily damaged Jager in the back CT with two, at about 300 meters. Now very few players have 30 armor on their rear CT, but the thing goes to light yellow rear CT. Slightly damaged. It should have been cored.

I have many more examples.

Maybe this is general hit detection/HSR bugginess that happens to all weapons, but since Gauss are pinpoint it really shows. Or maybe there is something wrong with the Gauss specifically?

Has anyone else experienced this?

#2 Vercinaigh

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Posted 28 September 2013 - 10:49 PM

I use the weapon almost exclusively, other than a few outright no reg shots here and there, works brilliantly.

#3 Davila Sombre

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Posted 28 September 2013 - 10:51 PM

PGI diggin' grave for themselves.

#4 Hexenhammer

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Posted 28 September 2013 - 11:05 PM

I've just started running Gauss rifles again and it doesn't feel like they are hitting as hard as they should.

#5 Kazma

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Posted 28 September 2013 - 11:26 PM

I have this a lot too, for example hitting a red ct of a jager and he's still alive even though the hit seemed to register. A friend was watching me and noticed that one too
this phenomenom killed me a couple of times yesterday

Edited by Kazma, 29 September 2013 - 02:02 AM.


#6 MadPanda

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Posted 28 September 2013 - 11:30 PM

There is a known bug that hits to back CT can register in front CT and vice versa. It should be pretty rare though and I've seen it just a few times.

#7 OneEyed Jack

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Posted 28 September 2013 - 11:48 PM

View PostMadPanda, on 28 September 2013 - 11:30 PM, said:

There is a known bug that hits to back CT can register in front CT and vice versa. It should be pretty rare though and I've seen it just a few times.

Actually, it goes both ways. I've had my back and a considerable portion of my internals blown out by shots that I know for a fact hit me square in the front. Not often, but it's damn annoying when it happens.

I've also seen cases of ballistics weapons doing considerably less damage than they should. It's most noticeable when it happens on a Light mechs, since you have a certain expectation of what should have happened. I've always just lumped it in with the rest of the hit reg issues.

#8 MadPanda

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Posted 28 September 2013 - 11:53 PM

View PostOneEyed Jack, on 28 September 2013 - 11:48 PM, said:

Actually, it goes both ways.


That's what I said. "vice versa", I know latin is dead language but everyone should know that one :).

#9 Sephlock

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Posted 29 September 2013 - 12:00 AM

I guess this sort of adds in some value to hitting an enemy mech from behind- even if you can't core it or take out components before it turns around, anything that hits the front of the mech has a chance of doing so :).

@ the TC: It sounds like the combination of lag + the firing delay.

Those were quite nasty back in the day.

#10 Clownwarlord

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Posted 29 September 2013 - 12:46 AM

To put this in my opinion ... the rifle sucks ... it truly does. No longer can you brawl with the weapon, no more snap shots, no more ...

It basically comes down to if you have the macro with the weapon it works alright, but if you don't then it sucks. I wish the would return the weapon to its original stand but that wont happen. Eventually all weapons will surmount to two wooden sticks that each one will beat against each other and those who use macros will have sharpened sticks.

I will not resort to using macros but if this nurfing of everything continues it will changes the amount of players retained.

#11 mike29tw

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Posted 29 September 2013 - 01:31 AM

Maybe it's just me but I think that happens to all weapons. It feels like all weapons have a chance of dealing less damage occasionally......

#12 Vercinaigh

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Posted 29 September 2013 - 01:50 AM

View PostMadPanda, on 28 September 2013 - 11:30 PM, said:

There is a known bug that hits to back CT can register in front CT and vice versa. It should be pretty rare though and I've seen it just a few times.

Certainly can confirm that from time to time as well, but as stated, rare, as is flat out no reg, by and large i post damage in excess of 80% of the max possible in 8 tons of ammo. So it's really not all it's cracked up to be, problematic wise.

#13 Typhon27

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Posted 29 September 2013 - 04:03 AM

View PostHexenhammer, on 28 September 2013 - 11:05 PM, said:

I've just started running Gauss rifles again and it doesn't feel like they are hitting as hard as they should.


Agreed, Agreed, Agreed. Before the added charge up, I was regularly getting 400 to 600 damage, sometimes more per match, with 3-4 kills. This is in an Ilya w/ 2 gauss and 3 MLs. Now I am almost always in the 200s in damage with maybe 1 or 2 kills. Since my gauss accuracy is slightly higher now, I am going to risk some trollage here and suggest it is not me. Yes I struggled with the new mechanic in the beginning and actually dumped the gauss for a while. But I did L2P and went back to them.

That is at least part of the time, because like Hexenhammer, I feel something is off. I have numerous cases where the enemy took multiple slugs (6, 8, 10+), at various ranges, while standing still or while maneuvering and kept going. Even multiple shots at shutdown mechs (which were like finding money on the ground before the change) are not getting it done now. I would also like to point out that I am more or less using the same amount of ammo.

So if the same number of rounds are hitting hitting with the same or slightly better accuracy with poorer results as compared to before the changes, then each round must be carrying less damage.

#14 OneEyed Jack

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Posted 29 September 2013 - 07:31 AM

View PostMadPanda, on 28 September 2013 - 11:53 PM, said:


That's what I said. "vice versa", I know latin is dead language but everyone should know that one :lol:.

/facepalm

I completely missed that.

View PostTyphon27, on 29 September 2013 - 04:03 AM, said:

Before the added charge up, I was regularly getting 400 to 600 damage, sometimes more per match, with 3-4 kills. This is in an Ilya w/ 2 gauss and 3 MLs. Now I am almost always in the 200s in damage with maybe 1 or 2 kills. Since my gauss accuracy is slightly higher now, I am going to risk some trollage here and suggest it is not me.

While I haven't watched you play to say for sure, I'd be willing to venture a guess that you are taking far more of your shots from extended ranges, causing less damage per shot, and thereby getting much fewer ML shots off, at least within optimal range. I think it's become pretty much standard for anyone with a Gauss and a little common sense to try to keep as much range as possible, while many were more than willing to mix it up with their Gauss mechs before the nerf. The combination of a higher percentage of Gauss shots being within optimal range and more use of the MLs would add up to considerably more damage.

But that's just a guess. I, too, have seen the hits doing negligible damage (turning a Light's leg slightly yellow, or some such), but I haven't noticed it to be anywhere near a consistent problem on Gauss or any other weapon, or more on Gauss than other ballistics.

#15 Mcgral18

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Posted 29 September 2013 - 07:45 AM

View PostTyphon27, on 29 September 2013 - 04:03 AM, said:


Agreed, Agreed, Agreed. Before the added charge up, I was regularly getting 400 to 600 damage, sometimes more per match, with 3-4 kills. This is in an Ilya w/ 2 gauss and 3 MLs. Now I am almost always in the 200s in damage with maybe 1 or 2 kills. Since my gauss accuracy is slightly higher now, I am going to risk some trollage here and suggest it is not me. Yes I struggled with the new mechanic in the beginning and actually dumped the gauss for a while. But I did L2P and went back to them.


With my 3D build, it's fairly easy to get 600 plus matches. But, that's with 5 plus tons of ammo and 4 MLs. I've noticed a few odd shots, but I'd day hit registration is a solid 85%, discounting SRMs which are known to be lower.

I haven't noticed too many shots that simply didn't register since the most recent patch.

#16 Tempered

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Posted 29 September 2013 - 07:58 AM

This has been happening with all weapons since day one.

#17 Coralld

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Posted 29 September 2013 - 08:40 AM

This isant unusual as I have had similar instances where my Gauss isan't doing full damage or any damage at all, but the same can be said for the AC20. So I think it is a hit reg issues of some kind.

Edited by Coralld, 29 September 2013 - 08:40 AM.


#18 Rhent

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Posted 29 September 2013 - 09:16 AM

View PostTyphon27, on 29 September 2013 - 04:03 AM, said:


Agreed, Agreed, Agreed. Before the added charge up, I was regularly getting 400 to 600 damage, sometimes more per match, with 3-4 kills. This is in an Ilya w/ 2 gauss and 3 MLs. Now I am almost always in the 200s in damage with maybe 1 or 2 kills. Since my gauss accuracy is slightly higher now, I am going to risk some trollage here and suggest it is not me. Yes I struggled with the new mechanic in the beginning and actually dumped the gauss for a while. But I did L2P and went back to them.

That is at least part of the time, because like Hexenhammer, I feel something is off. I have numerous cases where the enemy took multiple slugs (6, 8, 10+), at various ranges, while standing still or while maneuvering and kept going. Even multiple shots at shutdown mechs (which were like finding money on the ground before the change) are not getting it done now. I would also like to point out that I am more or less using the same amount of ammo.

So if the same number of rounds are hitting hitting with the same or slightly better accuracy with poorer results as compared to before the changes, then each round must be carrying less damage.


Gauss took a DPS hit going from a 4 sec weapon to a 4.75 sec weapon. So you will take a bit of a hit from that.

#19 Corusmaximus

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Posted 29 September 2013 - 09:51 AM

Thanks for your comments! I am glad to see I am not alone.

I have been running FRAPS during my matches to catch this for the past three or four days. In that time I got maybe half a dozen examples 'on tape'. That is over maybe 24-30 matches, so it is more frequent than I would like. I see it in maybe half to a quarter of the matches.

Now my problem is it takes 90+ minutes for me to upload a 30 second video to youtube (and slows my internet to a crawl), so I just don't see myself going to the effort.

Perhaps the Gauss problem is exacerbated by my ping. I am in Hawaii, so I have around 160-180 during a match.

#20 Typhon27

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Posted 29 September 2013 - 12:09 PM

View PostOneEyed Jack, on 29 September 2013 - 07:31 AM, said:

/facepalm

I completely missed that.


While I haven't watched you play to say for sure, I'd be willing to venture a guess that you are taking far more of your shots from extended ranges, causing less damage per shot, and thereby getting much fewer ML shots off, at least within optimal range. I think it's become pretty much standard for anyone with a Gauss and a little common sense to try to keep as much range as possible, while many were more than willing to mix it up with their Gauss mechs before the nerf. The combination of a higher percentage of Gauss shots being within optimal range and more use of the MLs would add up to considerably more damage.

But that's just a guess. I, too, have seen the hits doing negligible damage (turning a Light's leg slightly yellow, or some such), but I haven't noticed it to be anywhere near a consistent problem on Gauss or any other weapon, or more on Gauss than other ballistics.


That is a good point. Maybe I am firing at range more often than before, as a way to give me some breathing room with the new mechanic. I am not sure though if that alone would account for all of the drop off in performance I have experienced. But I definitely will try to be aware of that in the future as I continue work on this. Thanks for the constructive input.





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