

Gauss Not Dealing The Damage It Should
#1
Posted 28 September 2013 - 10:46 PM
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
Posted 28 September 2013 - 10:49 PM
#3
Posted 28 September 2013 - 10:51 PM
#4
Posted 28 September 2013 - 11:05 PM
#5
Posted 28 September 2013 - 11:26 PM
this phenomenom killed me a couple of times yesterday
Edited by Kazma, 29 September 2013 - 02:02 AM.
#6
Posted 28 September 2013 - 11:30 PM
#7
Posted 28 September 2013 - 11:48 PM
MadPanda, on 28 September 2013 - 11:30 PM, said:
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.
#9
Posted 29 September 2013 - 12:00 AM

@ the TC: It sounds like the combination of lag + the firing delay.
Those were quite nasty back in the day.
#10
Posted 29 September 2013 - 12:46 AM
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
Posted 29 September 2013 - 01:31 AM
#12
Posted 29 September 2013 - 01:50 AM
MadPanda, on 28 September 2013 - 11:30 PM, said:
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
Posted 29 September 2013 - 04:03 AM
Hexenhammer, on 28 September 2013 - 11:05 PM, 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.
#14
Posted 29 September 2013 - 07:31 AM
MadPanda, 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

/facepalm
I completely missed that.
Typhon27, on 29 September 2013 - 04:03 AM, said:
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
Posted 29 September 2013 - 07:45 AM
Typhon27, 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
Posted 29 September 2013 - 07:58 AM
#17
Posted 29 September 2013 - 08:40 AM
Edited by Coralld, 29 September 2013 - 08:40 AM.
#18
Posted 29 September 2013 - 09:16 AM
Typhon27, 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
Posted 29 September 2013 - 09:51 AM
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
Posted 29 September 2013 - 12:09 PM
OneEyed Jack, on 29 September 2013 - 07:31 AM, said:
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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