

Old Gauss Needed
#21
Posted 18 October 2013 - 01:53 PM
#22
Posted 18 October 2013 - 01:56 PM
Thomas Dziegielewski, on 18 October 2013 - 01:40 PM, said:
Most people did. Gauss is more or less gone. Was that your intention? Yes? Then it'll be fine I guess. No need for tweaks...
Edited by GODzillaGSPB, 18 October 2013 - 01:56 PM.
#23
Posted 18 October 2013 - 01:57 PM
Thomas Dziegielewski, on 18 October 2013 - 01:40 PM, said:
I used the old Gauss extensively and it never felt like an autocannon. The firing sound and the explosion when the round hit are unique to the Gauss.
Though if you give me an AC15 with the specs of the old Gauss I'll be satisfied (but I'd still miss the firing sound and hit explosions of the Gauss).
Edited by Ruccus, 18 October 2013 - 01:57 PM.
#24
Posted 18 October 2013 - 01:57 PM
Thomas Dziegielewski, on 18 October 2013 - 01:40 PM, said:
Pretty much everyone did. PGI has to see that with the recent weapons stats. I can't remember the last time I was shot by a gauss rifle to be honest. But a game doesn't go by I don't take a chest full of AC's.
#25
Posted 18 October 2013 - 01:59 PM
not some ugly charge mechanic if anything needs a charge mechanic
it should be a ppc
#26
Posted 18 October 2013 - 02:01 PM
I just dislike the mechanic and the completely alien feel of the Gauss now. They'd have to make some sort of change to the guass to make me run it regularly with the charge mechanic.
Edited by Corpsecandle, 18 October 2013 - 02:02 PM.
#27
Posted 18 October 2013 - 02:03 PM
Diablobo, on 18 October 2013 - 07:40 AM, said:
Simple: AC10/20 fire short bursts. Problem with AC20 solved, no?
Thomas Dziegielewski, on 18 October 2013 - 01:40 PM, said:
If only AC10/20 could fire short bursts...
#28
Posted 18 October 2013 - 02:04 PM
What I don't see is it being used by one-button, meta-humpers, who's total skill can be summed up in a single weapon group.
That's a good thing.
#31
Posted 18 October 2013 - 02:11 PM
#32
Posted 18 October 2013 - 02:15 PM
#33
Posted 18 October 2013 - 02:23 PM
Quote
All I see are PPCs, large lasers, and AC/5s. And anyone who brings anything else typically gets slaughtered. When youre in the middle of a sniping meta, and no one is using Gauss, something is obviously wrong with it.
Edited by Khobai, 18 October 2013 - 02:29 PM.
#34
Posted 18 October 2013 - 02:34 PM
Thomas Dziegielewski, on 18 October 2013 - 02:11 PM, said:
That would actually be very awesome if you could get the weekly data a month up to the gauss charge and then a month after. It would be interesting to see what effect it had. We know usage dropped, but by how much? Did the kills/shot go down? Did it go up? Per gauss rifle on the field is it getting more/less kills? How about accuracy?
I am an engineer and get asked daily to substantiate everything with hard data. I would love to take an objective look at the data to see what is going on.

#35
Posted 18 October 2013 - 02:40 PM
AC, on 18 October 2013 - 01:09 PM, said:
I don't think you understood.... I believe they meant it as a range deterrent to AC20 jaggers. Take a Gauss Jagger and AC20 Jagger and start them off even at point blank range, the AC20 Jagger will generally always win. Even with the old gauss. Gauss was a deterrent to keep the brawlers away or destroy them before they get to you.
To the point of everyone crying about the sniper and poptart meta.
Look, the new gauss is easier to use IMO then the old one because of the buff to speed it got. Unless you play the game on mute, in which case you couldnt use the noise it makes for charge up. but really, unless you are trying to shoot at max range( why? it does like 1 dmg then) it pretty much is point and shoot after the charge in optimal range. The projectile is so fast you almost dont need to even lead a mech unless it is a fast one. Easier to hit then PPC now IMO.
I think really people just want to be able to pair it with PPC again because they like BOOMHEADSHOT. Go back to CoD if you cant use your super elitez snipeing skillz here.
#36
Posted 18 October 2013 - 02:46 PM
[Edit:] (I forgot to mention, these are the OLD stats of the Gauss, not the current stats)
Gauss Rifle VS AC 20:
Range: 660m VS 270m
Heat: 1 VS 7
Speed: 1500 VS 800
Weight: 15 VS 14
Crits: 7 VS 10
Refire: 3.25 VS 4.00 (DPS 4.61 VS 5)
AMMO: 10/ton VS 7/ton (150 max damage/ton VS 140 max damage/ton)
Under the MOST ideal circumstances (270m or less), the Gauss Rifle BARELY managed to underperform the AC20 ONLY in damage (.39/sec) and weight (1 ton) - But somehow managed to outperform the AC20 by producing SEVEN TIMES less heat (That's 700% less), nearly 2x the projectile speed (1.875x), and with three less critical locations (freeing up room for a double heatsink, or even use on a torso with an XL engine) while fielding a greater maximum possible damage/ton of ammo!
Under less ideal circumstances (271m or more) the AC20 doesn't remotely keep up - Gauss retains its maximum damage 2.4 times farther only exacerbating the projectile speed difference and damage/ton of ammo.
This made the Gauss Rifle a better SNIPING AND BRAWLING WEAPON than EVERY autocannon simultaneously - and to top it off, this isn't even the reason for the addition of the charge time!
The weapon profile of the Gauss Rifle made it work too well in tandem with high-heat precision damage energy builds (for those of us who don't know, that would be firing PPCs and the Gauss Rifle at the same time). With its heat of 1 it could be fired simultaneously with two PPCs (after Ghost heat) for a strike of 35 damage, and before that could be fired simultaneously with any number of PPCs for effectively a free bonus 15 damage.
No, this weapon should not be changed back to what it was. Currently it has a projectile speed of 2000m/s, and if you can't land your shots with that, you have much larger problems than a charge up time.
Edited by Christof Romulus, 18 October 2013 - 02:51 PM.
#37
Posted 18 October 2013 - 02:49 PM
#38
Posted 18 October 2013 - 02:50 PM
1: it is affected builds which used the Gauss as an Longrange support weapon and jumpsniper Killer for instance i always had one in my Highlander with its close range armament to hurt Snipers and for closing range to my target to blow it to bits with medlasers and Srms so it was an Backup weapon same for my Dragon i damage enemy Snipers with it and then i kill my target with medlaser when i am close and i had on all ranges something to defend myself (on energy Heavy mechs i use an ERPPC for the same role while i have an LBX for close range but an Dragon has not the tonnage for it and an Highlander has no arm energy slots in the 732),
now you cant use it for that because before the Gauss is loaded they jumpsniper will already be back in cover and i will have 30-35 points less armor
on the other side it had no effect in my PPC/Gauss and dual Gauss mech builds for them it is no change, i kill with them as effective as before, even PPC heat has for me no effect because i know how to handle hot mechs or use Standard PPC and on Jumpsnipers it also not havingeffect because i load the Gauss when i jump up
so you ruined it for mixed Weapon builds but it had no effect on boats and Jumpsnipers because they are no effected either through Jump or through simply having weapons which fires the same time
2: the Gauss already had enough Drawbacks when using it, it exploded it neede a lot of ammo especially on Dual Gauss build its heavier then an AC20
3: this unique feature of the Gauss makes it less accurate then other weapons cause first i need to load and the Target what i have in mind shooting will when the Gauss is loaded already be back in cover exept its an Atlas who thinks i am the biggest i can march right to the enemy without cover
4: there is no Longrange alternative for the Gauss becasue all ACs are more mid and Shortrange weapons or are unusable because they are DPS weapons and no Sniper weapons with enough Damage
5: it made it nearly unusable for joystick users cause they aint have to luxury of an easy reaiming while they load the gauss they need to fire when they have there target in their crosshair also it is now unusable for biding on keyboard because some keyboards dont like it when more then 3 buttons are pushed
6: the beloved allys love to jump infront of my gauss when i have it loaded while in the loading process i had no obstacles before this was not an issue now it is more and more happening sometimes i am close before accidently leting go of my mouse button when said ally s jumping in front of me
now after you said that the Gauss should not feel like an AC i have a better and more lore like solution for that:
1: make the ACs an Salvo firing weapon like in lore, it would look better, it will hurt AC boats because they have no highalpha with high ROF and nearly no Heat,
what do i mean with this simply, an AC20 will not fire 1 shot that does 20 Damage it will fire 3 shots that do 1/3 of the damage each, same for the other ACs, it will also fake an Higher ROF of the ACs which gives the Acs a bit more realistoc feeling for beign an 90+ mm canon with an Autoloader
2: remove the Charging from the Gauss (you can use the chargesound as an indicator that it is reloaded like with the normal PPC)
3: the Gauss gets an min range of 60m - 150m (somethin in between because min range must fi the MWO fighting distances i think 60m is the absolut minimum and 150 the absolute maximum) with reduced damage like old PPC
benefits of this system:
more awesome ACs,
an working Gauss that is also effective when not boated or combined with dualPPC (and whoever said the 35 alpha is gone it is not, the most easymode wanting players just seeked the next easier method),
an really difference between AC and Gauss,
more feeling that you sit in an Mech like the BT books describe it
disadvantages:
1: maybe some dual AC20 Jägermech Pilots crying, but honestly an mech with an pinpoint Alpha of 40 Should not run 80 km/h
or atleast make it click to load click to fire and higher the time the Gauss is loaded to 3-5 seconds so we can use it on keyboard and joystick again
Edit: some ideas and points added
Edited by Morderian, 18 October 2013 - 03:11 PM.
#39
Posted 18 October 2013 - 03:04 PM
Thomas Dziegielewski, on 18 October 2013 - 01:53 PM, said:
Exactly...adaptation is key to success. Darwinism at its finest.
Not that I like the new mechanic either but since I have no real sway over its design I simply have to adjust to it. However I do not use it on as many mechs as I had in the past.
#40
Posted 18 October 2013 - 03:52 PM
-Remove Charge Mechanic.
-Increase Cooldown to 7 seconds
Problem Solved. Its now a sniper weapon that sucks in brawls due to horribad dps.
Edited by mwhighlander, 18 October 2013 - 03:52 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users