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Gauss Unplayable Due New Sound.


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#1 Samziel

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Posted 17 December 2013 - 01:09 PM

I agree, the new gauss rifle sounds awesome. But it also turned the gauss unplayable for me. Previously you could tell from the sound that gauss was charged. The sound simply stopped. Now the sound keeps on going smoothly over that point when it is charged and all the way to when it will cancel the shot.

Whenever I play mech with gaussrifles (Dual gauss Jagermech etc) I focus on aiming. Thats why the sound of the gauss rifle was really important to me: I did not watch any indicators that showed it's charged. I simply listened when the sound stops and released.

Now, I cannot do that. Gauss aiming turned from medium to really hard. I would like a sound that indicates the gauss rifle is charged. Like a small sharp noise from the mechs computer. That would ease the aiming alot for me.

Anyone else feeling the same?

Edited by Samziel, 17 December 2013 - 01:10 PM.


#2 SgtMagor

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Posted 17 December 2013 - 02:00 PM

turn your volume up first thing, hit you trigger, you will hear the charging sound, it will quickly go into a double loop ramping up the sound then lower twice. the first time you hear it you can release the trigger and it will fire. if you wait to long after the second ramp up in sound, the weapon will stop and go thru a full recharge again, I hope my explanation helped. Actually I like the new sound much better, little more pleasing to the ears, and much easier to time your shots!

Edited by SgtMagor, 17 December 2013 - 02:06 PM.


#3 Samziel

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Posted 17 December 2013 - 02:05 PM

View PostSgtMagor, on 17 December 2013 - 02:00 PM, said:

turn your volume up first thing, hit you trigger, you will hear the charging sound, it will quickly go into a double loop ramping up the sound then lower twice. the first time you hear it you can release the trigger and it will fire. if you wait to long after the second ramp up in sound, the weapon will stop and go thru a full recharge again, I hope my explanation helped.

Well I'd still wish for a clearer sound because you cannot hear it well if you are speaking with team in TS3 or if there is simply too much noise on the battleground.

#4 Ngamok

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Posted 17 December 2013 - 02:22 PM

How many weapon groups do you use? If you put your Gauss on all unused weapon groups, the little indicators around your cross hairs will tell you when the weapon is charged. I know people who run dual gauss and put them on 1-6 and when they are all lit up, you know they are ready instead of looking for 1 indicator to know.

#5 DONTOR

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Posted 17 December 2013 - 02:33 PM

View PostNgamok, on 17 December 2013 - 02:22 PM, said:

How many weapon groups do you use? If you put your Gauss on all unused weapon groups, the little indicators around your cross hairs will tell you when the weapon is charged. I know people who run dual gauss and put them on 1-6 and when they are all lit up, you know they are ready instead of looking for 1 indicator to know.

I love you for this! Just one little more immersve factor for me to try out. Another reason I love the forums because I never know what little hints Ive overlooked that someone else has found.

#6 MeiSooHaityu

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Posted 17 December 2013 - 02:42 PM

View PostNgamok, on 17 December 2013 - 02:22 PM, said:

How many weapon groups do you use? If you put your Gauss on all unused weapon groups, the little indicators around your cross hairs will tell you when the weapon is charged. I know people who run dual gauss and put them on 1-6 and when they are all lit up, you know they are ready instead of looking for 1 indicator to know.


Nice, I would have never thought of that. Cool idea.

#7 Roughneck45

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Posted 17 December 2013 - 02:48 PM

View PostNgamok, on 17 December 2013 - 02:22 PM, said:

How many weapon groups do you use? If you put your Gauss on all unused weapon groups, the little indicators around your cross hairs will tell you when the weapon is charged. I know people who run dual gauss and put them on 1-6 and when they are all lit up, you know they are ready instead of looking for 1 indicator to know.

Yup, works great. Don't have to worry about a sound, all the green squares is a much easier method.

#8 dragnier1

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Posted 17 December 2013 - 03:19 PM

I sometimes play without sound, so i rely on the indicators a lot.

#9 Mechsniper

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Posted 17 December 2013 - 03:23 PM

The charge up mechanic needs scrapped all together. It makes gauss useless in a brawl against anything with speed, and also at distance vs lights popping in and out of cover. A raven ERLL mech can kill any gauss based mech at will. This mechanic has been an abomination from the start and is a sign of poor knowledge and understanding of MW/Battletech history/games. It is also difficult to use/learn and not even fun.

Edited by Mechsniper, 17 December 2013 - 03:24 PM.


#10 Bhael Fire

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Posted 17 December 2013 - 03:31 PM

View PostMechsniper, on 17 December 2013 - 03:23 PM, said:

It makes gauss useless in a brawl against anything with speed


That was the point. They wanted it to be a sniper weapon, not a long range twitch-brawling weapon.

I preferred it the way it was before because it was more versatile and easier to use, but it still does its (new) intended job very well. Just requires more skill to use now...which is not as fun, but more rewarding.

Just wish they'd lower the cooldown rate to make up for the fact that they added charge up time.

Edited by Bhael Fire, 17 December 2013 - 03:34 PM.


#11 Hans Von Lohman

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Posted 18 December 2013 - 12:02 AM

View PostMechsniper, on 17 December 2013 - 03:23 PM, said:

The charge up mechanic needs scrapped all together. It makes gauss useless in a brawl against anything with speed, and also at distance vs lights popping in and out of cover. A raven ERLL mech can kill any gauss based mech at will. This mechanic has been an abomination from the start and is a sign of poor knowledge and understanding of MW/Battletech history/games. It is also difficult to use/learn and not even fun.


Correct. In fact in the table top the Guass Rifle has a minimum range like the PPC. However, it doesn't make sense for the Guass to do no damage below minimum range, so they went with the "hold breath like a sniper rifle" mechanic from other First Person Shooters.

After all, that is often why a snipe rifle is terrible for close quarters battles in BattleField or Call of Duty.

#12 Sephlock

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Posted 18 December 2013 - 12:22 AM

View PostHans Von Lohman, on 18 December 2013 - 12:02 AM, said:



Correct. In fact in the table top the Guass Rifle has a minimum range like the PPC. However, it doesn't make sense for the Guass to do no damage below minimum range, so they went with the "hold breath like a sniper rifle" mechanic from other First Person Shooters.

After all, that is often why a snipe rifle is terrible for close quarters battles in BattleField or Call of Duty.


#13 Shiro Matsumoto

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Posted 18 December 2013 - 03:37 AM

i usually put the Gauss in group 1 (logitech G600 mouse - thumb keys, so the main lasers are group 2).. so the left upper light on the reticule is the one to look out for.. green.. fire. easy, problemless.

#14 KinLuu

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Posted 18 December 2013 - 03:46 AM

View PostBhael Fire, on 17 December 2013 - 03:31 PM, said:


That was the point. They wanted it to be a sniper weapon, not a long range twitch-brawling weapon.


Well, but the new gauss is horrible at long range, because of the pop-in pop-out meta. There simply is no time to charge your weapon - you won't get a firing solution.

But it is really awesome as a brawling weapon. From 0-400m, the new Gauss is practically hitscan now. Very deadly and extremely easy to use.

#15 operator0

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Posted 18 December 2013 - 07:15 AM

I had to practice with the new sound in training grounds before I could use it effectively in a match. The thing is that I had become so proficient at using the Gauss in any circumstance that I hardly even noticed the sound. Yes, even against lights in close quarters and even in close brawls with lots of loud weapons fire nearby, I had little trouble. However, the new sound was very confusing at first and I lost some ability to time the shots. An hour in training grounds cured that problem. The multiple weapons group is a great tactic too, but for those of us who are color blind it is virtually useless on some maps.

#16 Ngamok

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Posted 18 December 2013 - 07:50 AM

View PostSephlock, on 18 December 2013 - 12:22 AM, said:




Quick scoping is a terrible mechanic in those games and needs to die. The game pretty much makes the shot for you because of it. If you don't scope the sniper rifle has a large cross hair area where the bullet can go when shot, but when you quick scope it narrows it to your cross hair in the scope. That is why that happens.

Also, XBox has Aim Assist.

Edited by Ngamok, 18 December 2013 - 07:51 AM.


#17 DONTOR

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Posted 18 December 2013 - 07:58 AM

View PostMechsniper, on 17 December 2013 - 03:23 PM, said:

The charge up mechanic needs scrapped all together. It makes gauss useless in a brawl against anything with speed, and also at distance vs lights popping in and out of cover. A raven ERLL mech can kill any gauss based mech at will. This mechanic has been an abomination from the start and is a sign of poor knowledge and understanding of MW/Battletech history/games. It is also difficult to use/learn and not even fun.

I was using a Guass in my raven 4X yesterday and killed a fast moving X5 in a duel so I disagree with this. with 3 succesive hits to his LT

#18 operator0

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Posted 18 December 2013 - 08:45 AM

View PostDONTOR, on 18 December 2013 - 07:58 AM, said:

I was using a Guass in my raven 4X yesterday and killed a fast moving X5 in a duel so I disagree with this. with 3 succesive hits to his LT



Yes, what they mean when they say the Gauss can't be used in a brawl or fighting fast mechs, or snap shooting really means that they can't use it for that. It doesn't apply to people with the patience to learn it, and/or the skill to use it....like us.

Edited by operator0, 18 December 2013 - 08:46 AM.


#19 Pariah Devalis

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Posted 18 December 2013 - 09:37 AM

Absolutely. While I agree that it could use a slightly long hold time or a slightly shorter cool down period, the charge mechanic is fine. I use it on twin Gauss mechs, I use it on Gauss and ERPPC mechs. You wanna fight someone who is peek sniping? If your reactions are fast enough, you can charge just as they move to crest the hill, fire it while they are hitting you with smeared laser damage, and put 15-30 damage all in one confined space. They lose the trade.

#20 Ens

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Posted 18 December 2013 - 10:53 AM

it is far from unplayable...

but the chargeup sound is a bit too quite for my taste....





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