Gauss = Terrible
#41
Posted 21 January 2014 - 04:56 AM
#42
Posted 21 January 2014 - 05:03 AM
Edited by Leroifou, 21 January 2014 - 05:04 AM.
#43
Posted 21 January 2014 - 05:04 AM
Mudhutwarrior, on 21 January 2014 - 04:56 AM, said:
Best TT Boat to my taste is a Thunder Hawk. 3 Gauss! Oh yeah!. Now here, the pin point convergence would make this a instant whinefest!
#44
Posted 21 January 2014 - 05:05 AM
#46
Posted 21 January 2014 - 08:21 AM
#47
Posted 21 January 2014 - 09:12 AM
This DPS/payload tonnage chart shows why the Gauss Rifle nerf is actually uneeded. So probably it's actually something else that is broken. Other than the Gauss Rifle should take longer to recharge than an AC20 class weapon the only thing I can think of is we have no Map Selection or notice before we gear-up in Mechlab. MWO has no map tactical gameplay yet so the idea of an actual brawling vs. ranged loadout has not been tested or balanced. I would bet the AC20 wins most city matches over an un-nerfed Gauss Rifle though. Anyway, the proof is the chart, please note the Gauss Rifle's location at the bottom.
weapon................................DPS=DPS/ton of payload space.
-----------------------------------------------------------------
machine gun........................1.00= 2.0
ac2.......................................3.85= 0.64
ULTRA AC/5........................3.33= 0.37 to 0.67
ac5.......................................3.33= 0.41
lb 10-x..................................4.00= 0.36
ac20.....................................5.00= 0.35
ac10.....................................4.00= 0.33 dps/ton
gauss rifle.............................3.75= 0.25
5 sec recharge.....................3.00= 0.20
Clan Gauss Rifle..................3.75= 0.31
5 sec recharge.....................3.00= 0.25
Clan UAC 20........................5.00= 0.41 to 0.75
-----------------------------------------------------------------
Edited by Lightfoot, 21 January 2014 - 09:31 AM.
#49
Posted 21 January 2014 - 09:47 AM
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The problem wasn't on paper -- it was in-game, about the spirit of play. The Gauss was just tacked onto alphas for an extra 15 points of damage. That was dumb.
I've seen Gauss deployed with varied armaments, used seamlessly in that peculiar firing rhythm, and it's an impressive display of skill.
#50
Posted 21 January 2014 - 11:29 AM
Colonel Pada Vinson, on 20 January 2014 - 09:24 PM, said:
its worth it.
Terciel1976, on 20 January 2014 - 09:36 PM, said:
Hmmm, given the advice and leaning opinion on this matter, perhaps I have not given myself enough time to learn the charge mechanic properly. I think I'll give it another two weeks, keep at it, and see if something improves.
Thanks everyone, for your viewpoints on the matter. You 've given me some good ideas, I think, on builds and use of the gauss.
#51
Posted 21 January 2014 - 12:12 PM
Rashhaverak, on 20 January 2014 - 02:33 PM, said:
Gauss is so bad I'd rather pilot an SRM mech.
It's you.
#52
Posted 21 January 2014 - 12:30 PM
Leroifou, on 21 January 2014 - 05:03 AM, said:
From reading, it is those "other AC" weapons and their grossly high DPS that have sent so many to the "Wailing Wall of OP Doom" it seem unlikely to think that adding yet another Ballistic with mega OP DPS will really be of much benefit in helping with the over-arching "doom and gloom" that is being prophesied here about the current AC weapons class.
#53
Posted 21 January 2014 - 12:33 PM
I feel like I'm one of the more qualified players to criticize this weapon. I would say the only thing that needs to change is to decrease it's cooldown to 3.5-3 seconds. Other balancing ideas I like are increasing it's charge hold and decreasing it's crit rate and explosion damage.
#54
Posted 21 January 2014 - 01:06 PM
Void Angel, on 21 January 2014 - 12:58 AM, said:
Cerberias, on 21 January 2014 - 02:06 AM, said:
So you're not saying that the Gauss rifle changes are a net nerf, because you're saying that the Gauss rifle got nerfed? I characterized your conclusion as being that the changes overall reduced the effectiveness of the weapon - a nerf. I did not indicate degree.
Cerberias, on 21 January 2014 - 02:06 AM, said:
No one has told you you are reading in only what you want to see - you made that up, by reading it into what you actually were told. What I told you was that you were not giving fair treatment to his overall argument. Just as he mischaracterized an overall opinion (that the charge mechanic is a huge nerf regardless of the projectile speed) as being "contradictory" by cutting out a cherry-picked fact (the changes to the Gauss included a buff to projectile speed,) and ignoring the context, you said, "You also say you disagree with me claiming that its a nerf, then agree with my points regarding that it is a nerf" - ignoring his actual argument, which was that the nerfs do not substantially outweigh the buffs, and claiming that his argument "doesn't make sense."
This is not a valid way to critique an argument. No word has a meaning outside of context, and the overall gist of what your opponent is saying needs to be considered. This does not mean that you cannot point out inaccurate statements, improper logic, or contradictory claims - after all, I've just done so to you. Rather, it means that you have to take care to consider the claim as a whole, to avoid playing semantic games like:
"Interesting.. a speed decrease to an AC 10 or 20 is a "nerf" (BS IMO, but that`s the term this community prefers to use in their hyperbolic posts)
Yet the gauss gets a speed INCREASE, and it`s also a "nerf".
Logically, that does not compute."
The above is an asinine, arrogant, and amateurish failure at logical argument - but it's an easy trap to fall into in more subtle ways.
Edited by Void Angel, 21 January 2014 - 01:09 PM.
#55
Posted 21 January 2014 - 01:21 PM
Asmudius Heng, on 20 January 2014 - 05:10 PM, said:
The cooldown time could be reduced a little too - apart form that I like that it is differentiated but the short charged up window is frustrating beyond words.
The counter argument is that if you had a longer charge window then you could sync fire it with ACs and PPCs etc too easily which is a valid concern, but i dont think it would change the meta that much - having better brawling weapons that get up in a gauss users face would really show the gauss short range weakness with a charge up, let it be good at the long game.
+1 for sensible post.
#56
Posted 21 January 2014 - 01:24 PM
Lightfoot, on 20 January 2014 - 08:51 PM, said:
Not only that, but the desync as is, is not usable with a joystick which can't drag-click-release a mouse button. So it is totally Quakewarrior and turns MWO into just a glitchy first person shooter.
If the Gauss Rifle needs to be charged, it needs to be charged like a 31st Century Battlemech weapon!!! It holds the charge until the pilot powers it down or a normal time limit occurs, like 10-20 seconds. It is not a twitch weapon! It has to convince the player into believing they are harnessing a powerful force to apply it to a futuristc weapon system. That's called game immersion.

You never played Quake did you?
#57
Posted 21 January 2014 - 03:06 PM
#58
Posted 21 January 2014 - 03:12 PM
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Unless we have a drastically different understanding of the English language, you claimed that we were both saying Gauss didn't get nerfed, when my point was that it did, overall. The projectile speed is a tiny buff, and does very little to counteract the large nerfs.
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To me, this means that we're only seeing what we want to see in the opposing arguments ignoring and positive parts of the arguments in favour of only combatting the negative. I may have used a slightly hazy phrase choice, but what I meant was that we were only reading the parts of the argument that we wanted and ignoring the rest, exactly what you asserted we were doing.
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This was in regard to him saying that it was no longer a brawling weapon, which was the essence of my argument. Almost all weapons work well against a bad enemy under little to no pressure, its how they stand up in a real life situation that matters. This is of course IMO, but I really can't see why you would ever want to look at a weapon only when you're playing against unskilled enemies.. especially when Gauss falls off hard against good enemies using low exposure time tactics (i.e. poptarting). This is pretty much the reason why 'all AC' mechs with multiple small calibre AC's arent viable, because they don't keep together under fire, as they have to stay 'staring' at the opponent which promotes bad play.
I was also referring to the points he were making, which were mostly non-logical statements from his own personal experience. Such as;
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I use the gauss like the Minigun in UT. It`s "always spinning up" unless I specifically plan to execute a rare jumpsnipe, in which case I`ll time the spinup to coincide with the planned apex of the jump The result is:
These are all 'personal experience' arguments, with a great amount of bias, and bad science to back it up. It can't 'always be spinning up' there are times where you need it and it won't be there. Its called the charge time, when you see an enemy as your charge runs out, or at the start of a charge. I don't see anything to debate there, its a fallacious biased argument.
The only buff gauss has recieved was a small increase to projectile speed. When he agree's with me that it's no longer viable as a brawler, and that you essentially need to use two of them, his argument point has changed. Essentially, he starts off trying to argue one point, then switches his mind. Unless he's trying to argue that the projectile speed increase outweighs the increased difficulty of the weapon as a brawler, and the increased difficulty of single gauss builds. -
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If he is trying to argue that the speed increase does outweigh all of these negatives, in which case I think he needs to review his case.
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Of course it's a nerf, there is no positive here in this particular 'balance' change, and a nerf to me means something that takes power away from a weapon. Neither of us called this a large nerf, its a very small one but it is still a nerf..
Edited by Cerberias, 21 January 2014 - 03:19 PM.
#59
Posted 21 January 2014 - 03:14 PM
#60
Posted 21 January 2014 - 03:23 PM
@DivineDisclaimer
Is that supposed to be impressive? You beating on a few semi-braindead enemies from a flank, while they dont torso twist, and neither do you for that matter. Like I've said in my previous posts, any weapon can do well against {Surat}, it's true measure is against skilled enemies. Hell, half of them were just like HERRR ILL STAND STILL. No, just, no.
Edited by Cerberias, 21 January 2014 - 03:30 PM.
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