Gauss.... Still Sucks
#1
Posted 01 February 2014 - 02:03 PM
#2
Posted 01 February 2014 - 02:18 PM
Specops12, on 01 February 2014 - 02:03 PM, said:
PPCs are equipped with a Field Inhibitor to prevent feedback which could damage the firing unit's electronic systems.This inhibitor degrades the performance of the weapon at ranges of less than 90 meters.
Gauss Rifle utilizes a series of electromagnets to propel slugs of ferrous nickel-iron alloy at extremely high velocities
Your proposed change makes no sense.
Edited by Lil Cthulhu, 01 February 2014 - 02:22 PM.
#3
Posted 01 February 2014 - 02:34 PM
#5
Posted 01 February 2014 - 03:20 PM
#6
Posted 01 February 2014 - 03:23 PM
#7
Posted 01 February 2014 - 03:35 PM
Lil Cthulhu, on 01 February 2014 - 02:18 PM, said:
PPCs are equipped with a Field Inhibitor to prevent feedback which could damage the firing unit's electronic systems.This inhibitor degrades the performance of the weapon at ranges of less than 90 meters.
Gauss Rifle utilizes a series of electromagnets to propel slugs of ferrous nickel-iron alloy at extremely high velocities
Your proposed change makes no sense.
While I agree that his change doesn't make sense the current mechanic doesn't either. The cool down on the weapon should be when it is charging, and the capacitors shouldn't lose their charge after .75 seconds or whatever it is set to.
Imperius, on 01 February 2014 - 03:23 PM, said:
Wait it doesn't do 15 damage?
#9
Posted 01 February 2014 - 04:01 PM
#10
Posted 01 February 2014 - 04:08 PM
Specops12, on 01 February 2014 - 02:03 PM, said:
That's because Gauss + 2 PPC = needs skill to time the pop tart .
But on a serious note, competitive play? I see this "reason" a lot. It ends up sounding more like " I want to point and click and win easy".
#12
Posted 01 February 2014 - 08:54 PM
ATM comp play is a point and click adventure with jump jets, not the type of game I want to play personally.
I've ran solo gauss on my hunchback and have had good results, other than that I'm a total noob to the gauss but still pulled 400-500 damage games with it...on a hunchback.
Gauss is fine, if you dont have the skill to use the charge mechanic, try one of the other drastically inferior weapons to all the other pinpoint ballistics/PPCs.
#13
Posted 02 February 2014 - 05:27 AM
They were alwats supposed to be massive weapons that slowed you down and took huge amounts of power. Personally I'd rather see a twist speed penalty for equiping a gauss that stack if you equip more than one, say 10% per wep. this means at a distance they are still awsome but when playing pushyface you could really hurt yourself. Alternative there is a power drain where the engine can't cope for a sec and the mech slows for 1-2 seconds. Again you get very careful when you fire that thing.
#14
Posted 02 February 2014 - 11:32 AM
#16
Posted 02 February 2014 - 01:28 PM
Wispsy, on 02 February 2014 - 11:32 AM, said:
IMO, the damage done by an exploding Gauss Rifle should be proportional to the charge of the capacitor bank at the time of - 0 damage to the 'Mech if the GR is destroyed when the capacitor is uncharged, 100% damage (20 units of damage) to the 'Mech if the GR is destroyed when the capacitor is fully charged, 37% damage (7.4 units of damage) to the 'Mech if the GR is destroyed when the capacitor is 37% charged, and so on.
While the duration of the charge could stand to be a bit longer (up to 1.50 seconds, from the current 1.25 seconds), the charging mechanic in and of itself is arguably a fair tradeoff for the substantial advantages the Gauss Rifle possesses.
#17
Posted 02 February 2014 - 01:31 PM
#19
Posted 02 February 2014 - 02:15 PM
Specops12, on 01 February 2014 - 02:03 PM, said:
Not 100% accurate. While the gauss mechanic is not intuitive (primarily for newer players) it is fine once you acclimate yourself to it. I use it on a HGN732 w/2ppc's and I find that it works very well. I have also recently seen it on 3D's w/2ppc's and again it does fine. The weapon in itself is not bad, it is just a weapon that requires a little more timing and practice to get fluent and effective now, which is fine imo.
#20
Posted 02 February 2014 - 02:38 PM
You are correct. The Gauss desync is from a 1st person shooter and doesn't belong in a MechWarrior game. It's also a mouse-only mechanic at the moment. It doesn't hold the charge long enough for Joystick-users to use.
It's also wrong based on DPS/ton of payload space, which is how weapons should be balanced for Mechs.
Here's the DPS/payload ton chart again.
weapon...............................DPS=DPS/payload ton
-----------------------------------------------------------------
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
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
-----------------------------------------------------------------
This is actually what is seen in MWO gameplay. The weapons all have different characteristics which figure in, but the Gauss Rifle is really over-nerfed. Someone thinking about best configs in Mechlab would never use a Gauss Rifle and once we have CW and Unit based teams I doubt anyone will take the current gauss.
Edited by Lightfoot, 02 February 2014 - 02:39 PM.
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