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Gauss.... Still Sucks


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#21 Jack Spade Ward

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Posted 02 February 2014 - 03:58 PM

View Postwolf74, on 01 February 2014 - 03:20 PM, said:

You can Fire Under Mini Range, I be fine with that but you have a Change to Pull in shrapnel into he Gauss Damaging it can Causing the Big Boom as the Counter Balance for it.

What???

#22 Mcgral18

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Posted 02 February 2014 - 04:16 PM

View PostSpadejack, on 02 February 2014 - 03:58 PM, said:

What???


From what I understand, a chance for the gauss to explode if fired under 60M (or whatever its min range is.)

#23 Lightfoot

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Posted 03 February 2014 - 03:58 AM

View PostMcgral18, on 02 February 2014 - 04:16 PM, said:


From what I understand, a chance for the gauss to explode if fired under 60M (or whatever its min range is.)


No, it's just hard to aim at under 60 meters because it's heavy and makes it hard for the Mech to move it's torso that fast. And this would be great if they did this instead of the desync thing.

All the previous MechWarrior games, which had gameplay very similar to MWO, balanced the Gauss by making the recharge 20-25% longer than the AC20 class of short range ACs. MWO seems like they goofed with not having the Gauss Rifle recharge set this way at the beginning. If they had there would never have been a need for the desync, but as things played out, they just can't see that this is the case now.

#24 Mcgral18

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Posted 03 February 2014 - 06:02 AM

View PostLightfoot, on 03 February 2014 - 03:58 AM, said:


No, it's just hard to aim at under 60 meters because it's heavy and makes it hard for the Mech to move it's torso that fast. And this would be great if they did this instead of the desync thing.

All the previous MechWarrior games, which had gameplay very similar to MWO, balanced the Gauss by making the recharge 20-25% longer than the AC20 class of short range ACs. MWO seems like they goofed with not having the Gauss Rifle recharge set this way at the beginning. If they had there would never have been a need for the desync, but as things played out, they just can't see that this is the case now.


It seems PGI doesn't want any cooldown to be more than 4 seconds. ML, PPC and AC20 all have 4 second cooldowns, and the gauss as well if you don't include the charge. Seems rather silly.

#25 MeiSooHaityu

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Posted 03 February 2014 - 09:07 AM

I've been running the dual gauss setup in the Ilya Muromets for a while. I was curious to see how I can play with the setup.

So far, it is tricky as heck. I over charge about a third of the time trying to line up a shot, and about another third of the time when I do get a shot off, the shot misses because I am trying to keep the reticule on the target and end up pulling the shot last min.

The remaining third the shot connects and about where I want it to (with still great results).

A 33% accuracy is rather mehhh. Thing is, I think I can get a lot better at it, so I am dedicated to trying. I have been improving a bit, so thats something.

I can say, it is fun trying to play with the mechanic. I don't know if I will keep it, but it does make for a change of pace.

#26 DarthPeanut

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Posted 03 February 2014 - 09:40 AM

Started running a 2x Gauss 4X phract here. Love it, one of my favorite builds. I do not even listen for the charge sound anymore honestly. What works for me (like what has been already said) is having both in separate weapons groups so I get a double indicator green when charged and ready to release.

Been working for me well so far. My only complaint with that build has nothing to do with the Gauss but rather the terribly slow 4X. I will try this on a Llya with a real engine when I can afford one.

#27 Rasako

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Posted 03 February 2014 - 09:44 AM

View PostLightfoot, on 02 February 2014 - 02:38 PM, said:

@OP

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.

thats funny, because I still see cataphracts and other mechs taking dual gauss and tearing people up because the weapon is entirely heat neutral and puts tons of damage in a pinpointed location at almost 2000 meters away. It is nowhere close to "over-nerfed" or bad. All it takes is a little practice to learn the charge mechanic. I can't really speak on the joystick users not being able to use it though, I have yet to test it.

#28 Almond Brown

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Posted 03 February 2014 - 10:00 AM

The Gauss Rifle does 15 damage out to 1300m What is not to like?

As to those who would have heart felt worries about the NEW players (cough BS cough), it appears that they have some other, more basic learning needs to focus on coming in. Like being able to point their Mechs Feet and their Mechs Nose in 2 different directions at the same time. :unsure:

Given that, the Gauss recharge mechanic is not something most NEW players should concern themselves with right away, right?

Edited by Almond Brown, 03 February 2014 - 10:02 AM.






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