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Gauss.... Still Sucks


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#1 Specops12

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Posted 01 February 2014 - 02:03 PM

So I would first like to note that some people have managed to work with the gauss mechanic, and dual gauss seems alright for pug games. However the current mechanic for gauss (charge and release) has made the weapon almost unheard of in competitive play. Nerfing the gauss allowed the double ac5 and double uac5 to take a hold of the the primary ballistics used in 12mans. I would be incredibly displeased if either of these weapons were nerfed, I simply want the gauss back in as an alternative. So please PGI dump the stupid mechanic and bring the gauss back to point and click. If you want you can impose a minimum range on it, which honestly would be a great balancing feature over that of the charge up mechanic.

#2 Lil Cthulhu

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Posted 01 February 2014 - 02:18 PM

View PostSpecops12, on 01 February 2014 - 02:03 PM, said:

If you want you can impose a minimum range on it, which honestly would be a great balancing feature over that of the charge up mechanic.



Posted Image

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 Serpieri

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Posted 01 February 2014 - 02:34 PM

And will continue to suck until something is done with pin point precision. You could always make the guass into the silver bullet version.

#4 Lil Cthulhu

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Posted 01 February 2014 - 02:43 PM

View PostSerpieri, on 01 February 2014 - 02:34 PM, said:

And will continue to suck until something is done with pin point precision. You could always make the guass into the silver bullet version.



Fix hit registration, then we'll talk.

#5 wolf74

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Posted 01 February 2014 - 03:20 PM

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.

#6 Imperius

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Posted 01 February 2014 - 03:23 PM

I think it needs to do 15 dmg again

#7 WarHippy

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Posted 01 February 2014 - 03:35 PM

View PostLil Cthulhu, on 01 February 2014 - 02:18 PM, said:



Posted Image

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.

View PostImperius, on 01 February 2014 - 03:23 PM, said:

I think it needs to do 15 dmg again


Wait it doesn't do 15 damage?

#8 Lil Cthulhu

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Posted 01 February 2014 - 03:45 PM

View PostWarHippy, on 01 February 2014 - 03:35 PM, said:

While I agree that his change doesn't make sense the current mechanic doesn't either.


When did I say the current mechanic made sense? Although it does make more sense then what was proposed here.

#9 Specops12

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Posted 01 February 2014 - 04:01 PM

Gauss, ac2s, ac5s and uac5s all have minimum ranges in table top, its about balance not physics.

#10 Amsro

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Posted 01 February 2014 - 04:08 PM

View PostSpecops12, on 01 February 2014 - 02:03 PM, said:

So I would first like to note that some people have managed to work with the gauss mechanic, however the current mechanic for gauss has made the weapon almost unheard of in competitive play


That's because Gauss + 2 PPC = needs skill to time the pop tart . :angry:

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".

#11 Komagn

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Posted 01 February 2014 - 08:20 PM

View PostSerpieri, on 01 February 2014 - 02:34 PM, said:

And will continue to suck until something is done with pin point precision. You could always make the guass into the silver bullet version.


Gold ammo for me.

#12 LoneMaverick

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Posted 01 February 2014 - 08:54 PM

balancing anything for "comp play" is a terrible idea.

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 Firewuff

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Posted 02 February 2014 - 05:27 AM

A min range can make sense if you look at the fact that a lot of rail gun type weapons have a "carrier" that breaks away from the slug post exiting the barrel.

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 Wispsy

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Posted 02 February 2014 - 11:32 AM

If no increase to dps please just stop it exploding. There is simply no need for it any more.

#15 Mcgral18

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Posted 02 February 2014 - 12:48 PM

View PostWispsy, on 02 February 2014 - 11:32 AM, said:

If no increase to dps please just stop it exploding. There is simply no need for it any more.


If it isn't charged.

#16 Strum Wealh

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Posted 02 February 2014 - 01:28 PM

View PostWispsy, on 02 February 2014 - 11:32 AM, said:

If no increase to dps please just stop it exploding. There is simply no need for it any more.

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 Wispsy

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Posted 02 February 2014 - 01:31 PM

I do not like the idea of increasing the charge time. You have plenty of time to line up a shot with the Gauss as it is currently and if you increase the time it remains charged you lose even more DPS and whilst I am a big supporter of burst > DPS...it would become like running a single erppc Spider now...You simply cannot do enough damage to carry a game, even if you hit every single shot your mech is capable of hitting and end at 99% heat...Whereas when the ppc was on a 3second cd you could quite easily kill mechs and win your team games because the DPS was high enough to matter.

#18 Bhael Fire

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Posted 02 February 2014 - 02:06 PM

View PostImperius, on 01 February 2014 - 03:23 PM, said:

I think it needs to do 15 dmg again


Again? It already does 15 damage.

#19 xMEPHISTOx

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Posted 02 February 2014 - 02:15 PM

View PostSpecops12, on 01 February 2014 - 02:03 PM, said:

So I would first like to note that some people have managed to work with the gauss mechanic, and dual gauss seems alright for pug games. However the current mechanic for gauss (charge and release) has made the weapon almost unheard of in competitive play. Nerfing the gauss allowed the double ac5 and double uac5 to take a hold of the the primary ballistics used in 12mans. I would be incredibly displeased if either of these weapons were nerfed, I simply want the gauss back in as an alternative. So please PGI dump the stupid mechanic and bring the gauss back to point and click. If you want you can impose a minimum range on it, which honestly would be a great balancing feature over that of the charge up mechanic.


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 Lightfoot

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Posted 02 February 2014 - 02:38 PM

@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.

Edited by Lightfoot, 02 February 2014 - 02:39 PM.






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