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Holy Crap They Ruined The Gauss

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#41 Modo44

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Posted 11 May 2014 - 12:51 AM

Gauss is fine. It takes more skill now, making the AC20/10 the goto noobie weapons. To see what it can do, watch some heimdelight. He is pretty good with the weapon.

View PostDeathlike, on 11 May 2014 - 12:40 AM, said:

I actually wonder how you got smurfy's website to produce that.

To fully stomp the in-game mechlab, even the bugs on Smurfy are more hilarious.

#42 TimePeriod

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Posted 11 May 2014 - 12:53 AM

For some builds able to hold a gauss rifle and the ammo required, I often find myself avoiding the gauss rifle as I can find a better use for said tonnage.

#43 SirLANsalot

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Posted 11 May 2014 - 12:56 AM

View PostZerberoff, on 10 May 2014 - 11:43 PM, said:

Edit:
Smart Pilots found an alternative or gained the skill to keep using it.


yes there are very few of us around that DO use the Guass with utmost perfection and accuracy to this day. My Heavy Metal still packs one, even when using it as an LRM boat, she still packs that Guass.

The GR is a very good weapon for Arm mounted Ballistic slots. It, however, is NOT good for Torso mounted ones, which is made for the AC20 (the king of all Ballistics). Whats also very nice about a lot of Arm Mounted ballistics, is the ones that have 2 in an arm. This allows you to choose between a gauss and 3 tons of ammo, or 2 AC2's and 6 tons of ammo (same tonnage). This allows pilots to change (almost on the fly) to what they feel like using that day. Maybe I want to be a Sniper, and pack a punch at any range, or maybe I want to just bring on some Dakka Dakka and just spray AC2 rounds all over the place.

#44 n r g

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Posted 11 May 2014 - 12:56 AM

View PostLyoto Machida, on 11 May 2014 - 12:49 AM, said:

The Gauss is actually more lethal than ever...true story.


I disagree, especially comparing against the autocannon i.e. ac5

1. You have to charge it
2. It loses it's charge within a few seconds

Honestly, most good snipers could by pass the charging aspect, although it would be better to have the OPTION of charging it.

The real killer is the fact that it loses it's charge. You could have it primed and be sniping someone, but if they "fake" peek you like in many FPS games or by tapping the JJ to lure a shot, you will have to be repeatedly charging it and hoping that you "sync" the charge/shot against another sniper.

The thread kind of went in a different direction, I merely wanted to comment how I keep seeing "nerfs" on all aspects of gameplay that really allow people to "excel" and reach new skill "plateaus".

AS I stated earlier, it takes much longer to become accurate when JJ or poptarting and hitting moving targets than it ever will running into a mech's face with close range weaponry or simply standing stationary with a missle lock LRM.

But if you notice, anything & everything that contributes to the snipers gameplay has been nerfed with little to-no buffs yet seemingly an uneven treatment toward the "brawlers"

Most people that have played competitive FPS will see that MWO appears at first feel/sigh, slow, chunky, and very "in your face" type of game. And for the guy that said its "NOT an FPS", well , back in the day mechwarrior was very FPS /simulation hybrid and in my opinion, the game shines when it's holds true to the natural FPS elements and truly makes this game competitive and sought out to be played by millions of gamers alike.

#45 Kaeb Odellas

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Posted 11 May 2014 - 01:00 AM

View Post3N3RGY, on 11 May 2014 - 12:56 AM, said:

The thread kind of went in a different direction, I merely wanted to comment how I keep seeing "nerfs" on all aspects of gameplay that really allow people to "excel" and reach new skill "plateaus".

AS I stated earlier, it takes much longer to become accurate when JJ or poptarting and hitting moving targets than it ever will running into a mech's face with close range weaponry or simply standing stationary with a missle lock LRM.

But if you notice, anything & everything that contributes to the snipers gameplay has been nerfed with little to-no buffs yet seemingly an uneven treatment toward the "brawlers"

Most people that have played competitive FPS will see that MWO appears at first feel/sigh, slow, chunky, and very "in your face" type of game. And for the guy that said its "NOT an FPS", well , back in the day mechwarrior was very FPS /simulation hybrid and in my opinion, the game shines when it's holds true to the natural FPS elements and truly makes this game competitive and sought out to be played by millions of gamers alike.


Where you not here when they nerfed SRMs to the ground? They're still unreliable crap. That's huge unnecessary nerf to brawlers that still hasn't been fixed. Brawlers have been taking it in the exhaust port for a whole damn year from poptart snipers, and they still are. And to say that brawling is somehow a low-skill playstyle is completely ridiculous.

Edited by Kaeb Odellas, 11 May 2014 - 01:10 AM.


#46 CCC Dober

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Posted 11 May 2014 - 01:49 AM

The Gauss charge mechanic is utter and total BS. This weapon is supposed to explode violently once it is damaged, but I guess that was removed because a select few cheese-tarts can't handle that aspect or because it does not mesh well with XL reactors, which would keep them from packing even more firepower. So to balance that out, the weapon was given a charge mechanic, which can be bypassed with scripts or programmable gaming mice/devices.

The needs of a few outweigh the needs of the many ... is this what I'm seeing here? And cheaters no less? Unless PGI unf'cks this situation and implements the Gauss correctly according to the background, they are complicit in promoting blatant cheating. This is a problem Paul created as the lead designer and put his weight behind in an official statement.

Make no mistake, we will deal with problems like this and others in the future if the lead designer is incapable of seeing the bigger picture. Should any of you have spent the same or more on MWO than what a AAA game costs these days, then you have a right to demand the same level of care and quality that goes into these products. Money is money after all. Otherwise you are sponsoring the creation of shovelware with top dollar. Don't feel like doing that? Then speak up and out against such blatant displays of incompetence! It is your given right as a customer.

#47 Lyoto Machida

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Posted 11 May 2014 - 01:57 AM

View Post3N3RGY, on 11 May 2014 - 12:56 AM, said:


I disagree, especially comparing against the autocannon i.e. ac5

1. You have to charge it
2. It loses it's charge within a few seconds

Honestly, most good snipers could by pass the charging aspect, although it would be better to have the OPTION of charging it.

The real killer is the fact that it loses it's charge. You could have it primed and be sniping someone, but if they "fake" peek you like in many FPS games or by tapping the JJ to lure a shot, you will have to be repeatedly charging it and hoping that you "sync" the charge/shot against another sniper.

The thread kind of went in a different direction, I merely wanted to comment how I keep seeing "nerfs" on all aspects of gameplay that really allow people to "excel" and reach new skill "plateaus".

AS I stated earlier, it takes much longer to become accurate when JJ or poptarting and hitting moving targets than it ever will running into a mech's face with close range weaponry or simply standing stationary with a missle lock LRM.

But if you notice, anything & everything that contributes to the snipers gameplay has been nerfed with little to-no buffs yet seemingly an uneven treatment toward the "brawlers"

Most people that have played competitive FPS will see that MWO appears at first feel/sigh, slow, chunky, and very "in your face" type of game. And for the guy that said its "NOT an FPS", well , back in the day mechwarrior was very FPS /simulation hybrid and in my opinion, the game shines when it's holds true to the natural FPS elements and truly makes this game competitive and sought out to be played by millions of gamers alike.


I was comparing it to the previous incarnation of itself...the speed increase is a massive boost. You can hit lights up close with it and you can jumpsnipe with it after enough practice.

View PostCCC Dober, on 11 May 2014 - 01:49 AM, said:

The Gauss charge mechanic is utter and total BS. This weapon is supposed to explode violently once it is damaged, but I guess that was removed because a select few cheese-tarts can't handle that aspect or because it does not mesh well with XL reactors, which would keep them from packing even more firepower. So to balance that out, the weapon was given a charge mechanic, which can be bypassed with scripts or programmable gaming mice/devices.

The needs of a few outweigh the needs of the many ... is this what I'm seeing here? And cheaters no less? Unless PGI unf'cks this situation and implements the Gauss correctly according to the background, they are complicit in promoting blatant cheating. This is a problem Paul created as the lead designer and put his weight behind in an official statement.

Make no mistake, we will deal with problems like this and others in the future if the lead designer is incapable of seeing the bigger picture. Should any of you have spent the same or more on MWO than what a AAA game costs these days, then you have a right to demand the same level of care and quality that goes into these products. Money is money after all. Otherwise you are sponsoring the creation of shovelware with top dollar. Don't feel like doing that? Then speak up and out against such blatant displays of incompetence! It is your given right as a customer.


Not sure what you mean when you're saying it doesn't explode.

#48 Abisha

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Posted 11 May 2014 - 02:27 AM

personally i found Gauss not worth the tonnage, with the amount of ammo.
also it's not available for my chassis

what if you out of ammo, then you carry a small nuke on board that can explode at any time.

#49 CCC Dober

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Posted 11 May 2014 - 03:05 AM

View PostLyoto Machida, on 11 May 2014 - 01:57 AM, said:

...
Not sure what you mean when you're saying it doesn't explode.


It used to explode (correctly) at any time before the charge mechanic came in. Now it explodes only once it is charged, that's the difference. The rest of the time it does not explode at all.

Why is this BS you may ask? Well, since nothing forces you to hold the charge, you can decide whether the built-in weakness of the Gauss Rifle affects your build or not. That is not how the weapon works at all and I'm not going to explain to you how redacted that balancing decision was because it is self-explanatory and a waste of my time. If the script/cheat considerations don't even get you to take notice ... I guess that tells me a lot more than anything else you said or will say on that matter.

Edited by CCC Dober, 11 May 2014 - 03:05 AM.


#50 Alex Warden

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Posted 11 May 2014 - 04:23 AM

seriously, another "i am too bad to use a gauss" thread? gauss works fine, even in brawl... "turn into a no-skill game"? if they did more adjustments like this, the game could actually become less of a no-skill alphaspam game...

the gauss was a no-skill weapon before... now it´s actually fun and VERY satisfying to desintegrate enemies with it... in CQC^^

okay, i wouldnt mind if PGI decided to make it explosive only if charged, but we´ll see ....maybe they´ll do it

Edited by Alex Warden, 11 May 2014 - 04:26 AM.


#51 Fang01

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Posted 11 May 2014 - 04:42 AM

Died laughing. Needed that

#52 P e n u m b r a

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Posted 11 May 2014 - 04:46 AM

Funny thing is all the people that are like you are just to unskilled to use it would probably get wreaked by him in a matchup

#53 Captain Stiffy

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Posted 11 May 2014 - 04:47 AM

View Post3N3RGY, on 10 May 2014 - 05:32 PM, said:

Was using it on my highlanders 1 year ago, it was pretty good.

So they nerfed the jump jets (they shake now), and now the gauss is worthless/garbage (recharge? seroiusly?)


Are there trying to make this game, a no-skill, 100m, in your face brawl at 10kph game?



If there are suddenly a lot of people coming back to this game, which there seem to be, then there will be no end to these re-hash threads.

Nobody was able to stop any of these things. Not gauss charge, not jump jet shake, not UI 2.0 being over-monetized and under-functional, none of it.

The only thing that I have ever seen redacted (and then only in the form of toggle in user.cfg) is window glass/film grain. That is the only thing I have ever seen that they added to the game (not counting numbers nerfs which happen all the time) that was then removed.

And it's only a toggle.

#54 MrMasakari

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Posted 11 May 2014 - 04:49 AM

View Post3N3RGY, on 10 May 2014 - 05:32 PM, said:

Was using it on my highlanders 1 year ago, it was pretty good.
So they nerfed the jump jets (they shake now), and now the gauss is worthless/garbage (recharge? seroiusly?)
Are there trying to make this game, a no-skill, 100m, in your face brawl at 10kph game?


And by making it a non instant firing weapon it now requires some skill, whereas it didn't require any before whilst being one of the strongest weapons in the game with almost no downside. Don't contradict yourself sir.

#55 Bobzilla

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Posted 11 May 2014 - 05:55 AM

As people defending the charge have already stated, you can get used to it. Unfortunately the charge caused it to be less useful at both long and short range, just as intended. I'd even argue it's easier to use at short range as you know where your target is and can predict the window of opportunity, unlike at range, where you don't know when that window will come.

Don't fool yourselves, the charge was put in place to make the weapon less used. They did this because the fundamental balancing problems happen to be the gauss' biggest strengths (convergence, heat, pinpoint, ranges). If they wanted to make it less effective in brawling, they would have added a min range or dmg decay to 0m.

Reason for charge, fundamental problems with the game they continue to attempt to bandaid.

#56 101011

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Posted 11 May 2014 - 05:57 AM

View PostMechsniper, on 10 May 2014 - 06:30 PM, said:

The inability to brawl with a gauss or to hit any light that has an ounce of skill( you cannot charge a guass quick enough to shoot a light using cover) makes this weapon over gimped done solely because of the qq crowd who thinks there should be no consequences to standing in the open spamming lrms on everyone. Also lights hit by gauss (or a/c 20) tend to fly apart as they should. light pilots have enjoyed supremecy over assault mechs 1 v 1 for a while due to this misplaced nerf. (unless they get to close with an a/c 20 that can aim) Also they never decreased cooldown vs the charge time completely ruining the weapon for anything but a dual gauss jager, which is everyone's big qq right now. Really, how hard is it to limit a mech to firing 1 guass round/ sec solving that problem? This has almost ruined the gauss carrying victors and highlanders, due to the arm mounted gauss being completely intended to allow you to brawl with the gauss rifle. PGI hates snipers and over loves lights, after all a spider should be able to pwn assault mechs right?

Ah, what? Just yesterday, I killed three Firestarters with Gauss rifles at <150 meters of range. All it takes is practice.

#57 Blue Drache

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Posted 11 May 2014 - 06:19 AM

I view the Guass cannon as ... a slingshot ... or a hunting bow. You have to draw the string back before releasing it. *shrug*

I also have no trouble brawling with them at fifty to one hundred meters and have bagged several lights in this range.

Don't see what the problem is, honestly.

Edited by Blue Drache, 11 May 2014 - 06:21 AM.


#58 MrZakalwe

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Posted 11 May 2014 - 06:51 AM

This whole thread is a joke, right? High level clan games normally feature 24 jump snipers.

#59 Mavairo

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Posted 11 May 2014 - 07:03 AM

View Post3N3RGY, on 11 May 2014 - 12:44 AM, said:


please, no one honestly could argue that "sniping" takes less "Skill" than "brawling". You may "hate" sniping but EVEN a new player, with 1 day into mechwarrior can rush with ballistics or LRMS. It takes months if NOT years to attain the accuracy to "snipe" targets from afar and on the move, all while jumping yourself. Especially now with the JJ /reticule shake.

And I'm not going no where and I will adapt, just like I did when they nerfed the heat or Large lasers in MW4 ( I was a 7er LL nova pilot DERP DERP..).

apologies for the excessive quotations.

in summary, keep in mind I'm merely giving my OPINION out, I'm not saying any of this is "fact" just merely my interpretations of this game so don't bash or get so bent out of shape please.



You is a smart man, I <3 you


Just wow... another post from a member of the steering wheel underhive. Takes years oh god that's rich.
Please never handle a real fire arm. Jeeze.

If you aren't seeing alot of Poptarts in MWO: chances are your ELO is terrible.

Edited by Mavairo, 11 May 2014 - 07:03 AM.


#60 Sybreed

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Posted 11 May 2014 - 07:44 AM

View PostKoniving, on 10 May 2014 - 05:49 PM, said:

Technically they did it to add skill, as the instant click and kill combination of twin PPCs + Gauss Rifle was a bit much.
Problem is.... They just moved to twin PPCs + AC/20 or twin PPCs + AC/10 or twin PPCs + AC/5...

Seems they put it on the wrong gun. :P

However my Hollander is working great.
Posted Image

Got a Firestarter with only the Gauss Rifle. I'm loving it.
Just can't use it with anything else.

the gun is just not fun to use anymore. I'd rather go with a simple fire delay after I click than having to keep the button pressed and release it. Sure, it might be easier to synchonise with PPCs, but ffs it'll at least be more fun to use. Now, I don't even try to play my mechs that use Gauss rifles.





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