Saiphas Cain, on 06 October 2014 - 01:17 PM, said:
I know I'm late getting into this but I would favor anything that keeps it simple. I already avoid Gauss because I don't like the hold for charge and release to fire within a specific timeframe firing. That's too much focus for me and I begin to lose situational awareness. That being said I would be concerned about any serious reduction in projectile speed. I had a match recently where I matrixed several ERPPC rounds while returning fire with ERLL's. Granted, I was in a Raven with a 210 but still. I would think the simplest solution would be just changing the IS PPC's to mimic the clans spread damage hits. This would completely eliminate the pinpoint damage issue and bypass the need for any kind of charge/recharge dynamic. Sure, it would break the alpha strike meta but you can do that with ERLL's anyway if you're willing to give up the ECM scrambling effect.
Charge should never be removed. It is literally the best fix ever implemented by PGI.
Gauss is supposed to be a sniper weapon, when Gauss charge is removed, it will be an OP weapon again. Do you remember back when Gauss used to be pretty much the brawl weapon of choice, and pretty much any mech that could fit it, did? A sniping weapon should have draw backs at short range. Without charge, it literally has no drawbacks. No, exploding doesn't count, since your opponent has to go through your armor to get to it first. While they are doing that, you have a 15 point instant shot 1 heat weapon hammering at them.
Gauss was too powerful without charge, it's at least balanced now.