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Dual Gauss


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#221 MadPanda

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Posted 03 November 2014 - 08:29 AM

Problem is that one gauss is bad and two gauss is too good. I would suggest that you remove the charge timer for 1 gauss completely, and add a 1.5sec charge timer if you got two gauss.

#222 LegioIV

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Posted 03 November 2014 - 08:38 AM

"I got killed by something nerf it!" Like many have said before me learn how to fight it, I rarely get killed by direhwales when I fly my cent and I almost never have a problem with Guass boat killing me. I have never used it but if you take away the dual Guass you take away one of the most powerful platforms in the lore. What are you gonna do when you have to go toe to toe with a King crab with dual AC20s, LRM 15 and a large laser? "NERF IT!" or the clan buster variant. "NERF IT"

Also im not a great player but smart enough to adapt my play style when I need to.

#223 Kiryuin Ragyo

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Posted 03 November 2014 - 08:49 AM

View PostLily from animove, on 01 November 2014 - 02:03 PM, said:


flamers and mg's are fine then.

the issue is, whith what chance does yout TT gausa hit the location you want it to hit? yet both of them.

No. Flamers not fine at all, they do flame... so they are OP. xDDD

Get rid off that sh!t you smokin... MWO or nor MW never was an TT ruled games and never be which is good for them. So spit crap out and open your eyes to facts.
Fact number 1 - Gauss Rifle is not an issue since GR-Nerf. And sometimes do explode in your bare arms when get hit with something what does more than 10 pinpoint damage. Taking your arms and shoulders off indeed.
Fact number 2 - Clans Dai-Shi does use some times dual GR, but that is useless when some brawl statrs around DWF. Cause DWF in CQB is a harmless puppy.
Fact number 3 - To use dual welded GR on Murometz or GaussJagger you need to go XL. What instantly means that taken side torso is an obvious death.

2 ANYONE. So, stop making pointless threads and... of cause... L2P. ^_^

Edited by Kiryuin Ragyo, 03 November 2014 - 08:51 AM.


#224 DONTOR

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Posted 03 November 2014 - 09:01 AM

View PostChocowolf, on 31 October 2014 - 02:41 AM, said:

I too feel that something should be done not necessarily to nerf it but more having a good countermeasure options against it

IT EXPLODES AND KILLS YOU HALF THE TIME! it has 5HP! MUCH GREATER CHANCE OF BEING CRITTED.

Every build I have with gauss I have to frontload the hell out of that sections armor. Because once the armor is gone I know its going to get blown off quickly. You also cant (shouldnt) run them in side torso often especially on XL engine mechs.

#225 Kiryuin Ragyo

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Posted 03 November 2014 - 09:21 AM

Old screenshot from series "DAT DAMM!T GOOSS!"... :lol:

Posted Image

#226 H I A S

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Posted 03 November 2014 - 09:43 AM

View PostMadPanda, on 03 November 2014 - 08:29 AM, said:

Problem is that one gauss is bad and two gauss is too good.


Nope

#227 xeromynd

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Posted 03 November 2014 - 09:47 AM

View PostMeiSooHaityu, on 03 November 2014 - 08:21 AM, said:

LOL, just thought of a way to screw with the Gauss people (would include myself in some cases).

Remember how there was talk about PPCs disrupting systems if you were hit? Imagine if, you were hit by a PPC while charging a gauss shot, it resets the gauss charge timer :). Now a Gauss heavy build would have a tricky time if he was engaging a PPC opponent because his gauss rifle charge timer would get reset every time he was hit.

It would make the Awesomes not nearly as affraid of the Direwhales.

MUhhhahahahaha. Such an evil thought :).


I know you're laughing and all, but (even as a dual Gauss user) I think this is a realy cool idea

#228 Almond Brown

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Posted 03 November 2014 - 09:51 AM

View Posttheta123, on 31 October 2014 - 02:24 AM, said:

The ones who deny the duall gauss being OP are the ones probaly using it...

Duall Gauss 2 ER PPC Direwolf. Nuff said


Solution: DO NOT FACE TANK one of those, unless, you are one of those. OR keep moving at all times, preferably darting between areas of cover. LOL! ;).

Edited by Almond Brown, 03 November 2014 - 09:51 AM.


#229 MeiSooHaityu

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Posted 03 November 2014 - 10:02 AM

View Postxeromynd, on 03 November 2014 - 09:47 AM, said:


I know you're laughing and all, but (even as a dual Gauss user) I think this is a realy cool idea


When you think of it, it could be a crazy enough idea yo work. Most mechs don't carry PPCs due to speed and heat, so PPCs disruption of Gauss would be minimal. Plus mechs that do carry it (like the Awesome after quirks) I'd a barn door anyway, it would still be vulnerable.

Its so crazy, it might work....maybe lol.

#230 xe N on

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Posted 03 November 2014 - 10:04 AM

Give Gauss a minimum range of 90 like it is in core rule. Problem solved :P

Edited by xe N on, 03 November 2014 - 10:04 AM.


#231 Joseph Mallan

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Posted 03 November 2014 - 10:05 AM

View Postxe N on, on 03 November 2014 - 10:04 AM, said:

Give Gauss a minium range of 90 like it is in core rule. Problem solved :P

in core rules that minimum only confers a negative to hit not cancel the ability completely The charge mechanic simulates that pretty well.

#232 xeromynd

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Posted 03 November 2014 - 10:13 AM

View PostMeiSooHaityu, on 03 November 2014 - 10:02 AM, said:

When you think of it, it could be a crazy enough idea yo work. Most mechs don't carry PPCs due to speed and heat, so PPCs disruption of Gauss would be minimal. Plus mechs that do carry it (like the Awesome after quirks) I'd a barn door anyway, it would still be vulnerable.

Its so crazy, it might work....maybe lol.


I'm just thinking that, as someone who uses dual gauss occasionally, I do get hit by PPCs if I'm not being careful. This would prevent the cocky gauss players from being able to stand in a single spot, even while taking damage, because they know no one can match their total damage, velocity, and range. PPCs are slower now, yes, but I think they just got a slight buff, and targeting computers help a bit. It's highly situational (so I don't think it's be an annoyance), but imagine how much a single PPC spider (or whichever light mech people run PPCs on) could suppress a Dual Gauss K2.

Re: minimum range
The proposed change means you certainly wouldn't need a gauss minimum range. (How would that even be explained? LRMs make sense because they aren't 'armed' below 180m, and a PPC projectile probably doesnt have enough of a buildup up to 90m. A gauss slug is the same bullet at 10m as it is at 600m, wouldn't make sense for a minimum range.

Somebody sing it with me....

PPC resets Gauss charge....PPC resets Gauss charge.....

(As an added thought, I don't think it would be a good idea if the 'reset' by being hit with a PPC uses up one gauss round from your ammo, and along those lines, I'm also against the 'overcharge' ideas)

#233 Kiryuin Ragyo

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Posted 03 November 2014 - 10:18 AM

View Postxe N on, on 03 November 2014 - 10:04 AM, said:

Give Gauss a minimum range of 90 like it is in core rule. Problem solved :P

In Russ Bullock place I would did just pretty opposit... in those 90 metres close range give GR a doubled damage. Just because you posted this. To teach you guys a lesson.
It's just an month and a few weeks game become more balanced and than...

Posted Image

People become lazy to play.

#234 Joseph Mallan

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Posted 03 November 2014 - 10:21 AM

View PostKiryuin Ragyo, on 03 November 2014 - 10:18 AM, said:

In Russ Bullock place I would did just pretty opposit... in those 90 metres close range give GR a doubled damage. Just because you posted this. To teach you guys a lesson.
oh god. I think I'm in love! :wub:

#235 Lykaon

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Posted 03 November 2014 - 11:14 AM

View PostYosharian, on 31 October 2014 - 01:54 AM, said:

Dual Gauss is disgusting, fix it now godammit. Every match dual gauss on majority of mechs. Single gauss is unusable, dual gauss is OP as hell. Fix it. For god's sake.



Ah I remember closed Beta,way back in the day when the gauss rifle was first put into the game and people said....

"hey 2 gauss fit in the K2"

And then the first post nearly identical to this one was seen on the forums.

That was literally years ago mate,good luck with seeing it addressed now.

#236 Murphy7

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Posted 03 November 2014 - 12:32 PM

View PostJoseph Mallan, on 03 November 2014 - 10:05 AM, said:

in core rules that minimum only confers a negative to hit not cancel the ability completely The charge mechanic simulates that pretty well.


Also the minimum range was 2, meaning you accrued penalties to hit within 60 meters, not 90.

Truly terrible option on the PPCs was no damage inside 90 meters - maybe that should have been a falloff damage with range like at the extreme range end, so you might get 1-2 points of damage inside 30 meters with the thing if you felt the desperation/desire to fire it that close.

#237 xe N on

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Posted 03 November 2014 - 12:37 PM

View PostKiryuin Ragyo, on 03 November 2014 - 10:18 AM, said:

In Russ Bullock place I would did just pretty opposit... in those 90 metres close range give GR a doubled damage. Just because you posted this. To teach you guys a lesson.
It's just an month and a few weeks game become more balanced and than...

People become lazy to play.


What lesson would that be?

My Dual Gauss Kitty with 4 ML is ready to drop, but quite boring because it was my first mech. My SHD with Gauss is currently a little bit rusted, but that is mostly due to PPC nerf. However, my newest favorite mech SCR-C use a Gauss with 2 CERLL or 4 CERML, too. So, the only lesson I would learn from making the Gauss more powerfull is that the Developers are quite incompetent and listen to players that lobby for certain weapons. Weapons that I already use because I'm following the meta.

After the PPC and AC nerfs, Gauss is just the new easy mode. It's like a slightly heavier 0,75 AC20 with 2000 m/s and 660 range and no heat. And btw. I realy love my Gauss cooldown and range module that make the weapon even more powerfull.

Escpacially dual gauss is easy because you don't have to pay account for the charge time in combination with Lasers/ACs/PPCs.

However, even the charge time problem can be easily avoided by using macros. I used one for my Dragonslayer Gauss/2PPC that automatically fired PPC with Gauss after charge release.

Edited by xe N on, 03 November 2014 - 01:02 PM.


#238 H I A S

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Posted 03 November 2014 - 01:03 PM

Lol, you need a macro for that :D

#239 xe N on

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Posted 03 November 2014 - 01:05 PM

View PostHiasRGB, on 03 November 2014 - 01:03 PM, said:

Lol, you need a macro for that :D


In fact, I don't need a macro for that. But why shouldn't I use one if I'm allowed to do so and rely on flawed human reaction?

Currently, I don't use any macro for my Laser/Gauss-Builds (too lazy to load the AHK-script) because for Laser/Gauss there is no real advantage.

But macros made Gauss + PPC before PPC nerf like an easy mode or "I win button". The charge mechanism of the Gauss is no argument for beeing more powerfull. Because the charge mechanism that should preventing synchronized weapon fire is legally avoidable by using macros.

Btw. anyone don't use legally allowed macros that might give you an advantage is behaving unprofessional.

It's like playing Quake 3 in a tournament with highest settings, because it looks fancier. You can do it, but it is plain stupid even if you are one of the best players. You wasting potential.

Edited by xe N on, 03 November 2014 - 01:18 PM.


#240 SkyCake

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Posted 03 November 2014 - 02:04 PM

GG stands for Gauss Gauss!





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