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Pgi: Kudos On The Gauss Rifle.


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#41 Lefty Lucy

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Posted 04 December 2014 - 08:13 AM

View PostThe Boz, on 03 December 2014 - 11:49 PM, said:

How in the ever loving hell do you perform the mental gymnastics of "I'm faster, that is a drawback, so I get better weapons"!?


Hah, now I've pissed off both an IS pilot and a Clanner with the same post.

It's the fact that other than the direwolf, clan mechs cannot generally make good dual-gauss builds due to weight constraints. The TBR comes close, but still generally has to shave some armor to get enough ammo, and doesn't have ideal hardpoint placement.

Speed only does so much for you in this game, since generally after you get to a good defensible point you don't need to move flat-out any more.

#42 Lefty Lucy

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Posted 04 December 2014 - 08:19 AM

View PostKutfroat, on 04 December 2014 - 07:44 AM, said:

double the cooldown to screw their dps


Compared to the AC20, which is one ton lighter, the gauss rifle already has 3.16 DPS to the AC20s 5.0 DPS. Double the cooldown and you have a 15 ton weapon system that does 1.6 dps, and that seems really stupid.

View PostKutfroat, on 04 December 2014 - 07:44 AM, said:



you know it is "broken" if you watch "competitive" streamers and every single mech they play that can use a gauss rifle



Are you talking streamers in the solo queue? In comp play right now gauss are very popular on direwolves, but generally not on anything heavy or lighter where lasers and SRMs are the weapons du jour.

#43 The Boz

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Posted 04 December 2014 - 08:33 AM

View PostLefty Lucy, on 04 December 2014 - 08:13 AM, said:


Hah, now I've pissed off both an IS pilot and a Clanner with the same post.

It's the fact that other than the direwolf, clan mechs cannot generally make good dual-gauss builds due to weight constraints. The TBR comes close, but still generally has to shave some armor to get enough ammo, and doesn't have ideal hardpoint placement.

Speed only does so much for you in this game, since generally after you get to a good defensible point you don't need to move flat-out any more.

Give me some IS dual gauss builds that have full armor, plenty of ammo, have good hardpoint placement, are faster than the average turtle, and have a fall-back weapon. I'll wait.
NOTE: Engine power directly correlates to torso twist speed, which is somewhat important if you want to main dual gauss.

#44 Nightmare1

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Posted 04 December 2014 - 08:55 AM

What Gauss Rifles?

About the only thing I see running them now are Dire Wolves and JagerMechs.

Edited by Nightmare1, 04 December 2014 - 08:55 AM.


#45 Violent Nick

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Posted 04 December 2014 - 09:09 AM

View PostAthena Pryde, on 03 December 2014 - 10:48 AM, said:

Gaus Rifle really should have a longer recycle time something on the order of 6+ seconds maybe even 7 or 8 and no gaus bow mechanic. I got used to it but it feels like I'm playing Skyrim with the Gaus Bow. I recall in other mech warrior games the Gaus had a fairly long cycle time of like 7 seconds.


Bu!! $hit all round..

View PostThe Boz, on 04 December 2014 - 08:33 AM, said:

Give me some IS dual gauss builds that have full armor, plenty of ammo, have good hardpoint placement, are faster than the average turtle, and have a fall-back weapon. I'll wait.
NOTE: Engine power directly correlates to torso twist speed, which is somewhat important if you want to main dual gauss.


Double Gauss Ilya Muromets with 70 shots.. An absolute killer at all ranges if you can handle it properly. No fall-back required.

Edited by Nick86, 04 December 2014 - 09:10 AM.


#46 Lefty Lucy

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Posted 04 December 2014 - 09:12 AM

View PostThe Boz, on 04 December 2014 - 08:33 AM, said:

Give me some IS dual gauss builds that have full armor, plenty of ammo, have good hardpoint placement, are faster than the average turtle, and have a fall-back weapon. I'll wait.
NOTE: Engine power directly correlates to torso twist speed, which is somewhat important if you want to main dual gauss.


What non-direwolf clan double gauss build has all that?

TBRs get the speed, but have to sacrifice armor for plenty of ammo, and have crap hardpoint placement, and generally don't run fall-back weapons.

I'd honestly rather thave this jager, despite the lack of backup weapons, because of the awesome hardpoint placement:

[smurfy]http://mwo.smurfy-ne...1b6b9c3c38edfda[/smurfy]

#47 Kutfroat

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Posted 04 December 2014 - 09:37 AM

View PostNick86, on 04 December 2014 - 09:09 AM, said:

Double Gauss Ilya Muromets with 70 shots.. An absolute killer at all ranges if you can handle it properly. No fall-back required.


and that exactly is the reason why gauss rifle (esp. dual gauss) needs nerfs. double cooldown on dual gauss, ghost heat like ac20, minimum range of 270 meters, or swap into advanced zoommode as soon as you start charging. dual gauss should not be viable at all ranges without back up weapons!

#48 xXBagheeraXx

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Posted 04 December 2014 - 10:11 AM

Id be fine with them fi they didnt explode if you farted in the cockpit. The chargeup is workable.

View PostNick86, on 04 December 2014 - 09:09 AM, said:

Double Gauss Ilya Muromets with 70 shots.. An absolute killer at all ranges if you can handle it properly. No fall-back required.


Her hardpoints suck. and with the alpha running around now she gets side torsoed quick.

I run a Jager with dual gauss now 2 mediums and 6 tons of ammo with decent armor. she does well.

#49 Lightfoot

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Posted 04 December 2014 - 10:38 AM

The Gauss Rifle de-sync is horrible and has no support from Battle Tech descriptions of the Gauss Rifle and no other MechWarrior game found it necessary to include a Mouse-shooter 'drag and drop' mechanic to balance a simple low damage per ton ballistic.

The Gauss Rifle, even before the de-sync nerf was the lowest DPS per payload ton Ballistic in Battle Tech. Meaning it already paid for it's abilities in tonnage and low damage per shot. Why PGI originally gave it the same recharge as an AC20 is still a mystery, but why all the weapons recharge as fast as they do is equally strange. MWO is faster paced, but much harder to learn as you can tell from all the nerf-it whiner posts.

The real problem with the de-sync is it is Mouse-Only in a game traditionally played with a Joystick. The de-sync is Mouse-Only because it is the drag-and-drop Mouse function from the windows interface loaded into a game. Try doing drag-and-drop of files between folders with a Joystick and a Mouse. Which was faster and more accurate? The Mouse of course, so the de-sync clearly favors Mouse-Users with a powerful weapon that Joystick users just don't get and so it should be pulled for a similar function that is controller neutral or nothing at all.

And there is really no reason that a single Gauss Rifle should have the de-sync at all. Except fear. Fear of the lowest DPS per payload ton weapon in Battle Tech.

B)

#50 xXBagheeraXx

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Posted 04 December 2014 - 10:48 AM

The nerf was originally to combat the dual gauss K2 plauge and was never reverted.

The gauss nerf is outdated and simply needs to go.

#51 Burktross

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Posted 04 December 2014 - 12:08 PM

View PostAthena Pryde, on 03 December 2014 - 10:48 AM, said:

Gaus Rifle really should have a longer recycle time something on the order of 6+ seconds maybe even 7 or 8 and no gaus bow mechanic. I got used to it but it feels like I'm playing Skyrim with the Gaus Bow. I recall in other mech warrior games the Gaus had a fairly long cycle time of like 7 seconds.

Everything had longer recycle times.

#52 Alwrathandabout42ninjas

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Posted 04 December 2014 - 12:12 PM

View PostGoldenFleece, on 03 December 2014 - 10:58 AM, said:

The fact that you can hit one single location for 30 points of damage at the range and projectile speed the Gauss Rifle has, is not right in terms of balance. It simply isn't.


I disagree. Considering you have 57 point laser alpha's going around and Dakka ballistic mech's stripping most of your armor in seconds I think 30 damage from dual Gauss is balanced and fun to use.

#53 Abivard

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Posted 04 December 2014 - 03:28 PM

View PostKutfroat, on 04 December 2014 - 07:44 AM, said:


no one wants the gauss rifle to be useless, but why should a dedicated long range build (dual gauss) be nearly as dangerous close up as a pure brawler build (ac40)?


Why should it not be dangerous?

#54 N0MAD

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Posted 04 December 2014 - 03:39 PM

I think the gauss charge up was introduced to stop it alpha firing with other weapons, PPC mainly, that worked out well didnt it? i mean a simple macro wont bypass that scenario right?

#55 Abivard

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Posted 04 December 2014 - 03:49 PM

View PostN0MAD, on 04 December 2014 - 03:39 PM, said:

I think the gauss charge up was introduced to stop it alpha firing with other weapons, PPC mainly, that worked out well didnt it? i mean a simple macro wont bypass that scenario right?

Who needs a steenking macro....

gauss are assigned one mouse button, erppcs the second mouse button

I press one finger down to charge Gauss, when i release the gauss finger I press down on the ERPPC button, Voila!

A Macro actually hurts more than helps with this build anyways.

I sometimes wonder if the real reason so many hate the Gauss today is simply because they lack the motor control skills to use it?

I am pretty much convinced all LRM hatred stems from those players whose brains begin to hurt when they try to think.

#56 Xmith

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Posted 04 December 2014 - 04:25 PM

View PostAphoticus, on 03 December 2014 - 10:27 AM, said:

Two CGauss and 2 CLPL on the Dire with both Cool Down Modules, have almost the same exact cool down, and the Guass is charged when the last pulse is firing.

And interesting guage to work off of.

I tried that build before.

I found 2 C-LPL and 3 C-UAC5 to be more fun.

#57 MountainCopper

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Posted 05 December 2014 - 01:58 AM

View PostGraven2102, on 04 December 2014 - 08:12 AM, said:

Slowest recharge rate of any weapon in the game, EXCEPT for the LRM20, it can explode even when there is ZERO ammo available to charge the weapon.

AND it's the only weapon system that's limited to allowing firing 2 at a time MAXIMUM, and where if you enable CHAIN FIRE on a gauss weapon group actually "BREAKS" the weapon.

There are PLENTY of other builds that have a MUCH higher DPS rate than the gauss, capable of delivering a higher rate of instant or near instant death, like the 5+ pulse laser builds, and the clan ballistic boats that can crank out over 1200 damage in under 2 minutes, and don't suffer NEAR the 'balance' factors that the gauss does.

Higher DPS yes, but nothing else for instant pinpoint damage in one shot. I can evade some of U/AC fire, and delegate some other damage to different components.

Again, I have nothing against loadouts which incorporate a single Gauss Rifle. But builds with two are just the remainder of times we would like to see gone.

Edited by GoldenFleece, 05 December 2014 - 01:59 AM.


#58 MountainCopper

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Posted 05 December 2014 - 02:04 AM

View PostAlwrath, on 04 December 2014 - 12:12 PM, said:

I disagree. Considering you have 57 point laser alpha's going around and Dakka ballistic mech's stripping most of your armor in seconds I think 30 damage from dual Gauss is balanced and fun to use.

The reason why exactly it's so much "fun to use" might be interesting to explore...

#59 Abivard

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Posted 05 December 2014 - 02:16 AM

View PostThe Boz, on 04 December 2014 - 08:33 AM, said:

Give me some IS dual gauss builds that have full armor, plenty of ammo, have good hardpoint placement, are faster than the average turtle, and have a fall-back weapon. I'll wait.
NOTE: Engine power directly correlates to torso twist speed, which is somewhat important if you want to main dual gauss.


JM6-S

#60 Lily from animove

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Posted 05 December 2014 - 03:30 AM

View PostLefty Lucy, on 03 December 2014 - 10:20 AM, said:

and they require excellent tactical sense and situational awareness to use well.


I lol at this, do they? not really.





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