Clan Gauss Too Powerfull For Its Weight..
#1
Posted 10 January 2015 - 08:18 PM
The answer is obvious the Clan Gauss needs to be nerfed.
#2
Posted 10 January 2015 - 08:20 PM
#3
Posted 10 January 2015 - 08:20 PM
What...you wanted more than 50% armour?....hm...I'm not sure I can do that for you unless you bring a mech 75 tons or over. Even that will be horribly unoptimized and essentially a waste.
#4
Posted 10 January 2015 - 08:21 PM
Ace Selin, on 10 January 2015 - 08:18 PM, said:
The answer is obvious the Clan Gauss needs to be nerfed.
But, Dire Wolf excluded, they can only use one because Clan mechs have less free tonnage available than IS mechs, and cannot free more via engine changes. Even the Timberwolf cannot run dual gauss even remotely effectively.
On the other hand, even the lowly Catapult K2 or Jagermech can run dual gauss quite effectively, with tonnage left over for backup weapons.
Further, there are well over a dozen IS mechs upon which mounting an IS Gauss Rifle do so with substantially better stats. At least a dozen with longer range, many more with reduced cooldowns. 48 IS mechs mount Gauss Rifles with better stats than Clan Gauss Rifles.
Edited by Wintersdark, 10 January 2015 - 08:28 PM.
#5
Posted 10 January 2015 - 08:23 PM
#6
Posted 10 January 2015 - 08:33 PM
#7
Posted 10 January 2015 - 08:39 PM
#8
Posted 10 January 2015 - 08:52 PM
Exploding for 30 damage (up from 20 damage compared to IS gauss) sounds pretty reasonable considering the benefits of being lighter & smaller with no other drawback and also considering the more durable nature of clans and their inherent free CASE on every mech component.
Edited by Pjwned, 10 January 2015 - 09:20 PM.
#9
Posted 10 January 2015 - 08:58 PM
#10
Posted 10 January 2015 - 09:02 PM
Ace Selin, on 10 January 2015 - 08:18 PM, said:
The answer is obvious the Clan Gauss needs to be nerfed.
It goes both ways.
You can say they same thing about IS mechs as well
Perhaps you should jump into an IS mech with ballistic increased velocity and faster cooldown Gauss quirks.
Some are wondering why their stats are taking a hit. Now you know.
#12
Posted 10 January 2015 - 09:07 PM
Ace Selin, on 10 January 2015 - 08:18 PM, said:
The answer is obvious the Clan Gauss needs to be nerfed.
#13
Posted 10 January 2015 - 09:12 PM
If we one day have clan mechs able to customize every little part of their underpants like IS mechs, than we can start to call foul on the little stuff like this.
But not today.
#14
Posted 11 January 2015 - 12:08 AM
What that penalty should be is anyone's guess though. I'd rather have the IS Gauss Rifle health buffed from 5 to 6 or so for compensation at least.
Edited by Deathlike, 11 January 2015 - 12:08 AM.
#15
Posted 11 January 2015 - 02:51 AM
This is truly an eye roll moment!
Edited by ztac, 11 January 2015 - 02:52 AM.
#16
Posted 11 January 2015 - 03:30 AM
..
#17
Posted 11 January 2015 - 05:25 AM
Ace Selin, on 10 January 2015 - 08:18 PM, said:
The answer is obvious the Clan Gauss needs to be nerfed.
#18
Posted 11 January 2015 - 05:30 AM
Edited by kapusta11, 11 January 2015 - 06:46 AM.
#19
Posted 11 January 2015 - 06:54 AM
kapusta11, on 11 January 2015 - 05:30 AM, said:
Let's be honest: most of the people around here are going to flip with regard to the Night Gyr - specifically, the Night Gyr B - anyway.
- 75 ton Clan OmniMech
- Comes with Endo-Steel structure (5 fixed crits in the LT, 2 fixed crits in the RA)
- Comes with 12 fixed DHS (all in the Engine)
- Comes with a Clan XL 300 Engine (71.28 kph after Speed Tweak)
- Comes with near-maximum FF armor (5 fixed crits in the RT, 2 fixed crits in the LA)
- Comes with 4 fixed JJs (filling the legs)
- Free crits: 1 in HD, 2 in CT, 5 in LT, 5 in RT, up to 8 in LA, up to 8 in RA
- Starts with 38.00 tons of pod space
- All except NG-B have an energy hardpoint in the head
- NG-B carries ballistics in all arm & side-torso section (Gauss in arms, LB 2-X ACs in STs)
- NG-D carries missiles in all arm & side-torso section (ALRM-20 in each arm & ST), and has an energy hardpoint in the CT
- NG-A has a ballistic right arm (and missiles in both side-torsos), and NG-C has a triple-ballistic left arm
- NG-Prime has energy hardpoints in both side-torsos (as well as dual-energy in the RA & ballistics in the LA)
Short of having very, very bad hitboxes, the Night Gyr stands poised to dethrone even the Mad Cat as the premier Clan Heavy OmniMech...
Edited by Strum Wealh, 11 January 2015 - 07:03 AM.
#20
Posted 11 January 2015 - 07:16 AM
Strum Wealh, on 11 January 2015 - 06:54 AM, said:
(...)
Short of having very, very bad hitboxes, the Night Gyr stands poised to dethrone even the Mad Cat as the premier Clan Heavy OmniMech...
Yep. At the tradeoff for being nearly 20 KPH slower. Speed vs Firepower, but in MWO unless you move 140+ speed is not as huge an advantage as it should be. Not worth 11 tons of podspace, anyways. Still, even two gauss and three ERMLas is not projecting significantly more threat than the Jager, especially with the state of hopjets - though they will help it poptart a little.
I expect that mech would be getting some sort of negative quirk set. Classic design makes those arm pods gigantic, so at least any gauss would be fairly easy to pop, but a set of negative rate of fire quirks would probably be warranted on the mech.
Having said that, the era of crappy Clan Mechs is over. PGI is largely out of bad Clan mechs to release. Arctic Cheetah, Huntsman, Ebon Jaguar, Night Gyr, Turkina... Clan mechs from here on out are significantly more optimized out of the box.
I cannot wait.
Edit:
Then again, the IS get some nastier mechs from here on out, too, as their tech starts to catch up. For example, the Penetrator. If PGI releases the Devastator or Mauler, those are two more very dangerous assault mechs to challenge the Direwolf. Which is not a bad thing, mind you. I am just more interested in quality Clan mechs finally filling out the stable.
Edited by Pariah Devalis, 11 January 2015 - 07:22 AM.
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