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Good Gauss Rifle Mech


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#1 Mechfu Master

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Posted 20 February 2015 - 09:44 AM

Hello.

As stated in the title, I'm looking gor a goood Gauss mech.

I already have the Grid Iron, least to say that within two days of playing this game (6 Hours a Day), I mastered the Hunchbacks.

Now I'm on the search for another good Gauss Mech. Scratch the Jaggermech, (Don't like it hill humping, and I think I'd have a hard time with it) and the King Crab (Loyalty mech I'll receive on the 27th because of buying a Urbanmech).

Dual Gauss or Single Gauss is Optional, but Fire Rate is what I'm shooting for.

#2 luigi256

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Posted 20 February 2015 - 09:48 AM

blurbed and misread a bit

Edited by luigi256, 20 February 2015 - 09:49 AM.


#3 990Dreams

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Posted 20 February 2015 - 09:50 AM

KGC-000 "Claws"

#4 Absurdia

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Posted 20 February 2015 - 09:52 AM

Hero Cataphract is a good gauss mech i think, I was going to say Jagger but you don't want it.

#5 RjBass3

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Posted 20 February 2015 - 09:54 AM

I know you said no Jager but if it has to be IS, the Jager is simply the best. The high mounted gauss rifles make you much harder to hit when sniping, and since you can get two of them, it makes the Jager very deadly.

If you like the clans at all, I have 4 x gauss rifles on my DWF-A.

#6 luigi256

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Posted 20 February 2015 - 09:54 AM

Orion Protector
Victor 9k
Highlander 732.

Those all have Guass rifle cooldown quirks but they are not as much as the Grid Iron.

#7 MarineTech

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Posted 20 February 2015 - 11:40 AM

The Catapult K2 has been a popular Gauss platform in the past.

It doesn't have any quirks that would benefit the gauss except for a generic 10% Ballistic range though.

#8 JC Daxion

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Posted 20 February 2015 - 12:05 PM

No one ever mentions the dragon for some reason..

DRG-1N
Additional Structure (CT) +24 (RA)+6
Torso Yaw Speed +10%
AC/5 Cooldown +25%
Ballistic Weapon Cooldown +25%
Energy Weapon Cooldown +15%
Missile Weapon Cooldown +15%


Or.. for a bit more speed/range go with the


DRG-5N
Additional Structure (CT) +24 (RA)+6
Torso Yaw Speed +10%
UAC/5 Cooldown +12,5%
Ballistic Weapon Cooldown +12,5%
Energy Weapon Cooldown +15%
Laser Duration -15%
Ballistic Weapon Velocity +15%
Ballistic Weapon Range +15%


Personally i think the 5N is an all around better option.. Stuff in 2 ERLL's on the other arm, and you are a sniping machine.

#9 Rogue Jedi

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Posted 20 February 2015 - 12:29 PM

sorry but I have to add the CFT-IM, Boomphract



note, this may be fun as a joke build but will probably not be effective especially since you can no longer fire more than 2 Gauss at once.

#10 Kin3ticX

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Posted 20 February 2015 - 01:07 PM

King Crab 2xGauss, 3xLL
http://mwo.smurfy-ne...675545726f52d95
(may need to tweak this build since they disabled ghost heat on three large lasers)

Dire Wolf 2xGauss, 2xLPL, 3xERML
http://mwo.smurfy-ne...de051ad1e49fc8f

more DW gauss builds
https://docs.google....g3bd3198da_4145

The loyalty Crab is really only good for quad UAC5. If going dual guass, the 3xLL make better backups which can only be done on the other two variants.

https://docs.google....g54da63249_1140


If you just want rate of fire, you wont find much higher than 20% besides the GI. Dragon-1N(25), Protector(20), WVR-6R(20). The GI is the only mech with a 50% Gauss cooldown and the 1N would be the second highest.

Edited by Kin3ticX, 20 February 2015 - 01:27 PM.


#11 DelphiAuriga

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Posted 20 February 2015 - 03:51 PM

And the Jaggermech, not named so far for some reason that i dont understand, being the the most popular 2xGauss platform:

JM6-DD 2xGauss with stock engine

#12 HlynkaCG

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Posted 20 February 2015 - 05:27 PM

The King Crab and Jager really are the 2 best guass snipers in the Inner Sphere with the Catapult K2 and Hunchbacks coming in right behind.

From there you start getting into less main-stream builds. The Cataphract 4X deserves a mention as does the Dragon and the Shadow Hawk, but beyond that things start getting weird.

#13 Rear Admiral Tier 6

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Posted 20 February 2015 - 05:34 PM

jägermech or treb 7k with gauss + er ppc

#14 shellashock

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Posted 20 February 2015 - 06:55 PM

This is my personal favorite: the K2 Dual Gauss build (minus armour distribution)

CPLT-K2

Strap on a Level 5 Gauss Rifle Range and Cooldown module (Advanced Zoom recommended), and you are good to go. It does not come with a RoF increase for ballistics or Gauss Rifles (used to have a - 10% reload time and + 10% ballistic velocity the first time quirks were implemented for it IIRC), but the K2 is still a great dual gauss platform. It mounts both of its ballistics in the side torsos and the arms are fixed so you do not need to have armlock on to prevent the annoying dual reticule overshoot. In addition, the side torsos are quite compact on the Catapult model, so the K2 is more XL friendly then most heavies.

One thing that is often overlooked when comparing dual guass builds is how close together the Gauss Rifles are physically from each other. This does not matter much with our instant convergence and the tendency for Dual Gauss boats to be long range engagers, but having those gauss rifles in side torsos on a narrow mech means that the K2's gauss rifles will fire significantly closer (width wise), together when up close. This gives you easier pinpointing of components in up close brawling that occurs when an enemy flanks you proper and helps prevent damage spread. With an XL-280 engine, you are also getting a respectable 69.8 kph without speed tweak (76.8 kph after speed tweak), for a mech that packs quite a punch.

Downsides of this mech is that you only have 2 med lasers after you run out of ammo, so make sure you aren't firing off blind shots over 800m if you can help it. In addition, storing the gauss rifles in the side torso is like putting a bomb beside your XL engine. If that gauss rifle goes off, 95% of the time you will die or be left with a torso about ready to fall off. This is a risk that you must be willing to take and it will become readily apparent when you drop against people who know to aim for the K2's side torso. I recommend frontloading and maximising your torso armour.

Another issue with the torso mounted gauss rifles is that you will not be able to aim above/below the torso's max pitch angle. This means that a Jagermech or Cataphract can aim down/up a cliff and hit you while you can't if you are too close to one. Situational awareness is key with this mech.

Finally, the K2 ballistic hardpoints are not above the cockpit, so it is possible for you to fire at the enemy just over a ridge and clip a invisible wall (shouldn't be as much an issue as you say you don't like ridge peeking).

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

This is my other favorite Dual Gauss build on the Ilya Muromets: ILYA MUROMETS

This mech uses a standard engine, so it has surprisingly high tankiness for a dual gauss build (you can easily torso twist to spread damage and not worry about dying if you lose a torso). It also has both gauss rifles in both arms, so you can aim up high or look down a cliff with ease. The high internal structure of the Cataphract with weapons in the arms means that the Gauss Rifle(s) exploding will very rarely kill you unless you are red all over. The explosion will usually leave the torso largely intact as well (unless it is about to fall off already), so C.A.S.E is not really necessary.

The downsides for this mech are unfortunately quite severe. The elephant in the room is that the Cataphract goes a mere 55.5 kph without speed tweak (61.1 kph after speed tweak) with its STD 240 engine. XL engines are a no-no (IMO) for the Cataphract because of its large side torsos, so it is a toss up between increased speed or greatly increased survivability.

Another issue is that the Cataphract's arms are very low slung, so you are likely to hit invisible hills while ridge peeking or firing down from cliffs. This can be once again be mitigated by situational awareness and you start to get a feel for what you can or cannot hit after a few games with it.

One thing that is nice is the + 7.5% ballistic cooldown quirk the Ilya gets. This quirk, combined with the other Gauss Rifle modules, makes for a great area denial sniper that can fire its Gauss Rifles fairly quickly.

Hope this helps! These are my two personal favorite builds after more then a year of playing as a dedicated Dual Gauss sniper (med-long range engager for Joseph Mallan).

Edited by shellashock, 20 February 2015 - 06:57 PM.


#15 Kyynele

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Posted 20 February 2015 - 07:53 PM

View PostMatoi Ryuko, on 20 February 2015 - 09:44 AM, said:

Dual Gauss or Single Gauss is Optional, but Fire Rate is what I'm shooting for.


Grid Iron is the only mech in the game with a huge Gauss cooldown boost. Technically, you could get similar results chainfiring dual gauss, but that's just unnecessarily spreading your damage and lowering your maximum possible DPS.

If you want Gauss with high fire rate, you already got the best mech in the game for that. Only 4x Gauss Dire can match that, and that's a mech that requires a whole different 100t assault mindset compared to a Hunchie.

If you still want a new Gauss mech, I really think you'd be happiest with a dual Gauss Jager, it just is the best sniping platform for IS. Grid Iron is just as good for hill humping as a Jager is, if you don't hump hills in your GI, you don't have to do it in a Jager either. It's not that different - it doesn't have a shielding side, but it hits twice as hard, is rather mobile with a decent sized engine, and has more armor than your Hunchie.

GLHF.





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