

Dual Gauss Needs To Go
#61
Posted 16 April 2015 - 01:42 AM
#62
Posted 16 April 2015 - 01:45 AM
And btw: Double Gauss isn´t as dangerous as you think.
The best advice I can give you: Play a doublegaussjager. Then you´ll see, how you can avoid the fast ballistics in your other mechs.
Edited by Herr Vorragend, 16 April 2015 - 01:46 AM.
#63
Posted 16 April 2015 - 04:45 AM
Mawai, on 15 April 2015 - 03:59 PM, said:
Dual gauss, dual AC20, Quad PPC, Quad AC5, Triple UAC5, Hexa PPC, Quad LPL, 4xLRM15 ... what they have in common is using multiple identical weapon systems ... also known as boating. There are also the combinations like Dual PPC+Dual Gauss that are favoured in some clan builds.
Why do folks do that ... because it is effective.
Dual Gauss does 30 damage to one component, Dual AC20 is 40, Quad PPC is 40, Quad AC5 is 20 but has a higher rate of fire and so on.
Lasers are slightly more challenging against moving opponents ... against the typical face tank and fire situation they are just as effective.
Anyway, this thread has been around since closed beta when the first Catapult K2 mounted dual gauss/AC20 ... and IF there is an issue it is the high damage alpha strike in general and NOT a dual gauss configuration.
#64
Posted 16 April 2015 - 05:30 AM
Edited by LordNothing, 16 April 2015 - 05:31 AM.
#66
Posted 16 April 2015 - 05:50 AM
Edited by Sarlic, 16 April 2015 - 05:50 AM.
#67
Posted 16 April 2015 - 05:56 AM
#68
Posted 16 April 2015 - 06:06 AM
CapperDeluxe, on 16 April 2015 - 05:32 AM, said:
Bad comparison, lasers don't have zero heat nor front loaded damage.
its good enough for people who can aim. then there is my 3x ac10 ctf-im. it has the same damage as dual gauss and less heat than any damage equivalent combo of energy weapons. i love that mech.
Edited by LordNothing, 16 April 2015 - 06:07 AM.
#69
Posted 16 April 2015 - 06:15 AM
I'm not sure the 3% or whatever is the right amount ... maybe it's +/- 5 or 10% projectile speed, or maybe just 1 or 2% could work ... dunno.
Bonus would be they could make the pilot tree useful AND add a weapon speed convergence module if they wanted too and blam, we didn't "solve" convergence with "where" but "when". You could use a similar adjustment for hit-scan (changing scan intervals).
#70
Posted 16 April 2015 - 06:18 AM
Stop derping around... What I mean by this is don't stand still when there's DG around.
Stay behind cover.. They are looking for you.
Edited by CygnusX7, 16 April 2015 - 07:05 AM.
#71
Posted 16 April 2015 - 06:20 AM
see them more and more in the battlefield.
#72
Posted 16 April 2015 - 06:33 AM
IMO, there needs to be a .5 second desync (and removal of the charge mechanic) between any single gauss and any other weapon (including other gauss rifles).
Can also apply the mechanic as outlines in another thread of mine where ghost heat is applied to damage output instead of sync'd same-type weapons (titled Alpha Strike is the Problem).
#73
Posted 16 April 2015 - 06:42 AM
NO!
Edited by Eric Wulfen, 16 April 2015 - 06:42 AM.
#74
Posted 16 April 2015 - 06:43 AM
cdlord, on 16 April 2015 - 06:33 AM, said:
IMO, there needs to be a .5 second desync (and removal of the charge mechanic) between any single gauss and any other weapon (including other gauss rifles).
Can also apply the mechanic as outlines in another thread of mine where ghost heat is applied to damage output instead of sync'd same-type weapons (titled Alpha Strike is the Problem).
Fixed this for you. Heck there is even a semi canon 5 Gauss Mech Gausszilla!
#75
Posted 16 April 2015 - 06:49 AM
I much prefer 30 damage in one spot as opposed to the 60+ ammo free laservomit we have now.
#76
Posted 16 April 2015 - 06:52 AM
- you and your teammates are fielding Anti-Gauss-Systems (AGS) and staying grouped for maximum AGS effect.
- at least one of your teammates is fielding ECM, and you are staying within its umbrella. Without locks, the enemy will find it almost impossible to use their Gauss rifles.
- listen for "Bitchin' Betty" to give you an "Incoming Gauss Warning." When you hear it, find cover and/or break LOS.
- remember that Gauss rounds travel in slow, high arcs. If you watch the sky, you should be able to see incoming Gauss rounds and get to cover or at least torso-twist vulnerable components away from the incoming rounds.
- Above all else, remember that Gauss rounds do little (Clan) or NO (IS) damage within a minimum range of 180m. Close within that minimum range on a Gauss build and enjoy your free lunch!
Until then, good hunting.
#78
Posted 16 April 2015 - 07:20 AM
Felio, on 16 April 2015 - 06:57 AM, said:
Not at that range, and not if you want it to be pinpoint damage.
3 ppc - every mech which could equip 3 of them and has a >20% ppc or weapon energy range quirk has the same pinpoint.
Edited by Kuritaclan, 16 April 2015 - 07:20 AM.
#80
Posted 16 April 2015 - 07:25 AM
Lil Cthulhu, on 15 April 2015 - 03:49 PM, said:
Name one sigular weapon that can kill anything but a light in one shot. and go!
Well dual guass is 2 weapons so considering that - AC20, AC10, SRM6s, LL can all drop targets in a single salvo from 100% given the right conditions.
Things like people running low cockpit armor or extreme low rear armor as many do and carrying explosive ammo against guys that are great shots will open the door for many things to one salvo drop.
The toughest ones are SRM6's because you need to really regulate your range to get those missiles to converge on one spot, but it is doable.
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