

Dual Gauss Needs To Go
#101
Posted 16 April 2015 - 09:43 AM
multiple gauss should not be able to fire at the same time
#103
Posted 16 April 2015 - 10:09 AM
AssaultPig, on 16 April 2015 - 09:43 AM, said:
multiple gauss should not be able to fire at the same time
Reducing convergence is one thing, but the way this is written tells me you want to stand at 800-1000m and not move and not have to worry about getting hurt, probably shooting LRMs. That may not be true, but the desperation that this comment exudes hurts me on the inside a little bit.
Edited by Gas Guzzler, 16 April 2015 - 10:11 AM.
#104
Posted 16 April 2015 - 10:42 AM
#105
Posted 16 April 2015 - 10:57 AM
Kuritaclan, on 16 April 2015 - 07:20 AM, said:
Much slower projectile, shorter range (as I said), way, way more heat, and ghost heat. Also probably more tonnage once you factor in all the required heat sinks.
Edited by Felio, 16 April 2015 - 10:57 AM.
#106
Posted 16 April 2015 - 10:58 AM
#107
Posted 16 April 2015 - 11:00 AM
Abisha, on 16 April 2015 - 06:20 AM, said:
see them more and more in the battlefield.
I think its because of the Gauss bug we had (not protected by CASE for the last 3 weeks or so) and now all of the Gauss fans, myself included, are using them again because i dont die to CT death when my Gauss get hit anymore!
#108
Posted 16 April 2015 - 11:02 AM
Hydrocarbon, on 15 April 2015 - 03:45 PM, said:
What you're sugessting is more "magic force fields". We already have a "magic force field" protecting the cockpit. We do not need more.
Removing near-instant, perfect and pinpoint convergence or adding CoF or both should mitigate 1 shot kills but not eliminate them completely.
Edited by Mystere, 16 April 2015 - 11:06 AM.
#110
Posted 16 April 2015 - 11:23 AM
DaZur, on 15 April 2015 - 08:32 PM, said:
No down sides? Anything running dual Gauss has sacrificed 30 tons + 14 slots + typically another 3 to 5 tons of ammo. Meaning they sacrificed armor, speed or secondary weapons.
Everything has potential trade-offs in MW:O if you pay attention and not just look at numbers in a vacuum...
But many players' idea of "balance" is precisely to look at single pieces of equipment in a vacuum because those same players want nothing less than 1-on-1 symmetrical balance.
#111
Posted 16 April 2015 - 11:34 AM
CapperDeluxe, on 15 April 2015 - 04:12 PM, said:
Tell you what, remove the charge-time on the gauss (so i can snap shoot lights again) and I'll accept a charge restriction that prevents me from firing more than one gauss round per second.
Otherwise leave it as is.
#112
Posted 16 April 2015 - 03:47 PM
Gas Guzzler, on 16 April 2015 - 10:09 AM, said:
Reducing convergence is one thing, but the way this is written tells me you want to stand at 800-1000m and not move and not have to worry about getting hurt, probably shooting LRMs. That may not be true, but the desperation that this comment exudes hurts me on the inside a little bit.
lulz
long range pinpoint is awful, it's always been awful, it always will be awful. It's the main thing contributing to how static the average match is; everybody has to be afraid of being hit for ~30 damage on one component should they do so much as crest a hill.
long range damage is fine (lasers are fine, lrms are fine, even most small autocannons), but big pinpoint should be happening only at short range if ever
#113
Posted 16 April 2015 - 03:52 PM
#114
Posted 16 April 2015 - 04:03 PM
AssaultPig, on 16 April 2015 - 03:47 PM, said:
lulz
long range pinpoint is awful, it's always been awful, it always will be awful. It's the main thing contributing to how static the average match is; everybody has to be afraid of being hit for ~30 damage on one component should they do so much as crest a hill.
long range damage is fine (lasers are fine, lrms are fine, even most small autocannons), but big pinpoint should be happening only at short range if ever
Why don't we just remove Gauss rifles from the game then.
I don't seem to have a problem with it but since some people do its probably best to just remove it from the game.
Edited by Gas Guzzler, 16 April 2015 - 04:03 PM.
#115
Posted 16 April 2015 - 04:06 PM
Kristian Radoulov, on 15 April 2015 - 02:20 PM, said:
my advice is try it..........and learn how utterly ineffective dual gauss is until you spend hours learning to use it...and even then, more times than not, its the WRONG weapon at the WRONG time
#116
Posted 16 April 2015 - 04:10 PM
HlynkaCG, on 16 April 2015 - 11:34 AM, said:
Tell you what, remove the charge-time on the gauss (so i can snap shoot lights again) and I'll accept a charge restriction that prevents me from firing more than one gauss round per second.
Otherwise leave it as is.
I would accept a large PPC velocity boost whilst maintaining the charge mechanism, and then restricting to one gauss round at a time as well.
#117
Posted 16 April 2015 - 04:39 PM
Gas Guzzler, on 16 April 2015 - 04:10 PM, said:
Assuime the one shot at a time applied to the PPCs as well, I would prefer that mechanic to ghost heat.
#118
Posted 17 April 2015 - 02:11 AM
Yeah, if only he had not done anything at all and just hide behind cover, he would have lived. That is the counter-play to dual gauss: doing nothing. You guys were right all along. I was just bad and didn't know what I was talking about.
https://youtu.be/454pn7h_48Q
Edited by Kristian Radoulov, 17 April 2015 - 02:13 AM.
#119
Posted 17 April 2015 - 03:37 AM
Mystere, on 16 April 2015 - 11:23 AM, said:
But many players' idea of "balance" is precisely to look at single pieces of equipment in a vacuum because those same players want nothing less than 1-on-1 symmetrical balance.
1 Gauss is good
2 Gauss is better
Maybe not if you are being shot by them. But that's not my problem now is it?
#120
Posted 17 April 2015 - 04:29 AM
There are players who are just good with them and can hit what they want when they want. they can do high damage and no heat but i think they take more skill than anything else to use.
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