Jump to content

Time To Adjust Dual-Gauss


161 replies to this topic

#101 Revis Volek

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,247 posts
  • Google+: Link
  • Facebook: Link
  • LocationBack in the Pilots chair

Posted 27 May 2015 - 09:48 AM

View PostBilbo, on 27 May 2015 - 09:44 AM, said:

They put the charge mechanic in a failed attempt to desync the weapon with other long range weapons.




You sure? Ijm pretty sure it was part of a bigger thing....the PPC being slowed down was the desynch

View Posthappy mech, on 27 May 2015 - 09:44 AM, said:

ac20 should be short range (which it is), gauss should be long range (but can be use close range pretty well)
i would increase the cd to 8 seconds so pure dual gauss either has to sacrifice something to get some close range backup or suck at close range



It already has sacrifices...one being an IS XL engine in most builds that use it. Two being Ammo dependent, three being mainly a loadout for Heavy and Assault mechs...so they are vulnerable to lights and even more so with the gauss since its not a high DPS weapon or easy to aim at fast, close range targets.


When you guys have a hard time with something at work do you go cry to your boss to make it easier? geesh.

Edited by DarthRevis, 27 May 2015 - 09:51 AM.


#102 Kristov Kerensky

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 2,909 posts

Posted 27 May 2015 - 09:58 AM

Bilbo, the whining didn't actually pertain to you, my apologies, I see that I wasn't clear on that, my mistake.

Removing the charge up on guass actually doesn't do a thing to help it as a long range weapon, the charge up actually HELPS that, as it gives you a chance to NOT release the round if the target moves into cover suddenly.

Remove the charge and I'll be back to taking out Lights at 0m all day long like I did before they put the charge in. Snapshots with guass are awesome, charge up removes that ability, so brawling, while possible, is NOT something us dual guass wielders actually WANT to do, we have to give up too much armor taking shots before we can fire back, not a good trade off.

#103 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 27 May 2015 - 10:10 AM

View PostKristov Kerensky, on 27 May 2015 - 09:58 AM, said:

Bilbo, the whining didn't actually pertain to you, my apologies, I see that I wasn't clear on that, my mistake.

Removing the charge up on guass actually doesn't do a thing to help it as a long range weapon, the charge up actually HELPS that, as it gives you a chance to NOT release the round if the target moves into cover suddenly.

Remove the charge and I'll be back to taking out Lights at 0m all day long like I did before they put the charge in. Snapshots with guass are awesome, charge up removes that ability, so brawling, while possible, is NOT something us dual guass wielders actually WANT to do, we have to give up too much armor taking shots before we can fire back, not a good trade off.

I wouldn't remove the charge up without giving it a min range anyway. I suppose either way is fine.

#104 Galen Shannow

    Member

  • PipPipPip
  • The Bludgeon
  • 88 posts

Posted 27 May 2015 - 10:20 AM

I've run a dual gauss Ilya for a loooong time. This mech can be feast or famine. If no one is shooting at me, yea it's a good time, if people CF me? Bleh, game over.

For the light mech stupid enough to stop long enough for me to charge up, aim and shoot you? You deserve to die. I'll admit it's fun to one shot light mechs at range..*cackle*

#105 happy mech

    Member

  • PipPipPipPipPipPip
  • 392 posts

Posted 27 May 2015 - 10:49 AM

View PostDarthRevis, on 27 May 2015 - 09:48 AM, said:




You sure? Ijm pretty sure it was part of a bigger thing....the PPC being slowed down was the desynch




It already has sacrifices...one being an IS XL engine in most builds that use it. Two being Ammo dependent, three being mainly a loadout for Heavy and Assault mechs...so they are vulnerable to lights and even more so with the gauss since its not a high DPS weapon or easy to aim at fast, close range targets.


When you guys have a hard time with something at work do you go cry to your boss to make it easier? geesh.

please, name me disadvantages of dual gauss and dual ac20

#106 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 27 May 2015 - 10:53 AM

View Posthappy mech, on 27 May 2015 - 10:49 AM, said:


please, name me disadvantages of dual gauss and dual ac20

High weight, low ammo, and the weapons themselves are pretty easily taken out. High heat for the ac/20 and the gauss can explode.

#107 Yokaiko

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 6,775 posts

Posted 27 May 2015 - 10:55 AM

View PostBilbo, on 27 May 2015 - 10:53 AM, said:

High weight, low ammo, and the weapons themselves are pretty easily taken out. High heat for the ac/20 and the gauss can explode.



Requires an XL on all but one IS chassis

#108 happy mech

    Member

  • PipPipPipPipPipPip
  • 392 posts

Posted 27 May 2015 - 10:59 AM

View PostBilbo, on 27 May 2015 - 10:53 AM, said:

High weight, low ammo, and the weapons themselves are pretty easily taken out. High heat for the ac/20 and the gauss can explode.

correct, just the gauss has a much better range and projectile speed compared to ac20, making it a better weapon

#109 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 27 May 2015 - 11:02 AM

View Posthappy mech, on 27 May 2015 - 10:59 AM, said:


correct, just the gauss has a much better range and projectile speed compared to ac20, making it a better weapon

It would be better if I ever took an XL engine on anything that could use it.

#110 Yokaiko

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 6,775 posts

Posted 27 May 2015 - 11:07 AM

View PostBilbo, on 27 May 2015 - 10:10 AM, said:

I wouldn't remove the charge up without giving it a min range anyway. I suppose either way is fine.



You do understand the min range in TT was to hit, not damage.

#111 Serpieri

    Member

  • PipPipPipPipPipPip
  • 396 posts
  • LocationCanada

Posted 27 May 2015 - 11:08 AM

View PostYokaiko, on 27 May 2015 - 11:07 AM, said:



You do understand the min range in TT was to hit, not damage.


Same goes for PPC - needs to be changed.

#112 Yokaiko

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 6,775 posts

Posted 27 May 2015 - 11:09 AM

View PostSerpieri, on 27 May 2015 - 11:08 AM, said:


Same goes for PPC - needs to be changed.



Needs to get buffed back to useable speed, if I can watch someone shoot from 600m and move out of the way before it gets there its too damn slow.

#113 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 27 May 2015 - 11:09 AM

Yes, but since we no real way to mimic that here the min range as done on PPC's and missiles would work well enough.

#114 Yokaiko

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 6,775 posts

Posted 27 May 2015 - 11:10 AM

View PostBilbo, on 27 May 2015 - 11:09 AM, said:

Yes, but since we no real way to mimic that here the min range as done on PPC's and missiles would work well enough.


They are different mechanics, PPCs flat don't work under 90m and clan missiles aren't supposed to HAVE one.

#115 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 27 May 2015 - 11:13 AM

View PostYokaiko, on 27 May 2015 - 11:10 AM, said:



They are different mechanics, PPCs flat don't work under 90m and clan missiles aren't supposed to HAVE one.

I should have been more clear. IS missiles. I wouldn't be averse to using the decay the clan missiles use though.

#116 Yokaiko

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 6,775 posts

Posted 27 May 2015 - 11:14 AM

View PostBilbo, on 27 May 2015 - 11:13 AM, said:

I should have been more clear. IS missiles. I wouldn't be averse to using the decay the clan missiles use though.



Then why carry it, doesn't work at range, doesn't work up close..

Waste of tonnage WHERE ARE MY LASERS!

:edit

Oh wait we are already there.

Edited by Yokaiko, 27 May 2015 - 11:14 AM.


#117 happy mech

    Member

  • PipPipPipPipPipPip
  • 392 posts

Posted 27 May 2015 - 11:18 AM

View PostBilbo, on 27 May 2015 - 11:02 AM, said:

It would be better if I ever took an XL engine on anything that could use it.

80 kph mech with 800 range 2 heat 30 ppfld is pretty good i think

Edited by happy mech, 27 May 2015 - 11:19 AM.


#118 Bilbo

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 7,864 posts
  • LocationSaline, Michigan

Posted 27 May 2015 - 11:31 AM

View Posthappy mech, on 27 May 2015 - 11:18 AM, said:


80 kph mech with 800 range 2 heat 30 ppfld is pretty good i think

Pretty good if you enjoy spending time at range. I prefer to be closer

View PostYokaiko, on 27 May 2015 - 11:14 AM, said:




Then why carry it, doesn't work at range, doesn't work up close..

Waste of tonnage WHERE ARE MY LASERS!

:edit

Oh wait we are already there.

Why isn't it good at range, again? I've already said the charge up mechanic would need to removed first.

#119 Yokaiko

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 6,775 posts

Posted 27 May 2015 - 11:33 AM

View PostBilbo, on 27 May 2015 - 11:31 AM, said:

Pretty good if you enjoy spending time at range. I prefer to be closer

Why isn't it good at range, again? I've already said the charge up mechanic would need to removed first.



Because of the charge up.

....then again, waiting getting hit three times with ER-llas at the same range because I'm waitng for a 6 second cycle.

....I'll save the weight and take the lasers

#120 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 27 May 2015 - 11:35 AM

Gauss needs a range decrease. So do some of the clan lasers.

The problem with x3 max range on gauss is that it puts it way out of whack with weapons like LRMs... which are supposed to have about the same effective range as gauss.

Gauss is effective out to like 900-1000m while LRMs are barely effective past 500m





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users