

Time To Adjust Dual-Gauss
#41
Posted 26 May 2015 - 03:27 PM
#42
Posted 26 May 2015 - 03:28 PM
Kutfroat, on 26 May 2015 - 01:22 PM, said:
Oooookay...
But there are previous MechWarrior titles with dual gauss...sooooooooooo...
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...suck it.
#43
Posted 26 May 2015 - 03:34 PM
What are you willing to give up to get rid of dual gauss?
#44
Posted 26 May 2015 - 03:50 PM
#45
Posted 26 May 2015 - 04:19 PM
#47
Posted 26 May 2015 - 05:21 PM
Kutfroat, on 26 May 2015 - 01:22 PM, said:
second, give 50% rate of fire penalty to gauss rifles if yo bring more than one.
you dont like this...GO AND PLAY CALL OF DUTY OR BATTLEFIELD, this not supposed to be a goddamn instagib shooter!
you dont like this...you´re not interest in a balanced game and just want keep your easymode.
and yes, i got a dualgauss crab myself, by far easiest and most boring way to play. no skill needed (mechs move slow), just point, click, watch mech disappear, repeat.
dualgauss needs to go - or at least be adjusted so it´s not the goto config anymore, just like poptarting had to.
"but there are mechs in tabletop with dualgauss"...sad info for you, this is a computer game, apples and oranges...
My quad-gauss Dire Whale must have REALLY pissed this^ guy off...
#48
Posted 26 May 2015 - 05:47 PM
Dual Guass has so many drawbacks it isn't even funny. Charge up mechanic makes it much harder to hit fast moving mechs especially up close, higher explode chance so losing the gun can mean losing the whole mech, severe weight penalties - except the Dire/Crab, a mech carrying dual gauss, also means having very little ammo or no backup weapons. IS heavy dual gauss mechs also have XL engines and are thus easy to kill or like the K2 with std engines are so slow they may as well be incapable of moving.
Gauss heavies are nearly crippled already and the Dire/Crab are quite slow and cumbersome mechs but in the right situations can be super good with dual gauss or if unlucky die to a fast moving light.
Gauss/Dual Gauss is about the best balanced weapon in the game right now.
Edited by Ace Selin, 26 May 2015 - 05:48 PM.
#49
Posted 26 May 2015 - 05:47 PM
Mcchuggernaut, on 26 May 2015 - 05:21 PM, said:
My quad-gauss Dire Whale must have REALLY pissed this^ guy off...
Hardly worth it since you have to shave off so much armor to get any reasonable ammo counts. 3 gauss and some backup lasers? That might be interesting, lets you get an instant 30 followed up by a quick 15 and you have some actual backup weapons for when you inevitably run out of ammo, AND you aren't swapping your leg/arm/side torso armor out for balsa wood. Then again, it IS hilarious to see mechs disintegrate in front of you, so... Maybe. 6xAC2 on a macro is quite hilarious on a KGC as well, everybody should try that once just for the troll factor.
Edited by Kassatsu, 26 May 2015 - 05:47 PM.
#50
Posted 26 May 2015 - 05:52 PM
It even tempered the LRMs when they were still out of freaking control broken shooting through walls and buildings.
#51
Posted 26 May 2015 - 05:54 PM
Kutfroat, on 26 May 2015 - 01:22 PM, said:
second, give 50% rate of fire penalty to gauss rifles if yo bring more than one.
you dont like this...GO AND PLAY CALL OF DUTY OR BATTLEFIELD, this not supposed to be a goddamn instagib shooter!
you dont like this...you´re not interest in a balanced game and just want keep your easymode.
and yes, i got a dualgauss crab myself, by far easiest and most boring way to play. no skill needed (mechs move slow), just point, click, watch mech disappear, repeat.
dualgauss needs to go - or at least be adjusted so it´s not the goto config anymore, just like poptarting had to.
"but there are mechs in tabletop with dualgauss"...sad info for you, this is a computer game, apples and oranges...
Pay more attention to your surroundings than you already are. If you dread the dual gauss setup, then actively look for them.
Edited by Mystere, 26 May 2015 - 06:04 PM.
#52
Posted 26 May 2015 - 06:00 PM
Bulletsponge0, on 26 May 2015 - 02:14 PM, said:
Maybe because it's not really a balance issue, but a L2P one?
DoctorDetroit, on 26 May 2015 - 02:31 PM, said:
I feel that the charge mechanic for gauss makes no sense from an engineering stand point (capacitors can remain charged for a VERY long time).
I have come to realize that a whole lot of people just have very little aptitude for multi-dimensional thinking. There are just too many one-dimensional thinkers playing this game.
#53
Posted 26 May 2015 - 06:19 PM
No need to thank me
Also, remove gauss quirk from Grid Iron and give it SRM quirks instead.
You're welcome
Edited by Taffer, 26 May 2015 - 06:24 PM.
#54
Posted 26 May 2015 - 06:19 PM
Kristov Kerensky, on 26 May 2015 - 01:34 PM, said:
Now, if you lowball the armor on your head, that's entirely on you, that's not dual gauss being OP.
I will beg to differ here..... While yes it was my fault, as i choose the wrong way to go.. I was on HPG, and saw a dual gauss Jag drop off the ledge into the tunnel area to go under.. I was in my commando and wanted to catch him and tear um a new one from behind, But instead of going under, he was coming out, and as i tried to slip in between the little opening, he rounded the corner and gauss'd me into oblivion barely 2 mins into the match, with no damage.. all i could do was say #@*$ and laugh.
So yes while it was totally my fault, doing something i should not of done.. My mech was completely fresh, and he CT cored my commando in one round, a dual AC-20 would of done the same.
To me the biggest thing they could do to help the game is reduce the pin-point accuarcy between the 2 arms, and center toros cross hairs.. Moving them really fast and firing should make damage spread.. to make it pin-point you should have to be holding your cursor steady for a period of time. (not sure about that time)
But, say my example, a fast running commando, running by a mech with gauss in both arms, it should be moving fast enough that the arms take a moment to have to lock, and in this case instead of taking a dual gauss to the CT, as he was twisting, making the arms spread, or take time to adjust on the moving target, instead he would of pegged me, in a torso side + ct, depending on if he was leading or trailing, it would of been my lead or trail torso side.
For instance, if you play fast mechs, like said commando, and have an SRM in the chest, and one in your arm. and you are moving very fast, and twist and drag your arms to aim,, the missiles will hit both separate parts of the body. If the larger/slower mechs took longer for those to sink up, it would cause them to fire parts separately, like only firing the one arm at a time as the aim would be off enough to warrant it, if they wanted both to hit the exact same part.. firing together it would most likely hit 2 parts, like an arm and ST, or CT and ST. ect.. If the player was able to line up and aim, maybe they could pull off a locational pin-point in a snipe, but a moving brawl would have less of a chance.
Compared to notnow everything is so fast for the most part, just pulling alpha's you will pretty much hit everything on the same part more often than not.
To me this could really drop down the whole pin-point alpha, and make people work for having to hit 2-3 weapon systems on different parts of the body for that pin-point.. and also give people more time to react to twist, and use piloting skills.
Turn the game more into damage over time, and piloting, verse lucky shot alpha's and then shut down.
that's my 2 cents
Edited by JC Daxion, 26 May 2015 - 06:24 PM.
#56
Posted 26 May 2015 - 07:20 PM
#57
Posted 26 May 2015 - 07:29 PM
...dude, it's a LIGHT. Dual Gauss is not OP, it's just...Gauss. Maybe I'm biased; ive played the TT for over 20 years and have had to deal with a lot of Gauss lol. Lights in TT have very specific roles, and if you overstep....you're dead.
#58
Posted 26 May 2015 - 08:43 PM
So i have a question for all you guys defending 15/30 points of damage with no real travel time on the projectile... Why do you think the light queue is so low? There's a handful of reasons, but one of the big ones is Dual Gauss insta kills anything but a fresh firestarter. I KNOW it's meant to be a painful weapon, but it has too many pros to its few cons.
I would take away the clunky charge mechanic, nerf the damage to 10, nerf its travel velocity some AND / OR change it so you can't fire more than 1 or 2 gauss/ppc at the same time. Not saying nerf ppc builds, only gauss. Fire 1 or 2 gauss (decided by PGI) and it puts any ppc on a small cooldown.
I don't know about you guys, but I'm tired of poking my head around a corner and taking a gauss out of nowhere. It's more infuriating than the LRM spam because LRM's are easy enough to shut down or spread the damage. I see people complaining about PPFLD all the time, but they don't want to nerf the biggest PPFLD weapon in the game.
Just my two cents.
#59
Posted 26 May 2015 - 08:51 PM
If a mech can carry duel gauss guess what. It can carry a lot of other things that'll hurt you just as bad. People will whine about any thing that kills them. Before you know it we'll be fighting with ping pong balls and pillows. And they would still whine
#60
Posted 26 May 2015 - 09:32 PM

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