

Time To Adjust Dual-Gauss
#81
Posted 27 May 2015 - 07:27 AM
#82
Posted 27 May 2015 - 07:30 AM
Aphoticus, on 27 May 2015 - 07:27 AM, said:
Increasing the cool down would hinder the weapon in a brawl. You would have to remove the charge mechanic though and I'm still for just giving it a minimum range. That way it can remain a good sniper weapon.
#83
Posted 27 May 2015 - 07:33 AM
Bilbo, on 27 May 2015 - 07:30 AM, said:
I thought this thread was about one shotting lights. My Bad.
#84
Posted 27 May 2015 - 07:37 AM
Aphoticus, on 27 May 2015 - 07:33 AM, said:
I thought this thread was about one shotting lights. My Bad.
I don't concern myself with the effect of a weapon on a particular of mech. However, giving the weapon a minimum range would help the lights don't want to try and out-snipe it.
#85
Posted 27 May 2015 - 08:56 AM
Just raise the recycle rate to 5.5 seconds or so, lower the projectile speed a bit. You would get a perfectly balanced weapon that worked for all mechs and would not need the de-sync. Lasers already out DPS the Gauss by a whopping margin so getting a working, balanced Gauss in play would actually raise TTK times. But all this has been said before so PGI has a thing for their non-Battle Tech, non-canon, Gauss Rifle.
#86
Posted 27 May 2015 - 08:57 AM
Pass.
#87
Posted 27 May 2015 - 09:02 AM

BTW theres only even 2 Clan mechs that can even Dual Gauss, the is has way more mechs to field that build. Until Cauldron born that is >: )
Edited by DONTOR, 27 May 2015 - 09:05 AM.
#88
Posted 27 May 2015 - 09:06 AM
Yokaiko, on 27 May 2015 - 08:57 AM, said:
Pass.
What is the lowest speed possible and still be hypersonic?

Thats what speed the Gauss should be changed to!

Quote
FYI:
mach 5.5 =
1,871.595 meter per second
Edited by Joseph Mallan, 27 May 2015 - 09:17 AM.
#90
Posted 27 May 2015 - 09:10 AM
Bilbo, on 27 May 2015 - 07:37 AM, said:
You know what, give it the min range the MOMENT we get collisions back, I'm quite good with that. Then we'll see how well these Light pilots who keep getting nailed by dual gauss and dual AC20s up close really are.
I run Lights and Assaults, my two main choices in MWO. I don't fear dual gauss in my Lights because unless I screw up or they get REAL lucky, they aren't going to kill me. Dual AC20s make me need a full detail on my cockpit, ya know? A hit from that will ruin my pretty shiny new paintjob and that XL engine I'm running, doesn't matter what Light I'm in, 2x AC20s does enough damage to drop it in a single hit. Dual gauss doesn't do that unless they get my back, which will be due to me screwing up OR them getting real lucky.
And since some of you obviously do NOT use King Crabs, Jagers, Catapults, Cataphracts, Timbys or Dires, all Mech capable of carrying dual gauss, let me tell you something. The arm mounted dual guass WILL hit different parts of the Mech when fired as a single alpha, especially when firing at a Light that's up close and moving across your field of view. The aim will usually be somewhere BESIDES the Mech, which means they don't converge ON the Mech. That only happens when you move directly at the dual guass or you are standing still, then that convergence works great. Cats, which have torso mounted guass, and Dires which can do that, they don't tend to suffer from the convergence on close targets AS MUCH, but it still happens. Timbys have a problem with it at all times due to 1 arm and 1 torso mounted guass, horrid combination.
Guass rounds don't need to be slowed down, we've been down that road, it simply made them get used like PPC/ERPPCs, close ranges instead of the long ranges they were designed for. We've had all these things done IN THE PAST already due to whiners like you. K2 caused a veritable shitstorm when it was added, all the whining about dual guass that took place, totally unreal. So guass rounds were slowed down, which lead to them being used short range only, pointless. Poptarters using guass/ERPPCs caused yet another round of whining which led to the guass AND PPC/ERPPC getting velocity slow downs, the charge up on guass, and that was on top of the JJ nerfs from hell which we STILL suffer from today. Addition of the Clans came with the no more than 2 guass at a time being fired at a time and another change up to PPC/ERPPC velocities, they were slowed down yet again.
So, some of the biggest and most powerful weapons in the game have been hammered enough due to whining people who simply can't accept that weapons equaling the mass of your MECH should be capable of dropping it with a single alpha. Keep in mind, in TT, a single guass to the head kills EVERY SINGLE MECH IN THE GAME! In MWO, 2 guass to the head scares the hell out of you, unless you run lowball head armor, which is totally your own stupidity in action. 1 Clan ERPPC drops any Mech in the game with a head shot. A single AC20 kills anything under 40 tons by hitting it in the front CT. Neither of those things happen in MWO. Armor is doubled, Interior Structure is higher as well, so you can take far more damage than you should.
Hello Kitty Online is still there for you whiners, you realize this right? I heard you can't be one shotted in that game, because there's no actual combat, which sounds like it might be something you'd be much better at.
Maybe...I wouldn't take bets on it personally.
#91
Posted 27 May 2015 - 09:12 AM
RoboPatton, on 26 May 2015 - 01:51 PM, said:
I used GI, and jagger 2xG, works great if you mind your positioning, but I usually score as well, if not better in my wub builds.
Crab does a nice dual Gauss. The WHK can run it as well as the MDD-A (i think) comes with dual Goose as its stock loadout...
OP, Dual Gauss is not a big deal, and again headshots are the only way to kill something fresh with a dual gauss hit(and only if they skimp armor). So either you are writing some major hyperbole or you need to add some more armor. If dual gauss was as bad as you make it sound it would be more prevalent then Laser Meta.
The complaints about the charge seem to be enough to keep most from even trying it....
Edited by DarthRevis, 27 May 2015 - 09:19 AM.
#92
Posted 27 May 2015 - 09:15 AM
Kristov Kerensky, on 27 May 2015 - 09:10 AM, said:
You know what, give it the min range the MOMENT we get collisions back, I'm quite good with that. Then we'll see how well these Light pilots who keep getting nailed by dual gauss and dual AC20s up close really are.
I run Lights and Assaults, my two main choices in MWO. I don't fear dual gauss in my Lights because unless I screw up or they get REAL lucky, they aren't going to kill me. Dual AC20s make me need a full detail on my cockpit, ya know? A hit from that will ruin my pretty shiny new paintjob and that XL engine I'm running, doesn't matter what Light I'm in, 2x AC20s does enough damage to drop it in a single hit. Dual gauss doesn't do that unless they get my back, which will be due to me screwing up OR them getting real lucky.
And since some of you obviously do NOT use King Crabs, Jagers, Catapults, Cataphracts, Timbys or Dires, all Mech capable of carrying dual gauss, let me tell you something. The arm mounted dual guass WILL hit different parts of the Mech when fired as a single alpha, especially when firing at a Light that's up close and moving across your field of view. The aim will usually be somewhere BESIDES the Mech, which means they don't converge ON the Mech. That only happens when you move directly at the dual guass or you are standing still, then that convergence works great. Cats, which have torso mounted guass, and Dires which can do that, they don't tend to suffer from the convergence on close targets AS MUCH, but it still happens. Timbys have a problem with it at all times due to 1 arm and 1 torso mounted guass, horrid combination.
Guass rounds don't need to be slowed down, we've been down that road, it simply made them get used like PPC/ERPPCs, close ranges instead of the long ranges they were designed for. We've had all these things done IN THE PAST already due to whiners like you. K2 caused a veritable shitstorm when it was added, all the whining about dual guass that took place, totally unreal. So guass rounds were slowed down, which lead to them being used short range only, pointless. Poptarters using guass/ERPPCs caused yet another round of whining which led to the guass AND PPC/ERPPC getting velocity slow downs, the charge up on guass, and that was on top of the JJ nerfs from hell which we STILL suffer from today. Addition of the Clans came with the no more than 2 guass at a time being fired at a time and another change up to PPC/ERPPC velocities, they were slowed down yet again.
So, some of the biggest and most powerful weapons in the game have been hammered enough due to whining people who simply can't accept that weapons equaling the mass of your MECH should be capable of dropping it with a single alpha. Keep in mind, in TT, a single guass to the head kills EVERY SINGLE MECH IN THE GAME! In MWO, 2 guass to the head scares the hell out of you, unless you run lowball head armor, which is totally your own stupidity in action. 1 Clan ERPPC drops any Mech in the game with a head shot. A single AC20 kills anything under 40 tons by hitting it in the front CT. Neither of those things happen in MWO. Armor is doubled, Interior Structure is higher as well, so you can take far more damage than you should.
Hello Kitty Online is still there for you whiners, you realize this right? I heard you can't be one shotted in that game, because there's no actual combat, which sounds like it might be something you'd be much better at.
Maybe...I wouldn't take bets on it personally.
I don't recall whining about anything. I don't generally have an issue with the weapon. If they were to change it in any way I just think a min range is the best way to go.
#93
Posted 27 May 2015 - 09:23 AM
Joseph Mallan, on 27 May 2015 - 09:06 AM, said:

Thats what speed the Gauss should be changed to!

FYI:
mach 5.5 =
1,871.595 meter per second
Well hypersonic is breaking the speed of sound right? and over land its like 330 m/s over water its like 340 m/s...if i remember anything correctly from school that is...

Bilbo, on 27 May 2015 - 09:15 AM, said:
What benefit will you gain from a min range? Its already not the brawl ballistic for the IS so this will only hurt clan mechs.
I still dont get what this will do or change? How often do you die to a gauss round under 500m?
Edited by DarthRevis, 27 May 2015 - 09:25 AM.
#94
Posted 27 May 2015 - 09:28 AM
#95
Posted 27 May 2015 - 09:33 AM
#96
Posted 27 May 2015 - 09:34 AM
DarthRevis, on 27 May 2015 - 09:23 AM, said:
What benefit will you gain from a min range? Its already not the brawl ballistic for the IS so this will only hurt clan mechs.
I still dont get what this will do or change? How often do you die to a gauss round under 500m?
Depends on how damaged I already am. As to what it would do, It would help to make it the long range weapon it is supposed to be. It would need to have the charge mechanic removed first though.
#97
Posted 27 May 2015 - 09:38 AM
As for everything else though, just the usual scrub whining.
Bilbo, on 27 May 2015 - 09:34 AM, said:
And that's exactly why it wouldn't happen.
Edited by Pjwned, 27 May 2015 - 09:39 AM.
#98
Posted 27 May 2015 - 09:42 AM
Bilbo, on 27 May 2015 - 09:34 AM, said:
They put in the charge mechnic to keep it being used at long ranges...if you make it easier to fire its makes it an easier weapon to use in a brawl.
So removing the charge up would make it better in a brawl....also why would you bring 15 ppfld to a brawl when their is a weapon that does 20 ppfld and is easier to use in that situation?
and you didnt answered a single question i asked....but again. I dont think you understand what removing the charge will do...id love to use Gauss at close range again. Hell I took out a FS9 trying to chew my back up in my crab last night.....let him think he had me while i positioned my legs and then swung the torso around and let it fly.
Down goes the Firestarter....
Edited by DarthRevis, 27 May 2015 - 09:44 AM.
#99
Posted 27 May 2015 - 09:44 AM
DarthRevis, on 27 May 2015 - 09:42 AM, said:
They put in the charge mechnic to keep it being used at long ranges...if you make it easier to fire its makes it an easier weapon to use in a brawl.
So removing the charge up would make it better in a brawl....also why would you bring 15 ppfld to a brawl when their is a weapon that does 20 ppfld and is easier to use in that situation?
They put the charge mechanic in a failed attempt to desync the weapon with other long range weapons.
#100
Posted 27 May 2015 - 09:44 AM
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
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users