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Alright If We Really Want To Take A Look At Gauss.


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#61 Alex Morgaine

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Posted 03 June 2015 - 09:32 AM

Ppc + charge idea:
% of charge = speed of shot.
Tap for a quick shot at about current speed, or slower (dat balance needs to be somewhere...).
Charge bar at full? May take a second or 3 (hey, remember that minimum range issue in tt? Just simulated it, maybe get rid of damage reduction inside 90 meters too, maybe?) and it goes much faster. Say gauss+ speed at full charge. Half charge? Somewhere in the middle. Hold it too long? Same deal as gauss, charge dissipates after a second. Needs refinement probably, heat stays static whether you tap or hold it all match. For erppc, it auto charges to max with no dissipation over its cooldown time. So it always fires at its max speed (may need speed balance but erppcs were good, with lots of heat).

Edit:dat phone

Edited by Frosty Brand, 03 June 2015 - 09:33 AM.


#62 King Chimera

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Posted 03 June 2015 - 10:00 AM

View PostAlistair Winter, on 03 June 2015 - 09:10 AM, said:

I dare say you're missing the point entirely. The fact that the AC20 has more DPS than the gauss is overcome by the fact that the gauss has virtually no heat. This means that the mech as whole, often carrying 4 or 5 medium lasers, will have higher DPS. You have to look broader, you have to consider the meta builds as a whole.

The issue is not the Gauss Jager or the Gauss+PPC Dire Wolves. Those are specialists and they do indeed lack DPS. I'm talking more about the laservomit Dire Wolves, Hellbringers, Timber Wolves, Misery hero mechs, etc. The mechs that do benefit from a combination of laservomit and gauss rifles.

The AC20 is way too hot to combine with 5-6 lasers, which is part of the reason you rarely see it on those builds. You'll see it more often on builds like the King Crab and Atlas, which don't have enough energy hardpoints to do laservomit + gauss. (Although King Crabs with dual gauss and 3-4 lasers are relatively common)

This, my dragon Flame has a Gauss rifle and 4 medium pulse lasers, I hardly have any heat problems from my lasers being chain-fired 2 at a time and doing high, pinpoint damage with my gauss rifle. I woudl say the biggest tradeoff is having the rifle in my left torso. Great firing position, but terrible location in terms of survivability.

Edited by Xiyumos, 03 June 2015 - 10:00 AM.


#63 bobobobobiy

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Posted 03 June 2015 - 10:21 AM

To make the gauss more "realistic," make it so the charge takes 4 seconds, the gauss can't explode when it isn't charged, and you can hold the charge indefinitely.

Limit the range to 2x to quench the whiners as well

#64 mogs01gt

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Posted 03 June 2015 - 10:24 AM

Gauss is OP because the AC20 and PPCs suck in comparison..

#65 MechWarrior5152251

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Posted 03 June 2015 - 10:28 AM

I absolutely hate the chargeup mechanic. If you want to make the weapon less effective if it was OP (my computer could not handle the Beta days, so I do not know how great gauss was without it) increase the cooldown. Give gauss a 5 second cooldown, that will lower its dps and make its low heat less powerful....

#66 Chuck Jager

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Posted 03 June 2015 - 10:31 AM

View PostLightfoot, on 03 June 2015 - 08:44 AM, said:


I like all that except 8 seconds is too long. The Gauss Rifle already had the lowest DPS per payload ton used of any weapon in MWO at 4 seconds. 5.5 to 6, but no higher than 6 seconds. 5.5 would be perfect, but MWO's mechs are pretty fragile as MechWarrior games go so maybe 5.75. You want the Gauss to remain a solid weapon that works in the right tactical application, which is long range, but struggles to compete at short range.

Silly wabbit DPS is only valid with a healer and a tank. In this game it is ALPHA, heat management and hard point locations balanced by speed and survivability. DPS is the probably the worst way to evaluate a mechs performance in MWO, but it is great to shore up an argument on the forums.





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