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Hey! Pgi... Leave The Gauss Alone!


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#41 Vetal

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Posted 05 November 2015 - 06:45 AM

just forbid twin gauss shots and everybody will see that this weapon is a crap.
Especially it concerns IS because it wastes 3 additional tons.

Edited by Vetal, 05 November 2015 - 06:55 AM.


#42 DoRkcHoPs

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Posted 05 November 2015 - 12:13 PM

There are some good points so far. I would also like to point out that on average a player will probably make 50-70% of their shots, that makes a longer cooldown even worse for the weapon. I feel like the people that are for gauss being nerfed more assume every shot hits and does full damage.

#43 Mcgral18

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Posted 05 November 2015 - 02:39 PM

View PostVetal, on 05 November 2015 - 06:45 AM, said:

just forbid twin gauss shots and everybody will see that this weapon is a crap.
Especially it concerns IS because it wastes 3 additional tons.


Gauss Vomit disagrees.

You have your right to an opinion, but the facts speak against you.

#44 MischiefSC

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Posted 05 November 2015 - 03:02 PM

Okay. So don't use gauss. Use a different weapon. When people still use gauss to kill you in the game just like they do now then you won't be complaining on the forum.

Edited by MischiefSC, 05 November 2015 - 03:03 PM.


#45 Sable

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Posted 05 November 2015 - 08:17 PM

i'd like to see the gauss go up to 7 seconds but lose the charge up. It would just take 7 seconds to fully charge and be ready to fire. So long range sniper weapon, no heat, long cooldown. Doesn't really mesh with other weapon systems. Since you won't be firing it as much you wouldn't need as many tons of ammo. Making you choose other weapons as backup/primary sources of damage. And there you go, useful long range poke but not a primary damage source. MIX BUILDS FTW. And other ballistics would have more appeal instead of gauss everything.

Edited by Sable, 05 November 2015 - 08:22 PM.


#46 DoRkcHoPs

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Posted 05 November 2015 - 08:43 PM

View PostMischiefSC, on 05 November 2015 - 03:02 PM, said:

Okay. So don't use gauss. Use a different weapon. When people still use gauss to kill you in the game just like they do now then you won't be complaining on the forum.


the problem is i love the gauss rifle and im tired of seeing it nerfed and nerfed and nerfed while lasers get buff after buff (well atleast now they are like ooh lasers are op)

#47 Tuis Ryche

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Posted 05 November 2015 - 10:44 PM

So they're going to take one of the trickier weapons to figure out and make it worse? Brilliant.

#48 Richard Warts

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Posted 05 November 2015 - 10:47 PM

nah...

let's just nerf EVERYTHING and fight only with pillows and bad words.

#pillowwarrioronline
#don'tnerfgauss

Edited by Tabu 73, 05 November 2015 - 10:59 PM.


#49 DivineEvil

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Posted 05 November 2015 - 11:28 PM

Slighly longer charge-up on C-Gauss for per-weight balance.
5.0 second CD for both.
Everything else is about laser vomit that comes with the Gauss, not the weapon by itself.

#50 Scanz

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Posted 05 November 2015 - 11:37 PM

what if make no charge time, but make cooldown 5-10 sec for reloading.

#51 DivineEvil

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Posted 06 November 2015 - 12:01 AM

View PostScanz, on 05 November 2015 - 11:37 PM, said:

what if make no charge time, but make cooldown 5-10 sec for reloading.

Charge time were implemented to make Gauss more skill-dependant, and keeping at least some face-time requirement, to compensate for it's pin-point damage power over long range. Before suggesting the removal of given mechanics, you should provide a justification for that. Naked "what-if" arguments are very casual by nature.

Cooldown is very easy to overshoot. Even with charge-up gone, it is possible, that the weapon will be completely abandoned if cooldown exceeds 5-6 seconds cooldown, especially for the mechs, that can only sport one Gauss Rifle.

#52 ShinVector

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Posted 06 November 2015 - 12:39 AM

View PostDivineEvil, on 06 November 2015 - 12:01 AM, said:

Cooldown is very easy to overshoot. Even with charge-up gone, it is possible, that the weapon will be completely abandoned if cooldown exceeds 5-6 seconds cooldown, especially for the mechs, that can only sport one Gauss Rifle.


Tried the dual gauss Jager in PTS last night.... Already at borderline non-viable or maybe need to relearn the firing rhythm... Cooldown feels oh so, long...

People will start boating AC5s/AC2s instead.... King of the hill is MX90 !!

Edited by ShinVector, 06 November 2015 - 12:41 AM.


#53 Vetal

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Posted 06 November 2015 - 01:04 AM

And again - you're talking only about clans. Not about IS. For clans - maybe it should be nerfed.
The difference in 3 tonns is too much.

Edited by Vetal, 06 November 2015 - 01:04 AM.


#54 Chorm

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Posted 06 November 2015 - 07:57 AM

PGI, you are nerfing gauss too hard. I don't see any problem with this weapon. It is fragile, it explodes, it needs to be charged up to fire. It has too many cons already. But even if there is a problem with this weapon, 5.5 secs of cooldown+ 1.2 of charging is too much. This makes this weapon unreliable and FUBAR. I think 3.5-4 secs of CD will be OK. But please, don't remove charging, it gives gauss it's own unique charm.

Edited by Chorm, 06 November 2015 - 07:58 AM.


#55 Struan

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Posted 06 November 2015 - 08:11 AM

View PostScanz, on 05 November 2015 - 11:37 PM, said:

what if make no charge time, but make cooldown 5-10 sec for reloading.


This I agree entirely with. The charge-up for gauss makes it unusable save for a precious few builds where it excels dramatically due to it's cohesion with lasers. Instead, up the cooldown to 6 or 7 seconds, which would still fit with the table top since each turn is 10 seconds, and increase it's health a bit. This will make the gauss attractive for its heat, range, and damage, and make it unattractive for it's firing rate. This will also allow one to use the gauss with other weaponry (srm's, AC's, etc) without him being considered a complete idiot for doing so. It's popularity will increase (despite the extreme weight), and it's effectiveness will decrease somewhat, and all the while it will become a more compatible weapon with all of the other weapons PGI is trying to make effective once again.

http://mwo.smurfy-ne...e4851b2da817978

There is no reason why a build like this shouldn't be viable, and I would be ecstatic to see things like this become commonplace.

#56 DoRkcHoPs

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Posted 06 November 2015 - 08:44 AM

View PostStruan, on 06 November 2015 - 08:11 AM, said:

http://mwo.smurfy-ne...e4851b2da817978

There is no reason why a build like this shouldn't be viable, and I would be ecstatic to see things like this become commonplace.


Just gotta tweak that ****** armor distribution and put the ERLL on the other side. Wouldn't want to lose your gauss, uac5 and ERLL in one foul swoop.

#57 Tesunie

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Posted 06 November 2015 - 09:09 AM

View PostDoRkcHoPs, on 06 November 2015 - 08:44 AM, said:


Just gotta tweak that ****** armor distribution and put the ERLL on the other side. Wouldn't want to lose your gauss, uac5 and ERLL in one foul swoop.


It's a common tactic called "shield arming" where you make one side of your mech disposable and able to twist towards the enemy and absorb damage.

However, I agree with you. I much rather have a more even weapon distribution on my mechs, as then if I lose one side, I can at least continue to fight, even if not at full strength.

Edit: PS: He probably did "max armor" from Smurfy for the armor distribution. His real armor is probably arranged differently. Keeps people from knowing your weak points in game if they see you in that mech... (not that it is normally too much of an issue.)

Edited by Tesunie, 06 November 2015 - 09:11 AM.


#58 Struan

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Posted 06 November 2015 - 01:07 PM

View PostTesunie, on 06 November 2015 - 09:09 AM, said:


Edit: PS: He probably did "max armor" from Smurfy for the armor distribution. His real armor is probably arranged differently. Keeps people from knowing your weak points in game if they see you in that mech... (not that it is normally too much of an issue.)


This is exactly what I did, but regardless of this you guys get the point. With charge time removed and cooldown increased, the gauss finally becomes usable with weaponry other than lasers. Allowing for more mixed builds, like the one I posted.

#59 Apnu

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Posted 06 November 2015 - 01:15 PM

View PostVetal, on 04 November 2015 - 12:44 AM, said:

Therefore - nowadays nobody use gauss, except king crabs and dires because of hardpoints and claws which protect them.


Whut? I see JM6-S w/ 2xGR and the Gridiron all the time.

#60 Twilight Fenrir

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Posted 06 November 2015 - 05:10 PM

View PostTesunie, on 04 November 2015 - 07:29 PM, said:


The minimum range in TT is the same explanation as it is for the AC2 and AC5. They can't focus as quickly for closer ranges, so they get a penalty to hit against targets that are closer up. They can still hit up close, but it's harder to get them to actually hit. (Unlike LRMs with an arming range, or PPCs with a disruptive and possibly damaging feedback.)

ACs have a minimum range in TT? O_o





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