Hey! Pgi... Leave The Gauss Alone!
#1
Posted 03 November 2015 - 08:53 PM
It is apparently made of explosive crystal because it has the highest crit chance
You can't fire more than 2 at once
It has a charge up time before you can use it and a decay timer so you cant just charge and hold
It has one of the longest cooldowns in the game
It weighs as much as an AC20 but does 5 less damage
It is the longest range weapon in the game but every single map renders that advantage useless with more and more cover being added.
Advanced Zoom was probably designed to be blurry specifically to prevent gauss accuracy.
Crosshair shake while using jumpjets, masc and being fired on makes it nearly impossible to shoot unless you get real good at the timing of turning away charging snapping back and firing all in an effort to keep the damn thing from exploding before you get 2 shots off.
Leave it the hell alone already. If you want to nerf it take away the charge/decay timer and only allow one per chassis. The only mech that dual gauss is still viable on is the king crab because the weapon is protected any other mech it blows off half your body with a 100% chance
#2
Posted 03 November 2015 - 08:57 PM
Then again, people are entitled to their own opinions.
#3
Posted 03 November 2015 - 09:03 PM
#4
Posted 03 November 2015 - 10:07 PM
There is another weapons in the game.
SO PLEASE RUIN Lasers+Gauss FITS HARDER!
Meta builds must be eradicated.
Edited by Rinkata Kimiku, 03 November 2015 - 10:08 PM.
#5
Posted 03 November 2015 - 10:11 PM
DoRkcHoPs, on 03 November 2015 - 08:53 PM, said:
It is apparently made of explosive crystal because it has the highest crit chance
You can't fire more than 2 at once
It has a charge up time before you can use it and a decay timer so you cant just charge and hold
It has one of the longest cooldowns in the game
It weighs as much as an AC20 but does 5 less damage
It is the longest range weapon in the game but every single map renders that advantage useless with more and more cover being added.
Advanced Zoom was probably designed to be blurry specifically to prevent gauss accuracy.
Crosshair shake while using jumpjets, masc and being fired on makes it nearly impossible to shoot unless you get real good at the timing of turning away charging snapping back and firing all in an effort to keep the damn thing from exploding before you get 2 shots off.
Leave it the hell alone already. If you want to nerf it take away the charge/decay timer and only allow one per chassis. The only mech that dual gauss is still viable on is the king crab because the weapon is protected any other mech it blows off half your body with a 100% chance
Considering Gauss is still a core weapon in many builds and used both for range and brawling, something is still off. Also, the crosshair does not shake when being hit, it still stays perfectly on spot to where you're pointing, only your visual cockpit shakes. MASC shake happens because your mech's 'muscles' are basically over stressing, I'm okay with that makes it feel good when using it. JJs make it shake because you're sending shockwaves of thrust through your mech, plus it eliminates most of the poptarts/super brawlers.
So yes, compared to every other ballistic it still REIGNS SUPREME unless you can boat several, which is only a handful of mechs. You're getting 15-30 points depending on if you have two or not, in a high speed, pinpoint location. NO other ballistic can do that outside of a very small range (and only on IS mechs too). 5.5 seconds is NOT the end of the world for Gauss, trust me, and I like the charge/decay mechanic for Gauss, however it needs to be coded in that the weapon should only be able to explode while/during the weapon charged. If not charged it should be inert and therefore not explode because there would be no stored energy. The point to the exploding weapon was that its capacitors stored energy and if critted the energy suddenly discharged in more than its intended direction (throwing the slug forward).
#6
Posted 03 November 2015 - 11:51 PM
After those gauss nerfs - nobody use it. It is completely useless(except king crab and dire wolf).
This is completely unfair.
The game becomes just an ordinary arcade.
5.5s is too much. It'd be much better if the pumping still remain but reload should be decreased to 3.2-3.5s and forbid twin shot by two gausses.(also the difference in 3 tons between clans and IS is too much, maybe because of that clans do not feel so much pain of using it)
Edited by Vetal, 05 November 2015 - 06:24 AM.
#7
Posted 04 November 2015 - 12:25 AM
The increased cooldown should lower it's dps, so making it less good in close quarters, where it just dosen't belong.
#8
Posted 04 November 2015 - 12:44 AM
TheCharlatan, on 04 November 2015 - 12:25 AM, said:
The increased cooldown should lower it's dps, so making it less good in close quarters, where it just dosen't belong.
Increased laser range up to 1200m makes gauss a useless weapon.
It weight the same as triple ER large laser and deals only 15 damage in approximately 6 seconds(with pumping 6.15 seems). You can say that gauss have no heat, but for a long range weapon it is unnecessary - because you are not under fire and you have time to hide. But with three ER laser you deal 30 damage instead of 15. And with gauss you can miss the target but laser is a guarantee that you hit it. That is why gauss is used ONLY in king crabs and dires - they can take two gauss on board. with 30 damage. But they can't take 6 er large lasers because of ghost heat.
Therefore - nowadays nobody use gauss, except king crabs and dires because of hardpoints and claws which protect them.
BTW. it is NOT a sniper weapon, because sniper mech weapons do not exist in the battletech universe.
The capability of gauss to shoot for a long distances is just a capability of kinetic-damage projectile weapon. It works only at high speed. and gauss was used in close quarter combats a lot. just read the books. I do remember several stories how gauss shoot light mech with only one shot at close range in center torso. And those light mechs were thrown away by projectile. Which other weapons couldn't do.
The king of ballistic weapons and battlefield at all is mixed with a mud and is completely useless in comparison with other ballistic and energy weapons. And the following nerf of gauss is the way to get rid of them even in dires and king crabs.
Edited by Vetal, 05 November 2015 - 06:22 AM.
#9
Posted 04 November 2015 - 12:51 AM
Typical Gauss Snipers like Jaegermech or Ilya are long gone and really rare to find!
Among the Clan-Mechs there is a gauss-rifle here or there on a Ebon Jaguar or Warhawk maybe, some more in the Direwolf.
I dont see any point in increasing the cooldown, except, that they expect the lasers to be much weaker for some reason, and they already want to avoid a gauss overflow in every mech...
But anyway, its just the public server!
Who knows which of the changes will come over to the real ones!
#10
Posted 04 November 2015 - 12:52 AM
Naturally it must be nerfed.
And because clan lazorpuke has been so underpowered, it must be puffed.
Edited by VXJaeger, 04 November 2015 - 12:54 AM.
#11
Posted 04 November 2015 - 01:01 AM
VXJaeger, on 04 November 2015 - 12:52 AM, said:
Naturally it must be nerfed.
And because clan lazorpuke has been so underpowered, it must be puffed.
You didn't provide any reason for your proposition.
I did it, you - didn't. Could you give some proves or reasons?
And yes - I don't want an arcada-style mwo with only laser vomits. Because this game will die in two years.
Today twin ac5 deals much more damage than gauss.
And weights approximately the same, as like as ordinary hit distance in battlefield.
Edited by Vetal, 04 November 2015 - 01:08 AM.
#12
Posted 04 November 2015 - 01:06 AM
#13
Posted 04 November 2015 - 01:11 AM
Edited by Vetal, 04 November 2015 - 01:14 AM.
#15
Posted 04 November 2015 - 01:39 AM
All it would take to change the current meta is to reduce or remove IS laser quirks, and nerf clan lasers. At that point people can still go gauss or dual gauss, but they would get wrecked by brawlers closing in on them with UACs or ACs. They can't rely on some huge alpha strike to get them out of trouble, again, the majority of which is laser damage, not gauss damage.
That being said, the biggest limiting factor of the gauss rifle isn't the charge mechanic which is easily mastered, it's ammo per ton or it's explodiness, it's the TONNAGE and SIZE of the weapon which apparently no one really bothered to mention that makes it an option, but not the automatic brainless go to option for most mechs. Saying that the gauss needs to be nerfed while ignoring the giant, fire breathing white elephant in the room that is laser vomit, whether supplemented by gauss or not, is pure nonsense.
#16
Posted 04 November 2015 - 01:51 AM
Edited by Volkodav, 04 November 2015 - 02:16 AM.
#17
Posted 04 November 2015 - 03:13 AM
Postumus, on 03 November 2015 - 09:03 PM, said:
Giving it heat is not only messing with TT. But it'll also **** with logic. Because a projectile that doesn't even touch the barrel and is not proppelled by exploding and expanding gasses somehow creates enough heat for it to be no different to the higher friction gunpowdered cannons?
You DO know what a Gauss rifle is right?
If anything, it'll be more logical to give it the TT value of a min range. (which can make sense if the bullet isn't armed up close to prevent self damage or accidents. which happens on a few ammo types as well as missiles IRL...
It isn't that logical as most people do not put those kind of ammunitions in a gauss rifle/ coil gun (or it's relative; the rail gun) but it's more logical and lore friendly than having a hot coil gun for 3051...
#18
Posted 04 November 2015 - 03:50 AM
Nightshade24, on 04 November 2015 - 03:13 AM, said:
You DO know what a Gauss rifle is right?
If anything, it'll be more logical to give it the TT value of a min range. (which can make sense if the bullet isn't armed up close to prevent self damage or accidents. which happens on a few ammo types as well as missiles IRL...
It isn't that logical as most people do not put those kind of ammunitions in a gauss rifle/ coil gun (or it's relative; the rail gun) but it's more logical and lore friendly than having a hot coil gun for 3051...
-.-
the masive amount of power going thru the coils will generate way more heat than a conventional gun... that is in real life that is...
#19
Posted 04 November 2015 - 04:13 AM
L3mming2, on 04 November 2015 - 03:50 AM, said:
-.-
the masive amount of power going thru the coils will generate way more heat than a conventional gun... that is in real life that is...
Not really. First off all it wouldn't make that much heat unless it's a very poor conductor or is faulty. Second of all it's only going for less then a second and most commonly with a long reload time and it would cool down faster than a rail gun due to the nature of it's circuit and firing method. Second of all: It has less heat than conventional guns due to the differences of propulsion and firing method (which is rather unknown in MW: O as they covered most of the mechanics with the outer shell that is most likely to prevent it from damage. The best picture we have of it is this:
Which doesn't give us much information as you see... Gauss rifles have been even proposed for "heatless" weapons in situations where any heat could ruin a situation however it is a very specific situation criteria that isn't really worth the investment currently.
#20
Posted 04 November 2015 - 04:52 AM
Nightshade24, on 04 November 2015 - 04:13 AM, said:
Which doesn't give us much information as you see... Gauss rifles have been even proposed for "heatless" weapons in situations where any heat could ruin a situation however it is a very specific situation criteria that isn't really worth the investment currently.
if u use the same logic lasers should be low heat weapons unless they have poor conductors...
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