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If We're Going To Nerf Gauss Rifles Into Oblivion...

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#101 H I A S

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Posted 04 December 2015 - 12:48 AM

View PostDimento Graven, on 03 December 2015 - 09:37 AM, said:

Screw yourself.

Go ahead and insult me all you like, leave the RRB out of it.

Ok, so you're running, what? .5 tons of gauss ammo, on a dual gauss Timby? Or how much ammor have you sacrificed to load up a practical amount of armor? Almost the same on the EBJ, 1.5 tons seems to be the max with maximum armor.

.5 and 1.5 tons of ammo for a dual gauss build isn't all that practical, you're either sacrificing significant armor, or your spending most of your battle with only 3 CERMLs.

Again, I disagree with your assessment, and no I'm not going to view third person recordings. If you've got any of you from your cockpit doing what you claim, I might be interested. Primarily because EVERY OTHER Australian I've spoken with has a completely different opinion of the gauss when they play on NA servers, and I know the lag shield affect is still present even with HSR when I'm against someone of 400+ ping, and many Australians have pings approaching that...

Anyone who uses gauss knows that taking a base 4.75 reload/recharge cycle and jumping it all the way up to a base 6.25 seconds reload/recharge cycle is absolutely excessive given ALL THE OTHER nerfs and restrictions already put in place over the years.


I run Doublegauss on Timby often in Random prenerf with 6 tons of ammo. It was great.
In MRBC you only play 8vs8 and dont habe to deal with randoms, so less ammo needed and we sometimes use it.

Edited by arivio, 04 December 2015 - 12:49 AM.


#102 Nightshade24

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Posted 04 December 2015 - 12:51 AM

View PostMonkey Lover, on 03 December 2015 - 08:03 AM, said:

Gauss is at the point when I question if I should even use it anymore. I guess we could call this balanced. I would like to see the wait time increased but this would be a buff so I would say no.


Why would you use this?

1) extreme range
2) nice pinpoint damage of 15, 2nd to the AC 20 at 20
3) one of the coldest weapons in game.
4) ammo doesn't explode, thus only 1 case is needed to protect the gauss and no more, you can have ammo where ever you want, everywhere you want.

#103 Alianton

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Posted 04 December 2015 - 12:55 AM

ok legit question: how the Hell did you get dual gauss with 6 tons ammo on a mad cat??

http://mwo.smurfy-ne...a70203c0f030db1

dual gauss, 1ML, 3 tons ammo. i'm not trying to call you a liar or anything or be offensive, or give undue rude critique, just curious. it might actually be interesting a build

#104 Mainhunter

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Posted 04 December 2015 - 01:05 AM

I never felt like the Gauss was OP, except of course the one shot era. Not with the Dual-Gauss Jager and not with my Grid Iron.

#105 H I A S

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Posted 04 December 2015 - 01:51 AM

@Alianton: TBR-C(C)

Prenerf you could loose left side after 10 shots.

Edited by arivio, 04 December 2015 - 02:08 AM.


#106 Dimento Graven

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Posted 04 December 2015 - 06:29 AM

View Postarivio, on 04 December 2015 - 12:48 AM, said:

I run Doublegauss on Timby often in Random prenerf with 6 tons of ammo. It was great.
In MRBC you only play 8vs8 and dont habe to deal with randoms, so less ammo needed and we sometimes use it.
Yes, the 8v8 aspect of MRBC probably does put a different spin on things.

In the public queue and CW, I can't see running low armor or low ammo really working out all that well. It would explain why I've rarely seen dual gauss Timby's running around in those game modes.

I have seen the dual gauss EBJ, and typically if they do have anything else other than gauss, it'll be only one or two backup lasers at most, and any match that lasts more than 3 minutes you don't see them firing gauss all that much...

#107 Dimento Graven

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Posted 04 December 2015 - 06:32 AM

View PostNightshade24, on 04 December 2015 - 12:51 AM, said:

Why would you use this?

1) extreme range
2) nice pinpoint damage of 15, 2nd to the AC 20 at 20
3) one of the coldest weapons in game.
4) ammo doesn't explode, thus only 1 case is needed to protect the gauss and no more, you can have ammo where ever you want, everywhere you want.
Except NOW with an extra 1.5 seconds of reload, if/when you're brawling, or worse, attacked by lights, you're at an extreme disadvantage with what are mostly inert bombs strapped to your 'mech. In close in situations that extra 1.5 seconds makes a huge difference, especially when attempting to fight off 6+ laser lights, who don't have to worry about knock down and can just jam themselves in your rear, or leg hump you.

Edited by Dimento Graven, 04 December 2015 - 06:32 AM.


#108 BigBenn

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Posted 04 December 2015 - 06:38 AM

View PostNightshade24, on 04 December 2015 - 12:51 AM, said:

Why would you use this?

1) extreme range
2) nice pinpoint damage of 15, 2nd to the AC 20 at 20
3) one of the coldest weapons in game.
4) ammo doesn't explode, thus only 1 case is needed to protect the gauss and no more, you can have ammo where ever you want, everywhere you want.


1) Accuracy is questionable at anything but close range thanks to the charge up.
2) see #1, at any range
3)cold or not, it fires once every 6.25 second at the quickest. Even the ERPPC can handle that. So heat is a non issue.
4)you're right, but the gauss rifle itself is made of glass. It is destroyed very easily.

For every positive there is a more weighty negative, imo. Just how often is a player able to effectively use the gauss beyond the 800m mark vs inside the 400m mark? Very rarely. Compare to the AC10 or even the AC20 at inside the 400m mark.
Ultimately, I can stomach all the issues with the gauss except the charge up.

#109 Dimento Graven

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Posted 04 December 2015 - 07:19 AM

View PostBigBenn, on 04 December 2015 - 06:38 AM, said:

1) Accuracy is questionable at anything but close rangeFiring opportunities are more limited, thanks to the charge up.
2) see #1, at any range
3)cold or not, it fires once every 6.25 second at the quickest. Even the ERPPC can handle that. So heat is a non issue.
4)you're right, but the gauss rifle itself is made of glass. It is destroyed very easily.

For every positive there is a more weighty negative, imo. Just how often is a player able to effectively use the gauss beyond the 800m mark vs inside the 400m mark? Very rarely. Compare to the AC10 or even the AC20 at inside the 400m mark.
Ultimately, I can stomach all the issues with the gauss except the charge up.
I agreed with most of everything you said, the first one though I think was a bit off as the weapon is as accurate as ever, BUT, the fact that you'll be waiting for an extra 1.5 seconds for it to charge up reduces your ability to take advantage of targets that present themselves.

This nerf rewards stupid players more than anything else.

Now, POST NERF, it's quite possible to charge face first and face tank a dual gauss carrier and get away with minimal damage.

That's stupid, but for the cry baby idiots and morons out there who think because a weapon has 'long range' it shouldn't hurt up close, it's a good thing.

#110 Kaeb Odellas

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Posted 04 December 2015 - 08:25 AM

How about:

Clan Gauss: 0.5s charge-up, 2 second charge hold, 5.5 second cooldown.
IS Gauss: No charge-up, 6 second cooldown.
Increase optimal and max range of both weapons to 810.

It differentiates the two weapons so that 1 weapon isn't a direct upgrade from the other. The Clan version is lighter and more compact, but harder to use (not a problem with the superior skills of Clan pilots right? Posted Image). The IS version is heavier and bulkier, but easier to use. Both weapons have the same max DPS. Both are peerless sniper weapons, but sub-optimal at close range due to their low DPS.

#111 Tarogato

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Posted 04 December 2015 - 08:30 AM

View PostKaeb Odellas, on 04 December 2015 - 08:25 AM, said:

How about:

Clan Gauss: 0.5s charge-up, 2 second charge hold, 5.5 second cooldown.
IS Gauss: No charge-up, 6 second cooldown.
Increase optimal and max range of both weapons to 810.

It differentiates the two weapons so that 1 weapon isn't a direct upgrade from the other. The Clan version is lighter and more compact, but harder to use (not a problem with the superior skills of Clan pilots right? Posted Image). The IS version is heavier and bulkier, but easier to use. Both weapons have the same max DPS. Both are peerless sniper weapons, but sub-optimal at close range due to their low DPS.


Personally, I'd rather see this:

IS gauss: 0.8s charge, 4.5s cooldown
Clan gauss: 1.0s charge, 5.0s cooldown

It should be just enough of a difference that you can feel it, but not enough to make them seem like different weapons. Plus, IS gauss didn't really need a nerf. Clan did. The fact that they overnerfed both of them in the same way really rustles my jimmies.

#112 Bluttrunken

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Posted 04 December 2015 - 10:19 AM

View PostDimento Graven, on 03 December 2015 - 09:25 PM, said:

What are you seeing that's "better" about it?


Ninja Buff? I think the charge time is the same as for Clan Gauss' now.

#113 Dimento Graven

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Posted 04 December 2015 - 10:52 AM

View Postk05h3lk1n, on 04 December 2015 - 10:19 AM, said:

Ninja Buff? I think the charge time is the same as for Clan Gauss' now.
I'm sorry I am missing your point here.

Reload time pre-nerf was 4.0 seconds.
Post nerf, 5.5 seconds.

Recharge time pre-nerf was .75 seconds.
Post nerf, .75 seconds.

Pre-nerf, total cycle time to fire: 4.75 seconds
Post-nerf, total cycle time to fire, 5.25 seconds

This is true for both IS and Clan versions of the gauss.

Can you elaborate, because I'm not seeing any "buff"...

#114 old man odin

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Posted 04 December 2015 - 01:10 PM

View PostTarogato, on 04 December 2015 - 08:30 AM, said:

Personally, I'd rather see this:

IS gauss: 0.8s charge, 4.5s cooldown
Clan gauss: 1.0s charge, 5.0s cooldown

It should be just enough of a difference that you can feel it, but not enough to make them seem like different weapons. Plus, IS gauss didn't really need a nerf. Clan did. The fact that they overnerfed both of them in the same way really rustles my jimmies.


Wouldn't mind seeing IS Gauss being buffed relative to clan Gauss. I'm not sure if this should be a buff to it or a nerf to clan Gauss, but I like the principle behind it. IS Gauss is three tons heavier for the same thing on mechs that don't have the benefit of ingrained CASE. While it seems they want to fix this imbalance by quirks I'd much rather have weapon balance parity.

#115 FupDup

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Posted 04 December 2015 - 01:19 PM

I'd rather see something like item durability be the main distinction between IS and Clam Goose Waffles. Something like reducing the IS Goose explosion damage to 15 and giving it a bit more health. Still wouldn't be tough (which is completely fine), but not quite as frail.

#116 process

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Posted 04 December 2015 - 01:35 PM

View PostFupDup, on 04 December 2015 - 01:19 PM, said:

I'd rather see something like item durability be the main distinction between IS and Clam Goose Waffles. Something like reducing the IS Goose explosion damage to 15 and giving it a bit more health. Still wouldn't be tough (which is completely fine), but not quite as frail.


Personally I don't think Clan and IS Gauss need be different, but if they were to be balanced, I don't think health is the way to go. That's only a factor when you're cored and probably on the verge of losing the gun anyway. Maybe it buys you an extra shot or two.

I think the balance would have to affect the weapon as it's used, e.g., Clan Gauss does 16.5 damage for 6.25 second cooldown versus IS Gauss' 15 damage for 5 second cooldown (10% more damage, 25% more cooldown). Or maybe the other way around.

Edited by process, 04 December 2015 - 01:36 PM.


#117 Pjwned

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Posted 04 December 2015 - 02:52 PM

View PostFupDup, on 04 December 2015 - 01:19 PM, said:

I'd rather see something like item durability be the main distinction between IS and Clam Goose Waffles. Something like reducing the IS Goose explosion damage to 15 and giving it a bit more health. Still wouldn't be tough (which is completely fine), but not quite as frail.


I agree there should be more of a distinction between IS and clan gauss somehow, in addition to increasing the amount of time to hold a charged shot.

#118 Malagant

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Posted 04 December 2015 - 02:59 PM

View PostValar13, on 03 December 2015 - 01:28 PM, said:


Ad hominem attacks are the favorite go-to of someone without an actual argument.

True, but it doesn't necessarily follow that they do not have an actual argument.

#119 Mystere

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Posted 04 December 2015 - 05:43 PM

View PostTarogato, on 04 December 2015 - 08:30 AM, said:

Personally, I'd rather see this:

IS gauss: 0.8s charge, 4.5s cooldown
Clan gauss: 1.0s charge, 5.0s cooldown

It should be just enough of a difference that you can feel it, but not enough to make them seem like different weapons. Plus, IS gauss didn't really need a nerf. Clan did. The fact that they overnerfed both of them in the same way really rustles my jimmies.

View PostKaeb Odellas, on 04 December 2015 - 08:25 AM, said:

How about:

Clan Gauss: 0.5s charge-up, 2 second charge hold, 5.5 second cooldown.
IS Gauss: No charge-up, 6 second cooldown.
Increase optimal and max range of both weapons to 810.

It differentiates the two weapons so that 1 weapon isn't a direct upgrade from the other. The Clan version is lighter and more compact, but harder to use (not a problem with the superior skills of Clan pilots right? Posted Image). The IS version is heavier and bulkier, but easier to use. Both weapons have the same max DPS. Both are peerless sniper weapons, but sub-optimal at close range due to their low DPS.


I have a question. What practical advantage does a vacuum tube have over the transistor that replaced it?

#120 bLeeat

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Posted 04 December 2015 - 06:01 PM

i didnt like the gauss change at first but now that i see it didnt really hinder my builds that use gauss i dont mind at all. in fact i love it. gotta keep some weapons hard to use for the real players. but would have gauss been nerfed if noobs werent trying to double gauss all the mechs???





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