BigBenn, on 07 December 2015 - 10:31 AM, said:
back on track... the more a thread gets off topic the less PGI is going to monitor it for legit info.
Just an update from an avid gauss user (or rather "former" user): today I removed the gauss from the last mech that was using it. I used to use the gauss religiously on the Jager -DD, the CTF-0XP, and the MAD-3R. I put my Jager -DD back to dual UAC-5's and dual AC2's last week, the CTF-0XP went to a dual ERPPC/UAC5 combo last week as well, and today I converted my MAD-3R to dual PPC, AC10, and dual MPL.
The gauss is simply not worth it. The ONLY map I would consider the gauss worth while to use on is Alpine (roll the dice on if its comes up in que, and then roll the dice again to get it chosen). Otherwise, the benefits do not equal the liability.
The worst attributes are the .75 sec charge up, the 5.5 second cool down, and the 5 health. Unless the range of the gauss can be utilized it will remain in the weapons locker for me. I think the weight, the size (slots), the damage, the ranges, and the ammo/ton, are all good. No issues. But the charge up (the WORST attribute), and the 5 health are retarding this weapon. The 5.5 reload not so much, but with that length of time for cool down there should be no charge up. Period.
I sully support keeping the game fluid and able to be adjusted for balance, etc, but the gauss didnt need that kind of nerf.
If PGI would stop and look at what is going on, they'd spend more time tinkering with the issues of lasers being overbearing than monkeying with the gauss. But alas, I don't own, operate, nor am I employed by PGI so all I can do is plead with them to take another look and see the gauss for what it is.
Please remove the charge up and increase the health back up to 10.
There's some key points in here that many people (typically those that are either overtly against the existence of gauss, or those that are 'I think gauss is now fine' pretenders) avoid/miss/don't understand is that for the same weight in lasers and heat sinks is very easy to build huge alphas with MUCH lower risk.
They want to blame gauss for TTK, even though, without gauss, there's still CERLL/ERLL that can hit from long distance for a lot of damage, and have always been able to MUCH MUCH faster than gauss ever could.
Currently the CERLL/ERLL base recharge (before skills/modules/quirks are applied) is 3.25, darn near HALF that of gauss's. Then after applying skills, modules, and quirks you can also have a significantly extended range of the CERLL/ERLL too. Yes, not as far as gauss, BUT, for those of you who still play sub-optimally, marching forward in a straight line, out in the open, face tanking your way into battle, the CERLL/ERLL is still dragging your TTK downward EVEN FASTER than the gauss is.
Then TTK, when engaged at 'normal brawling ranges', everyone just seems to skip over the ballistics vomit, where CAC20/AC20 are devastating midrange/short range brawling weapons that have ALWAYS hit harder than gauss, and with MUCH LESS risk as those particular weapons all qualify as 'twitch' weapons with no charge up complicating their use.
It's just that the broken balance between Clan and IS:
IS - Can change engines, can't change hard points.
Clan - Can't change engines, can change hard points (Omni-pod manipulation).
Allows the Clan a significant survivability/speed/alpha advantage over the IS.
I can't think of any KGC, Jaeger, Cataphract, Mauler, Catapult, et al, on the IS side that will be able to have the combined alpha of a Direwolf, or the speed and survivability of the lighter dual gauss clan builds.
The Clan portion of this equation is out of balance from the IS perspective, not just a specific weapon narrow view point.
BEYOND the "is the Clan balanced vs. IS jihadi-ism" though, if you want to increase TTK in MWO then you're going to have to start thinking about hard weapon limitations on ALL the other weapons in the game, along the lines of the gauss "can only fire a maximum of two at once"...
2 AC20's do more damage than 2 gauss.
3 AC10's do the same damage as 2 gauss.
6 AC5's do the same damage as 2 gauss, (though even if you can load 6, you won't, and you'll probably be firing them chain just for the sheer 'disruption' effect brought on by cockpit rattle and impact flash)
4 ERLL's do more damage than 2 gauss.
3 PPC's do the same damage as 2 gauss.
6 medium lasers do the same damage as 2 gauss.
Almost ALL those weapons in the combos listed can be fired AT LEAST twice before heat is a significant issue.
Almost ALL those weapons can be fired AT LEAST twice for every time gauss is fired.
ALL those weapons are smaller, lighter, AND tremendously more durable than gauss.
ALL of those weapons have a much higher DPS than gauss.
NONE of those weapons will explode if destroyed (yes the other ballistics do have explosive ammo)
NONE of these weapons has a charge up cycle.
NONE of these weapons has a limitation on the number that can be fired at one time.
So all the while you people are working your way into nerfing gauss out of existence you're still having the same TTK issues, just with other weapons. Weapons you don't cry about because they are simple enough for you to use them, and aren't subject to such significant restrictions and risks, and are therefore prejudiced away from suggesting any nerfs on.
Like I keep saying, now that there's going to be even LESS use of gauss in the game, because at 1.5 seconds more per shot, by the very nature of time itself, there's LESS gauss being fired each match than before, it's going to be interesting to see what you blame your 'untimely' deaths on in the future...
Edited by Dimento Graven, 07 December 2015 - 12:03 PM.