Jump to content

Dual Gauss Is Still Pretty Good


  • You cannot reply to this topic
14 replies to this topic

#1 Hit the Deck

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,677 posts
  • LocationIndonesia

Posted 23 December 2015 - 08:28 AM

...on the Dire Wolf and King Crab based on my experience so far (100% solo drops). This Mechs are relatively slow and cumbersome so you can't create target of opportunities by constantly repositioning and play peek-a-boo. The moment you have an enemy on your crosshair to receive lolpha, more often than not the twin Gauss are ready to fire.

On the other hand, I can feel that a single Gauss is now lacking maybe because the Mechs I put it on are more mobile (EXE and isHGN) so usually I can engage the enemies at a faster rate. On these Mechs, it's more noticeable that the lasers are ready much faster so it creates a kind of disharmony between the two weapons. Haven't tried it on Timby or Grid Iron.

I noticed that they want to revert some of the Gauss CD nerf. How do you like your new Gauss?

#2 Narcissistic Martyr

    Member

  • PipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 4,242 posts
  • LocationLouisville, KY

Posted 23 December 2015 - 08:30 AM

I'm an odd duck. I have always preffered dual AC5 to guass given an opportunity.

I'd go so far as to say that with the increased cooldown the ac10 is about as good as the gauss atm. If only because another 3 tons of stuff is often very useful.

#3 Champion of Khorne Lord of Blood

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 4,806 posts

Posted 23 December 2015 - 08:39 AM

Gauss nerf probably hit the PPC+Gauss Summoner hardest. Ruined its weapon synchrony, cut its DPS, and pretty much nerfed a full half of its weapons.



#4 cazidin

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 4,259 posts

Posted 23 December 2015 - 08:40 AM

Shh... don't let PGI know that gauss is still OK. They might nerf it again! Posted Image

#5 Aiden Skye

    Member

  • PipPipPipPipPipPipPipPip
  • Galaxy Commander II
  • Galaxy Commander II
  • 1,364 posts
  • LocationThe Rock

Posted 23 December 2015 - 09:24 AM

I don't mind it on my direwolf. But on more manoveverable chassis it's too slow I feel. Haven't used it on my heavies since the nerf

#6 Rhent

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 2,045 posts

Posted 23 December 2015 - 09:35 AM

The Whale has enough energy hard points, that its probably the most effective gauss boater available now. Even if you close on it, you are going to have to deal with a formidable energy based backup damage as the mech is waiting to do 30 pinpoint damage on you.

http://mwo.smurfy-ne...3cb1be5f8fc1b1.

#7 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 23 December 2015 - 09:39 AM

View PostDakota1000, on 23 December 2015 - 08:39 AM, said:

Gauss nerf probably hit the PPC+Gauss Summoner hardest. Ruined its weapon synchrony, cut its DPS, and pretty much nerfed a full half of its weapons.




I honestly don't feel too bad about that. I know some Comp guys used that build, but all I ever saw people who ran it do was lurk in the back using their team as meat shields. Not that I want to see options "removed" just never been impressed by the playstyle needed to make that build seem to be succesful.

#8 Cyborne Elemental

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,000 posts
  • LocationUSA

Posted 23 December 2015 - 10:10 AM

Dual Gauss is fine and dandy, as long as you have Cooldown quirks + cooldown modules packed on.

Meaning, Innersphere gets to use Gauss much more efficiently now thanks to tons of ballistic quirked mechs.

#9 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 23 December 2015 - 10:22 AM

My Gauss+PPC Hunch poptart was doing acceptably.

I'll try some more Dual Gauss Hunch action later. Less than 900 headshots to go.

#10 Ultimax

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,979 posts

Posted 23 December 2015 - 10:28 AM

Gauss is fine if you can take two of them on a 100 ton mech with another 27 to 54 points of Laser Alpha damage to "back it up".


That's the clear sign of an over-nerf.

#11 MechWarrior849305

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,024 posts

Posted 23 December 2015 - 10:40 AM

Gauss you say? What is it? Posted Image

#12 Moldur

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 2,244 posts

Posted 23 December 2015 - 10:45 AM

Haven't had a good game in the hellbringers since gauss nerf. I guess I could just unequip gauss and replace it with something else, but I don't think the point of a nerf is to make something so bad that it is almost unusable or completely not worth taking.

#13 Rhent

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 2,045 posts

Posted 23 December 2015 - 10:45 AM

View PostUltimatum X, on 23 December 2015 - 10:28 AM, said:

Gauss is fine if you can take two of them on a 100 ton mech with another 27 to 54 points of Laser Alpha damage to "back it up".


That's the clear sign of an over-nerf.


Nope. Its the clear sign of a 100 ton mech that can't keep up with the pack and needing the capability to take on fast moving lights close up. I've been using that build for over year now and it works very well, significantly BEFORE the nerf. As have a lot of other whales. I do a similar build for my KGC. My Ilya runs 3 ML back up and has since the day I've purchased it and went Dual Gauss as well. Your argument is completely lacking merit.

#14 Nightmare1

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,636 posts
  • Twitch: Link
  • LocationPeeking over your shoulder while eating your cookies.

Posted 23 December 2015 - 01:59 PM

I hate the Gauss currently. Out of more than a hundred Mechs, I only own a single Mech that has dual Gauss, but I own several with single Gauss. I especially liked using it on my Summoners since it was one of the few weapons that could be used effectively on that Mech given its limited tonnage. Now, however, I see Gauss as the most useless Mech in the game. It's rate of fire is far too slow; it's much better to take ACs instead and crank out the damage.

The Gauss nerf needs to be removed. Keep the charge up and the hold time if PGI wants to, but single Guasses were fine pre-nerf. For Mechs that were overquirked, like the GI, or a bit overpowered, like the quad-Gauss Dire, then there could be other fixes. PGI could have applied negative Gauss quirks on the quad Dire and toned down the GI quirks without needing to nerf the whole weapon system. I don't really know what to do with my Summoners now and am incensed over the whole thing. Folks keep telling me, "Run SRMs," but I don't want to have three SRM boating Summoners! I liked my single Gauss + single CERPPC Summoner that was so much fun!

I just wish we could have nice things...

#15 Nightmare1

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,636 posts
  • Twitch: Link
  • LocationPeeking over your shoulder while eating your cookies.

Posted 23 December 2015 - 02:10 PM

View PostDakota1000, on 23 December 2015 - 08:39 AM, said:

Gauss nerf probably hit the PPC+Gauss Summoner hardest. Ruined its weapon synchrony, cut its DPS, and pretty much nerfed a full half of its weapons.





This! That build was one of the precious few that actually worked for that chassis and it was fun to boot. Now it's gone.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users