Dual Gauss Is Still Pretty Good
#1
Posted 23 December 2015 - 08:28 AM
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
Posted 23 December 2015 - 08:30 AM
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
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
Posted 23 December 2015 - 08:40 AM
#5
Posted 23 December 2015 - 09:24 AM
#6
Posted 23 December 2015 - 09:35 AM
http://mwo.smurfy-ne...3cb1be5f8fc1b1.
#7
Posted 23 December 2015 - 09:39 AM
Dakota1000, 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
Posted 23 December 2015 - 10:10 AM
Meaning, Innersphere gets to use Gauss much more efficiently now thanks to tons of ballistic quirked mechs.
#9
Posted 23 December 2015 - 10:22 AM
I'll try some more Dual Gauss Hunch action later. Less than 900 headshots to go.
#10
Posted 23 December 2015 - 10:28 AM
That's the clear sign of an over-nerf.
#11
Posted 23 December 2015 - 10:40 AM
#12
Posted 23 December 2015 - 10:45 AM
#13
Posted 23 December 2015 - 10:45 AM
Ultimatum X, on 23 December 2015 - 10:28 AM, said:
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
Posted 23 December 2015 - 01:59 PM
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
Posted 23 December 2015 - 02:10 PM
Dakota1000, 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.
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