Mawai, on 30 December 2015 - 08:07 PM, said:
The charge up limits the gauss rifle use as a fast reaction weapon in a brawl. It used to be simple to blow away circle strafing lights in a gauss boat at 100m ... the charge mechanic still makes this more challenging. It never really had a big impact on longer range fire against slower moving targets and it really wasn't meant to.
Before the charge mechanic, I can recall using a dual gauss Jaeger or K2 to leg lights that were strafing. I also took them out with dual gauss to the torso since 30 pinpoint against an already damaged light can often be sufficient to kill it. This mode of play is still more challenging with the charge mechanic since it is harder to predict where that light will be when the gun is charged. It can still be done but it isn't as easy.
Finally, although I enjoy using dual gauss boats both before and after the charge mechanic was introduced ... I have to agree that the weapon is too powerful without the charge mechanic. Without the charge mechanic, snap shots with fast projectiles at targets at any range are just too easy and too effective.
The Gauss Rifle used to have a 1500 mps speed. Less than the PPC back then. It only became the OP 2000 mps after the charge-up was added. As has been stated, a single Gauss Rifle with no charge-up was never an issue, it was when players started mounting 2xGauss in the Catapult K2's machine gun slots that some players complained. We warned PGI in Closed Beta that giving the Gauss Rifle the same recycle as an AC20 was unbalanced since longer range equals lower DPS, but PGI said they were happy with where it was at 4 seconds.
The Gauss Charge-up is not and was never needed, just a 5 to 6 second recharge with a 1500-1700 mps travel time balances the weapon's DPS, Weight, and Space. The Gauss Charge-up was only effective until most players learned to use it, then PGI saw that it really needed a longer recharge as we had always suggested in Closed Beta. Well, now it really no longer needs the charge-up that only punishes NEW PLAYERS and those who have never been able to make it work which are a good 30% of MWO's player base.
Now here is the math that proves it. In MechWarrior, unlike Quake, and CoD, etc., you measure a weapon by DPS vs Weight because unlike Quake a mech has payload space that it fills with weapons. So the chart for the current MWO ballistics is this. (Inner Sphere only for brevity)
Weapon..............................DPS=DPS/ton
machine gun........................0.8 = 1.6
ac2.......................................2.78 = 0.46
ULTRA AC/5........................3.01= 0.37 to 0.67 or jams
ac5.......................................3.01= 0.37
lb 10-x..................................4.00= 0.36
ac20.....................................5.00= 0.35
ac10.....................................4.00= 0.33
gauss rifle.............................2.50= 0.17
So as you can see the Gauss Rifle already pays for it's range and accuracy with it's weight and recycle vs the other ballistics. If you feel it is OP, that is just a subjective feeling like "owww, that hurt! OP,OP, nerf! nerf!" It is actually a very weak weapon which is why Time to Kill times got much shorter after it was effectively replaced by Lasers because of the charge-up nerf making it impossible for most players to use at first.
All the Gauss charge-up does is ruin the competitiveness of those battlemechs that can only carry one Gauss Rifle, which is most of them. Meanwhile it anoints any battlemech that can carry 2xGauss with an ultra-special status. So the Gauss charge-up actually unbalances MWO's mechs completely, ruining the Shadow Cat prime and most mediums and heaven help us if MWO ever gets around to the 35 ton Hollander, a classic Light mech with a Gauss only.
Edited by Lightfoot, 31 December 2015 - 10:41 AM.