Delpheus Merideus, on 17 January 2016 - 08:01 PM, said:
Are those gauss dire wolfs doing 1000 dmg after the patch? Doubtful.
When it comes back to the "take cover to avoid LRMs" debate people neglect to mention that LRMS can fire over terrain.
Gauss is a direct fire weapon that cannon arc over any kind of terrain.
I see it comes down to some people tend to be lazy, even in a video games, and want the simplest easy button there can be. They cry for nerfs to anything that challenges their playstyle. When skill trumps their easy button, they see imbalance. LRMs are the epitome of this easy button.
And I do agree that PPCs are a joke. They do need a velocity increase, they're a softball almost as easy to dodge as an AC.
Gauss was almost perfect right where it was and that's all I'm calling for, just take it back to the original cooldown and everything is fine... gauss can be used again.
the irony is tremendous
you still fail to understand that the gauss rifle is even in its current state the easiest to aim weapon in the game. nothing else even comes close to its ease to use.
while lrms offer the option to fire above cover, that is limited by SEVERAL factors from differing arcs on certain range breakpoints to cover you simply cannot shoot above. also, invisible walls on certain maps that visually do not exist but block missiles (the desert map and grim portico are notable for that) and counter equipment like ams (which affects target choice and chain vs volleyfire) as well as ECM ( which affects target choice even more and makes you watch the movement of all enemy targets in the area you are attacking regardless of if they are even in a position you COULD attack or NOT) and not to forget: HARDCOUNTERING >modules<.
sure, one can stand back and randomly fire missiles and even score with that. the problem is: half the time you will NOT do well by default and MOST of the time you will not be a valuable asset to your team regardless of how well you do. to play an lrm boat decently, you have to be aware of much more things then you would have with a direct fire loadout. and there are enough countermechanics to counterbalance the indirect fire capacitys of LRMs.
meanwhile, you need an entirely DIFFERENT (different does not equal easier or harder, just different. that is important.) skillset for the other weapontypes and out of those skillsets, the gauss is the closest to the traditional FPS weapon (some people would argue that a laser, as a hitscan weapon, fits that role the most, but i disagree because it is actually harder to keep on target then to simply twitch your muscle when above desired target. at the very least that is how it was for me during my UT99 times).
every other ballistic (and ppc) weapon is HARDER TO USE because you have a) more easily visible and b )slower projectile(s) that c) deal less damage with the sole exception of the IS AC20 ( and i guess C-ERPPC which technically deals the same ammount of damage). the only drawback in handling for the gaussrifle to make up for all its advantages are its charge up time (which does not exactly change its handling as a twitchy weapon) and its lower dps. the lowered dps puts the gauss into its own role instead of making it a straight
upgrade to every other ballistic (and ppc) in the game.
on a side note: considering that the dwf in the video ran out of ammunition, yes he would be able to deal the same damage after the changes. he would simply need 20 seconds longer to do so. yes, a whole 20 seconds. over the whole match. which is actually even less since he did use cover and backed of frequently (namely it summed up to 11 seconds). shocking and inconcievable for someone that argues that the gauss magically became a subpar weapon with an increase of cooldown.
but then again, the video is as representative as the lrm videos you posted - not at all representative.
Edited by Cold Darkness, 18 January 2016 - 07:09 AM.