Am I wrong in thinking this mech is deadweight? I have been swapping omnipods and weapons around for a few days and only one build broke the 400 dmg barrier first time I used it (twin ERPPC).
I really want a single gauss mobile sniper build to work but it doesn't because gauss just isn't good enough.
One ton of ammo = 10 shots
1 shot = 10 damage
So I'm already capped at 400-500 damage with everything else including some armor stripped. (I usually hang on to ECM for dear life)
This assumes I'm within the gauss's optimal range of 660, at this range the Shadowcat can and will likely be killed by anything that sees it.
I've had lights run up on my position, I've managed to hit them head on with the gauss and then they have circled and outright killed me very easy. So I can't even defend my own position let alone my teams.
I've spent well over a ton of ammo on single heavy mechs and they seem to just shrug it off.
If I break the 200 dmg barrier make one kill (steal) and survive then it was a good match.
---
I've had really good matches with it, where I've sat high and really crapped on the other teams state of zen, but I always felt like they were a losing team to begin with if they cant even try to spot you.
---
So do I suck for wanting this mech to be half dangerous? I don't think Gauss itself needs a buff per se because I also use two of them on a DWF and that feels right. I think small specialist mechs need some powerful quirks to make them viable. The Shadowcat already has some Gauss quirks, and I'm using a maxed c-gauss cool-down module, but I could just as easily go without as it makes so little difference.
IMO what would fix it is one or a combination of:
- More than 10 shots per ton. 100 points of damage in this game isn't that much unless its delivered all at once.
- Huge ballistic speed increase. Currently it feels like firing a cannon ball from a sailing ship, mech's can take a step back and it can miss. Personally I would make the gauss a hitscan weapon with a smoke tracer effect, sort of like an actual rail gun. Its already limited by its charge and cool-down times.
- Optimal range increase. Because 660 on maps like polar is basically face to face and a very quick death. Further away and that 10 points shrinks into ammo wastage. Might as well ERLL.
- Straight up damage increase perk. I can hear the purists scream, but this is kinda the one thing that will make it work as sniper support IMO.
Don't get me started on its machine guns. I tried using them I really did. I think maybe I killed a heatsink or two.