

Gauss Still Needs Buff
#1
Posted 20 January 2016 - 05:32 AM
no point to run dual gauss builds when you can do 4 erll with 25% range (911 meters sure hit) or cicadas with3 erll and 980 range.
Not even going to bring 6 meds gauss buils if meds are completely overnerfed, gauss overnerfed and i can bring
3 lpl quickdraw 4g
3 lpl 4ml grasshopper 5h
4 lpl battlemaster 1s
3lpl and 5-6 ml on black knight or warhammer and just alphastrike the **** out of everyone with instant duration.
#2
Posted 20 January 2016 - 05:40 AM
#3
Posted 20 January 2016 - 06:32 AM
or giving more m/s
#4
Posted 20 January 2016 - 06:42 AM
The cooldown is much too long, considering that you need about 1 sec (or more?) to load it and having a 0,75 seconds window to shot.
Also the range is just kind of... "normal"... a little more than medium ranged weapons as an UAC10 f.E..
It gets outranged far to easy by many weapons (ER Large Laser - especially IS with quirks, LRMs, UAC5, ER PPCs)
Anyway: The advantages are the high precision of this weapon and no heat generation.
The PPCs are fine by the way. I would just like a light buff of the Clan Heatsinks. Clanmechs are just running to hot...
PPCs were always (also in Tabletop) a really hot weapon. Their advantage is the huge range they got. Problem in MWO is, that you cannot equip your weapon properly to the map.
Also: You guys got your warhammer with incredible PPC quirks, so it should be all fine !

#5
Posted 20 January 2016 - 06:57 AM
#6
Posted 20 January 2016 - 07:02 AM
And 0.5 sec means nothing.
#7
Posted 20 January 2016 - 08:06 AM
#8
Posted 20 January 2016 - 08:39 AM
#11
Posted 20 January 2016 - 10:00 AM
I was ok with the nerf couse every viable mech build included a gauss but as it stands atm overquirked ERLL are king of long range engagements and have no counter (except more overquirked ERLL)
#12
Posted 20 January 2016 - 01:03 PM
In IS mech with 20% quirk in balistic colddown, now the gauss rifle works... the problem is all the other mech (especially clan mech with zero quirk), so still need at least half second more love.
#13
Posted 20 January 2016 - 01:16 PM
again it could be just me.
#14
Posted 20 January 2016 - 02:19 PM

So yeah, increase time Gauss is kept charged to 1.5x what it is now, and give another .5 sec less cooldown time. That should level the problems off and make Gauss more viable.

~D. V. "You're still in need of fixing stuff, PGI..." Devnull
(p.s.: While this would be for another thread, PGI also needs to fix things so when someone is typing an in-game message, a camera swap doesn't take the chat line away!!!)
#15
Posted 20 January 2016 - 02:54 PM
#16
Posted 20 January 2016 - 03:23 PM
the gauss, needs his cooldown restored, or maybe a range encrease and cooldown decrease
#17
Posted 20 January 2016 - 03:24 PM
Another thing to note was that before because of how good Gauss was even at close range, it prevented brawling from being very viable. You can weaken brawlers from 500 out and still do pretty good DPS at 200. I like how brawling has come back quite a bit now in the current meta.
Before I had 5 Timberwolves, 4 of them had a Gauss on it. After the nerf there was definitely more variety in my builds so I think it was a good thing.
#18
Posted 20 January 2016 - 03:36 PM
#19
Posted 21 January 2016 - 08:27 AM
#20
Posted 21 January 2016 - 09:10 AM
Archie4Strings, on 20 January 2016 - 06:42 AM, said:
The cooldown is much too long, considering that you need about 1 sec (or more?) to load it and having a 0,75 seconds window to shot.
Also the range is just kind of... "normal"... a little more than medium ranged weapons as an UAC10 f.E..
It gets outranged far to easy by many weapons (ER Large Laser - especially IS with quirks, LRMs, UAC5, ER PPCs)
I can live with that cooldown IF they strip the surat loading process. But both are simply too much.
AC5/AC2 actually work better.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users