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Gauss Quit.


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#1 McDewbie

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Posted 03 February 2016 - 11:38 AM

I've been away for 3 years but since the game is on steam now I thought I'd add it to my steam library seeing I had so much fun Gauss sniping in the past. OMG what the heck did they do to that weapon? I mean it was strong and people cried bloody murder about how unfair it was but really this is the solution to it? Make it so you have to charge it up and release before it resets? I mean talk about a ham-fisted balance that makes no sense in a technological advanced era. I find it hard to believe in this fictional universe some gear head Mech bay rat couldn't come up with a more elegant solution than this. Oy vey!

#2 TercieI

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Posted 03 February 2016 - 11:41 AM

Old news. Good players have adapted and considering the effectively zero heat, ridiculous projectile speed and range, it's a very, very powerful gun. Spend a few days running it, you'll be fine.

#3 Bilbo

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Posted 03 February 2016 - 11:41 AM

I'm told it's easy enough to adapt to charge mechanic, but I haven't used them since the started exploding when destroyed so I have no recent personal experience with them.

#4 epikt

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Posted 03 February 2016 - 12:17 PM

Funny, reading the title I was expecting a rant about the cooldown increase. But no, the charge mechanics, what a pleasant surprise.
Anyway, it just requires a little practice. Of course it's not as reactive as it would be if the trigger was instant, but it's still a pretty nice weapon. I personally often drop in a double gauss Jagermech, or even a gauss+PPCs CTF-3D poptart, it works great.

#5 Boulangerie

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Posted 03 February 2016 - 12:52 PM

You can go based on the audible cues, or you can map it to all of your firing groups and have a circle of indicators around your reticle which will glow green when ready. This can help you to get a feel for the weapon, and after a bit you will be charging up like nobodies business!

Also, you don't have to fire the shot. There is no penalty for continuing to hold the button to abort the shot. It doesn't trigger the cooldown of the weapon either, so you can just charge up again afterwards. This is helpful for when you notice a friendly walking into your firing line, or the enemy ducks back into cover.

Feel free to start charging it when approaching the crest of a hill, that way it's ready to fire when you are exposed (or when nearing a corner for those side peekers).

It was recently nerfed a bit, with an increased cooldown between shots, but they walked it back a little bit.

#6 Rogue Jedi

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Posted 03 February 2016 - 02:21 PM

View PostBilbo, on 03 February 2016 - 11:41 AM, said:

I'm told it's easy enough to adapt to charge mechanic, but I haven't used them since the started exploding when destroyed so I have no recent personal experience with them.

I know off topic but I am pretty sure they exploded on destruction when I first started playing in July 2012 during closed Beta, yes until relatively recently it was incorrectly labeled as an ammo explosion but it always was the Rifle itself which exploded, and until the charge went in that was the only major disadvantage over the AC20. Did you stop using Gauss Rifles in closed beta?

#7 Bilbo

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Posted 03 February 2016 - 02:29 PM

View PostRogue Jedi, on 03 February 2016 - 02:21 PM, said:


I know off topic but I am pretty sure they exploded on destruction when I first started playing in July 2012 during closed Beta, yes until relatively recently it was incorrectly labeled as an ammo explosion but it always was the Rifle itself which exploded, and until the charge went in that was the only major disadvantage over the AC20. Did you stop using Gauss Rifles in closed beta?

Yes, I pretty much stopped using it in closed beta. I always preferred the AC/20 anyway and I just use a smaller AC if I want to go with more range on a ballistic.

#8 Koniving

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Posted 03 February 2016 - 02:54 PM

View PostRogue Jedi, on 03 February 2016 - 02:21 PM, said:

I know off topic but I am pretty sure they exploded on destruction when I first started playing in July 2012

It had some time without going boom in closed beta.

-------------
Even after the explosions,
It was Gauss Rifle ambushes that stopped the AC/40 Ambushes.

And in the head, Gauss Rifles were just....insane.

If this says anything: At 4:20, you'll see me instantly shoot a flying enemy Jenner out of the sky effortlessly...
Spoiler


Edited by Koniving, 03 February 2016 - 02:57 PM.


#9 no one

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Posted 04 February 2016 - 12:04 AM

View PostKoniving, on 03 February 2016 - 02:54 PM, said:

It was Gauss Rifle ambushes that stopped the AC/40 Ambushes.

And in the head, Gauss Rifles were just....insane.


They really never did anything to 'fix' Gauss, though. It still has all the same high convergence of damage and low heat. They only made the weapon frustratingly terrible enough that it's relegated to use as 'backup hole punch for my assault's laser vomit, because I've already clicked to fire my lasers and now the Gauss can charge while they twist off damage'.

They didn't put two minutes conscious thought into the current Gauss charge mechanic and it shows.

Here, let me put two minutes thought into a Gauss balancing mechanic that actually does anything. Hm. . .

Okay, give all Gauss weapons on a 'Mech a shared 'capacitor'. The capacitor is drained each time a Gauss rifle is fired, and requires one second to fully recharge before another Gauss rifle can be fired. There, Gauss can be balanced as an individual weapon and we don't have to deal with a mechanic that screws you if you don't time your mouse release right while trying to hit a 'Mech. Or they could impliment delayed extreme range convergence. Or you could just say **** it and use ac/10s or ac/5s. All the fun with 0 ******** half *** band-aid mechanics.

Edited by no one, 04 February 2016 - 12:06 AM.


#10 Prof RJ Gumby

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Posted 04 February 2016 - 12:54 AM

View Postno one, on 04 February 2016 - 12:04 AM, said:


They really never did anything to 'fix' Gauss, though. It still has all the same high convergence of damage and low heat. They only made the weapon frustratingly terrible enough that it's relegated to use as 'backup hole punch for my assault's laser vomit, because I've already clicked to fire my lasers and now the Gauss can charge while they twist off damage'.

They didn't put two minutes conscious thought into the current Gauss charge mechanic and it shows.

Here, let me put two minutes thought into a Gauss balancing mechanic that actually does anything. Hm. . .

Okay, give all Gauss weapons on a 'Mech a shared 'capacitor'. The capacitor is drained each time a Gauss rifle is fired, and requires one second to fully recharge before another Gauss rifle can be fired. There, Gauss can be balanced as an individual weapon and we don't have to deal with a mechanic that screws you if you don't time your mouse release right while trying to hit a 'Mech. Or they could impliment delayed extreme range convergence. Or you could just say **** it and use ac/10s or ac/5s. All the fun with 0 ******** half *** band-aid mechanics.


Frustrated much?

#holding1buttonfor0,5secondstoodifficultIhateyouPGI

Shared capacitor? You mean some weightless invisible device NOT being in a gauss rifle for some strange reason? How's that not a band aid?

Delayed extreme range convergence? So that gauss rifle would be great in everything EXCEPT sniping?

I can understand somebody who never tried the gauss with delay can be unpleasantly suprised. Right until that person adapts and finds that gauss is still a very good sniping weapon, just requiring more thought and trigger discipline. I run a 2xgauss Jager with no backup weapons regularly and it works great. Bah, even when the delay was 5,5 seconds, it still worked fine. Best gun for hunting lights IMO*. Cutting off cheetahs' legs mid flight FTW!

*although I never get to survive an oxide jumping me Posted Image


EDIT: McDewbie -> One thing I agree with is that it could be some better explanation for gauss charge. Like gauss NOT exploding when not charged (what would explain why you can't just have it charged all the time by default).

Edited by Prof RJ Gumby, 04 February 2016 - 01:01 AM.


#11 no one

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Posted 04 February 2016 - 01:43 AM

View PostProf RJ Gumby, on 04 February 2016 - 12:54 AM, said:

Frustrated much?
#holding1buttonfor0,5secondstoodifficultIhateyouPGI
I run a 2xgauss Jager with no backup weapons regularly and it works great.

#Insultingsmughashtagjokesaredumb
#Immediatelyprovesmypoint

I'm talking about it's function as an individual weapon. Yes, I too can do well in the Gauss Jagger with it's tailor made for hill-sniping profile and ability to carry two Gauss rifles. Which, by the way means you're no longer talking about the individual weapon, but the effect of stacking similar single point weapons in a pinpoint convergence system.

It's especially not a good solo weapon for 15 + tons. It is super extra special not a good sniping weapon when you're trying to hit something that is side-stepping cover to plaster you with lasers at range. Why? because you have to time your weapon's charge-up cycle so that when they're just about to move out of cover you can release a round towards them.

View PostProf RJ Gumby, on 04 February 2016 - 12:54 AM, said:

Shared capacitor? You mean some weightless invisible device NOT being in a gauss rifle for some strange reason? How's that not a band aid?


Yes, it's a two minute band aid solution. Like I said, not the best solution but better, because it actually effects the weapon's convergence factor. And yes, assume that your 'Mech has some limit to the maximum instantaneous power draw it can handle. I don't care what you call it. Or come up with something better, you've got time.

View PostProf RJ Gumby, on 04 February 2016 - 12:54 AM, said:

Delayed extreme range convergence? So that gauss rifle would be great in everything EXCEPT sniping?


Extreme range as in weapons normally converge at a point extremely far away, and thus effectively fire in parallel. Convergence as in once you designate a target or hold your reticule on a target your weapons converge on a point at range to target. Delayed as in it takes time for this process to happen, as opposed to what we have now where there is no delay.

View PostProf RJ Gumby, on 04 February 2016 - 12:54 AM, said:

EDIT: McDewbie -> One thing I agree with is that it could be some better explanation for gauss charge. Like gauss NOT exploding when not charged (what would explain why you can't just have it charged all the time by default).


Yes, that's sensible.

Edited by no one, 04 February 2016 - 01:46 AM.


#12 Prof RJ Gumby

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Posted 04 February 2016 - 04:00 AM

View Postno one, on 04 February 2016 - 01:43 AM, said:

#Insultingsmughashtagjokesaredumb
#Immediatelyprovesmypoint

#thisisgettingoutofhand
#thisissostupidImkindaashameditentertainsme

View Postno one, on 04 February 2016 - 01:43 AM, said:

I'm talking about it's function as an individual weapon. Yes, I too can do well in the Gauss Jagger with it's tailor made for hill-sniping profile and ability to carry two Gauss rifles. Which, by the way means you're no longer talking about the individual weapon, but the effect of stacking similar single point weapons in a pinpoint convergence system.

It's especially not a good solo weapon for 15 + tons.

OK, but how exactly it is different from inefficiency of all other weapons when used individually? Is a single laser an effective weapon? A single PPC? A singe LRM/SRM Rack? AC20 is the only weapon that's kinda effective individually (still much better in 2s or with a bunch of srms. This is why there are weapon groups and everybody shoots weapons in groups. The whole game plays this way. I won't blame you for not liking it, but don't pretend that gauss is anyway different.

Also, gauss crabs and gauss dires are both alive and well, despite them not being tailored for that weapon (low-slung hardpoints).

View Postno one, on 04 February 2016 - 01:43 AM, said:

It is super extra special not a good sniping weapon when you're trying to hit something that is side-stepping cover to plaster you with lasers at range. Why? because you have to time your weapon's charge-up cycle so that when they're just about to move out of cover you can release a round towards them.

...and if you do it well you deal him pinpoint 15/30 dmg and immediately proceed to twist and spread his laser dmg. High risk, high rewards. I don't have much problem with that. It's all about timing.

View Postno one, on 04 February 2016 - 01:43 AM, said:

Yes, it's a two minute band aid solution. Like I said, not the best solution but better, because it actually effects the weapon's convergence factor. And yes, assume that your 'Mech has some limit to the maximum instantaneous power draw it can handle. I don't care what you call it. Or come up with something better, you've got time.

I'm fine with the current solution.

View Postno one, on 04 February 2016 - 01:43 AM, said:

Yes, that's sensible.

Yup. I'm not the one who came up with this idea though. Just like it. Makes a solution that works balance-wise to also make sense when you think of it.

#13 Koniving

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Posted 04 February 2016 - 06:13 AM

View Postno one, on 04 February 2016 - 12:04 AM, said:

Okay, give all Gauss weapons on a 'Mech a shared 'capacitor'. The capacitor is drained each time a Gauss rifle is fired, and requires one second to fully recharge before another Gauss rifle can be fired. There, Gauss can be balanced as an individual weapon and we don't have to deal with a mechanic that screws you if you don't time your mouse release right while trying to hit a 'Mech. Or they could impliment delayed extreme range convergence. Or you could just say **** it and use ac/10s or ac/5s. All the fun with 0 ******** half *** band-aid mechanics.


If this were Battletech (1x armor, 1x structure, 1x damage) this would be perfectly acceptable.
But it isn't. Even if you give it a 4 second recycle time and add the 1 second charge or even brought it down to a 3 second recycle time plus the charge so it's 4 seconds flat, you now have it that you have to either chain fire individual gauss rifles or never use more than one, relegating it to a backup hole punch to your laser vomit.

You have 15 damage, or 6 ML doing 30 damage, or twin AC/10s doing 20 damage, or 3 AC/5s doing 15 damage 3x faster than the faster Gauss option with less of a gimmick. Even twin PPCs would be superior at that point.

In Battletech standards, you have a Gauss Rifle doing 7.5 damage while everything else does normal damage.

Did you balance it, or break it further?

Change that to "2" and you'd have something that could compete in the current MWO.

OR -- Undo MWO's bandaids altogether, fix the heat system, then fix all other weapons and THEN fix Gauss.
Remove quirks, remove 2x armor/structure, remove charge mechanics and goofy damages, etc. 100% back to source material. Then...
Spoiler

There's a lot more I would do as well, which would go a long way to making the 'Mechs more unique... but I believe you got the point with Gauss Rifles.
-------
The charge up mechanic in MW is intended to simulate the 60 meter minimum accuracy range so that the weapon isn't used so frequently at point blank which was a huge problem back in the day.

#14 MadCat02

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Posted 04 February 2016 - 10:44 AM

Gauss is OK now . You just need Cooldown Module and the right mech to use it on

Edited by MadCat02, 04 February 2016 - 10:44 AM.


#15 Vlad Striker

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Posted 04 February 2016 - 11:41 AM

25% quirk, 12% module 5% mastering = 42% faster reload

#16 no one

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Posted 04 February 2016 - 11:51 AM

View PostProf RJ Gumby, on 04 February 2016 - 04:00 AM, said:

OK, but how exactly it is different from inefficiency of all other weapons when used individually? Is a single laser an effective weapon? A single PPC? A singe LRM/SRM Rack? AC20 is the only weapon that's kinda effective individually (still much better in 2s or with a bunch of srms. This is why there are weapon groups and everybody shoots weapons in groups. The whole game plays this way. I won't blame you for not liking it, but don't pretend that gauss is anyway different.

Also, gauss crabs and gauss dires are both alive and well, despite them not being tailored for that weapon (low-slung hardpoints).


It's not different in that it gets better when grouped. It's different in that it's completely reliant on being grouped to be reasonably effective. That's kind of my point too, stacking similar weapons to push damage into one torso section with the game's pinpoint convergence is SO important that everything has to be balanced around it.

"Is a single large laser an effective weapon? A single PPC? A single ac/N?"
Compared to a single Gauss? Yes, actually. Once you've removed massed hole punch from the equation all those weapons do damage more quickly and reliably while being many tons lighter. That's why ghost heat came down so hard on those weapons.

View PostProf RJ Gumby, on 04 February 2016 - 04:00 AM, said:

Also, gauss crabs and gauss dires are both alive and well, despite them not being tailored for that weapon (low-slung hardpoints).


View Postno one, on 04 February 2016 - 12:04 AM, said:

They really never did anything to 'fix' Gauss, though. It still has all the same high convergence of damage and low heat. They only made the weapon frustratingly terrible enough that it's relegated to use as 'backup hole punch for my assault's laser vomit, because I've already clicked to fire my lasers and now the Gauss can charge while they twist off damage'.


So. . . still not disagreeing with you. In that role yes, it's a good weapon.

View PostProf RJ Gumby, on 04 February 2016 - 04:00 AM, said:

...and if you do it well you deal him pinpoint 15/30 dmg and immediately proceed to twist and spread his laser dmg. High risk, high rewards. I don't have much problem with that. It's all about timing.


But what's the reward in the case of one Gauss rifle? 15 damage on a point? A single LPL will do 11 damage to one section of a 'Mech in less time than it takes a gauss to charge.

View PostProf RJ Gumby, on 04 February 2016 - 04:00 AM, said:

I'm fine with the current solution.

But what does it solve?

View PostKoniving, on 04 February 2016 - 06:13 AM, said:

If this were Battletech (1x armor, 1x structure, 1x damage) this would be perfectly acceptable.
But it isn't. Even if you give it a 4 second recycle time and add the 1 second charge or even brought it down to a 3 second recycle time plus the charge so it's 4 seconds flat, you now have it that you have to either chain fire individual gauss rifles or never use more than one, relegating it to a backup hole punch to your laser vomit.


Hm, good point. I guess you could lower the global cool down of Gauss by 1 second for each additional Gauss affixed to the 'Mech. That way the forced chain-fire wouldn't diminish the DPS.
1 gauss
*bang*-1-2-3-4-5-*bang*

2 gauss
*bang*-1-2-3-4-*bang*
0-*bang*-2-3-4-5-*bang*

But yeah it's still a clunky solution and we'd do better with a heat system and convergence rework. A proper low cap heat system would help break up fire a lot, no argument there. Doubled armor and durability's probably a necessary evil in a 12 man game, though ammo counts should still be raised more to compensate.

View PostKoniving, on 04 February 2016 - 06:13 AM, said:

You have 15 damage, or 6 ML doing 30 damage, or twin AC/10s doing 20 damage, or 3 AC/5s doing 15 damage 3x faster than the faster Gauss option with less of a gimmick. Even twin PPCs would be superior at that point.

If you're saying that all those things are better than Gauss rifles being chain or single fired then that's rather my point.

View PostKoniving, on 04 February 2016 - 06:13 AM, said:

The charge up mechanic in MW is intended to simulate the 60 meter minimum accuracy range so that the weapon isn't used so frequently at point blank which was a huge problem back in the day.


Then it does it badly, since the mechanic effecting the accuracy penalty is just as bad at range. Gauss weapons could simply not converge to a point closer than 90 meters to fix that issue.

#17 Void Angel

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Posted 04 February 2016 - 11:54 AM

View PostBoulangerie, on 03 February 2016 - 12:52 PM, said:

You can go based on the audible cues, or you can map it to all of your firing groups and have a circle of indicators around your reticle which will glow green when ready. This can help you to get a feel for the weapon, and after a bit you will be charging up like nobodies business!

Your cockpit lights also dim.

#18 Koniving

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Posted 04 February 2016 - 11:56 AM

View PostVoid Angel, on 04 February 2016 - 11:54 AM, said:

Your cockpit lights also dim.

Period is the default key.

#19 Koniving

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Posted 04 February 2016 - 12:13 PM

Side note:


Not so bad, is it?


So as part of the point earlier...
3 Gauss for 45 tons has the same effectiveness of 1.5 Gauss Rifles in BT. And it's pretty nasty.
But to get the effectiveness of one BT Gauss Rifle in MWO, you must have 2 in use, with perfect pinpoint convergence.
Breaking that just can't be done any practical or fair way without rebuilding MWO from the ground up.

#20 Void Angel

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Posted 04 February 2016 - 12:47 PM

As for the "Gauss is fine - No, Gauss needs fixed - NO, I want to ride my hobby horse about balance - hashtagsarcasticinsults" stuff, it's important to note that while the charge-up mechanic the OP complained of was added to make it harder to plant those "wonderful" 45-point poptart alphas on the same enemy component, the most recent nerf was designed to limit a more recent behavior. Koniving criticized one proposition, saying that it would cause Gauss Rifles to become

View PostKoniving, on 04 February 2016 - 06:13 AM, said:

a backup hole punch to your laser vomit.
However, this was EXACTLY how Clan players in particular were using the weapon, barring 'mechs like the Gauss/PPC Dire Wolf. This wasn't an artifact of the Gauss charge, but of the fact that laser vomit was so effective for the Clans. And since laser builds are heat limited, and since loading lasers up to that heat limit into a 55 or 75-ton battlemech doesn't cost a lot of tonnage, the logical choice to round out those builds was the near-heatless Gauss Rifle. So in order to reduce the dps of Gauss/vomit builds without making the Gauss Rifle still more inconvenient to use, PGI increased the cooldown.

None of this makes the current state of Gauss Rifles good or bad - but it's important to remember all the facts when talking (and hopefully first thinking) about Gauss Rifle mechanics.





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