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Gauss Is Overnerfed


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#1 D A T A

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Posted 17 March 2016 - 07:39 AM

cooldown too slow
range too short
crit chance too high

it feels allright on ilya muromets only, where it has like
4,5 seconds cooldown
2500 bullet speed
891 meters

that's a sniping weapon, not that 660 meters **** and 5 secs cooldown.

if you want ot keep it at 5 seconds, than it should have 18 damage as it was in mechwarrior4

#2 Dee Eight

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Posted 17 March 2016 - 09:20 AM

Except other than monkeying the laser damages around a bit and nerfng MGs and Flams, all the other weapons kept table top values to slow down the killing speeds. Gauss Rifles have ALWAYS been 15 damage.

#3 happy mech

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Posted 17 March 2016 - 12:48 PM

it is a sniping weapon, not a brawling weapon, the dps must be lower than the close range acs

currently there are not many maps that let it shine, but still it has 10 damage at 1100 range and 5 damage at 1540 range

#4 MechB Kotare

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Posted 17 March 2016 - 01:16 PM

Gauss is fine.

It has always been my primary weapon system of choice.

Used it with 4s, with 5s, and im still using it even with its 4.5s cooldown.

I dont have any problems doing 500 (+/-) damage with it.

Just sayin'.

#5 Omaha

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Posted 17 March 2016 - 01:27 PM

It is fine as far as stats but, to have a sniping weapon limit your ambush leading technique. I absolutely hate, you either keep charging for the opportunity, or you miss due to twitching the targets changing trajectory. Or you get lucky timing and get a hit.

Swing through leading is absolutely fine, with charge up mechanic.

I know it's a different game, but here's a post for ppl who don't know the difference.
http://forum.worldof...ading-a-target/

Edited by Omaha, 17 March 2016 - 01:47 PM.


#6 D A T A

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Posted 17 March 2016 - 03:32 PM

kotare, gauss cooldown is 5 sec now, not 4,5

#7 B0oN

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Posted 17 March 2016 - 03:50 PM

Isn´t that what the Gauss Cooldown module is for ?

Just sayin´

#8 MechB Kotare

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Posted 17 March 2016 - 04:40 PM

Was it 5.5s then? because i remember 1s cooldown nerf, and then rebuff by a 0.5s...

#9 Rattazustra

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Posted 17 March 2016 - 08:32 PM

Gauss Rifles and regular PPCs need a buff, because they are almost entirely useless off of specifically quirked mechs.

#10 Dee Eight

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Posted 17 March 2016 - 10:57 PM

Prior to the march patch, it was 6 second cooldown.

#11 Snuggles Time

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Posted 18 March 2016 - 12:03 AM

leave it at 5.5 seconds but remove the charge up time. Or leave it at 5 seconds and only have the stupid high weapon explosion chance when the weapon is charged and ready to fire.

#12 D A T A

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Posted 18 March 2016 - 01:21 AM

was 4.0, than 5,5 now 5,0

i would agree on keeping it at 4,5, ad internal health up to 15 (ac20 has 20) and not 5 as it is now

#13 Rattazustra

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Posted 18 March 2016 - 04:14 AM

My fix suggestion would be:

1. Cooldown to 4.5
2. Increase HP to 15
3. Keep the charging time.
4. Tripple the time the charge can be held, but make it build up HEAT when the charge is held longer than 1 second.

Edited by Rattazustra, 18 March 2016 - 04:14 AM.


#14 B0oN

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Posted 18 March 2016 - 10:46 AM

My countersuggestions ...

15 seconds Cooldown
No charge up

or

8 seconds Cooldown
Charge up with added 0.75 sec holding capacity

#15 Mmerryweather

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Posted 18 March 2016 - 11:30 AM

View PostRattazustra, on 18 March 2016 - 04:14 AM, said:

My fix suggestion would be:

1. Cooldown to 4.5
2. Increase HP to 15
3. Keep the charging time.
4. Tripple the time the charge can be held, but make it build up HEAT when the charge is held longer than 1 second.


I definitely like the idea of extending the charge hold time (3x seems a bit much, though) with a heat penalty for doing so. This would help appease the cooldown complaints (just get the cooldown module, guys). It could use more HP, unless it completely contradicts the tabletop values.

#16 Snazzy Dragon

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Posted 19 March 2016 - 01:29 PM

There are a lot of solutions to making gauss useful but not overpowered, but I'm not very familiar with how gauss has worked in other games and in the TT; I just know it takes a lot more skill and discipline to use over an ER large laser, and that they really don't live up as sniping weapons with how drastic the drop off damage is, even for ballistic weapons.

#17 Colonel ONeill

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Posted 19 March 2016 - 01:36 PM

gauss is fine. lasers should just have less range!!! by that it would be a sniper weapon...

#18 Omaha

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Posted 19 March 2016 - 07:12 PM

Having any charge at all, basically screws ambush leading. Because leading is dependent on target. Not how good you are at timing the chargeup. Swing through leading it's no issue because you are constantly tracking the target.

But during charge phase in ambushing, if you have a target changing direction, or speed. You have a real possibility of not being able to adjust, and get stuck in a never ending charging phase. It needs to be click and it fires for this.

I feel more then ever it's more of a twitch weapon then it was. Because I prefer to ambush lead with it, OR I should say I did prefer that way of aiming with it.

I get that they didnt want a COD thing happening where ppl run around with gauss and mele snipe, like ppl do with sniper rifles in that game. But really IMO this change is promoting that style of play. Because lots of ppl couple it with laser fire, or other shorter range weapons to make timing easier.

Edited by Omaha, 19 March 2016 - 07:27 PM.


#19 The Unstoppable Puggernaut

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Posted 19 March 2016 - 11:31 PM

I am a gauss fan but don't forget, they need to balance everything in this game, 15 damage to a specific point is nasty. 2 x 15 is brutal. Think of the worst case; Direwolf. 2 x guass + backup volley (2 x ppc maybe?).

It's an awesome weapon but it's base level needs to be set for all to use fairly. Then individual mechs need specific quirks if needs be.

I have a Grid Iron, that was one of my favourite mechs (needed a lot of skill to get working).

Now it's completely useless.





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