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Gauss Range Nerf


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#1 The6thMessenger

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Posted 26 December 2016 - 12:42 AM

Sincerely, it kind of sucks.

#2 Hunter Tseng

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Posted 26 December 2016 - 12:51 AM

I have to agree, gauss rifle used to be my favourite weapon and landing that shot at long range is very satisfying.
But now, the gauss feels like its been reduced to just med range weapon of 600-800 mtr range. Lobbing that gauss round at 1k range feels like just wasting the gauss round as the ammo is usually very limited, and at 1k range the damage is usually just so minuet its just better to hold your fire and engage at a closer range.

#3 Dee Eight

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Posted 26 December 2016 - 05:43 AM

Please try and remember, there is nothing in the game lore about weapons having doubled ranges at all. The MAXIMUM range of a gauss rifle in TT is 660 meters. In this game, the only weapons to get their correct maximum ranges are flamers, SRMs and streak SRMs. So be thankful you even get a doubled range out of a gauss rifle.

Edited by Dee Eight, 26 December 2016 - 05:44 AM.


#4 SixDeltaEcho

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Posted 26 December 2016 - 06:39 AM

View PostDee Eight, on 26 December 2016 - 05:43 AM, said:

Please try and remember, there is nothing in the game lore about weapons having doubled ranges at all. The MAXIMUM range of a gauss rifle in TT is 660 meters. In this game, the only weapons to get their correct maximum ranges are flamers, SRMs and streak SRMs. So be thankful you even get a doubled range out of a gauss rifle.


Because a table top turn based strategy game should have balance bearing on MWO which is not table top, not turn based, and not a strategy game...

#5 Frytrixa

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Posted 27 December 2016 - 04:14 AM

I don't get it, a dedicated long range weapon crippled to "short" range?

A well placed shot with an ER-LL does more damage at 1500m than a Gauss Projectile? (range modules and +10% quirk)
Comon guys, think about the balance before you cut things.

#6 Tombs Clawtooth

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Posted 27 December 2016 - 08:16 PM

View PostDee Eight, on 26 December 2016 - 05:43 AM, said:

Please try and remember, there is nothing in the game lore about weapons having doubled ranges at all. The MAXIMUM range of a gauss rifle in TT is 660 meters. In this game, the only weapons to get their correct maximum ranges are flamers, SRMs and streak SRMs. So be thankful you even get a doubled range out of a gauss rifle.


Does table top require that you charge it in a way different from every other weapon in the game, and must fire it in a 1 second window or lose the shot?

They needed to revert the charge mechanic if they wanted to implement this nerf.

#7 Dollar Bill

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Posted 31 December 2016 - 04:05 PM

Come on PGI. Every Gauss nerf up to this point was put in place to force it into a long range sniper roll. That's what you said, PGI, what you wanted when you over nerfed the cool down timer from 4 seconds to 5.5 seconds just a few month ago. You have crippled the Gauss gun to the point where snipping was all it's good for. And now, unbelievably, it's long range sniping effectiveness has been taken away too? Really PGI? I have to ask, do you understand the rolls of the weapon systems in this game?

The range nerf needs to be removed, then the Gauss gun needs to be left alone! It has been over nerfed and you have crippled it too much as is.

#8 Kurbeks

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Posted 01 January 2017 - 12:48 PM

Git Gud, pesants. or brawl

#9 Dee Eight

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Posted 04 January 2017 - 09:03 PM

View PostSixDeltaEcho, on 26 December 2016 - 06:39 AM, said:


Because a table top turn based strategy game should have balance bearing on MWO which is not table top, not turn based, and not a strategy game...


Because there's no basis in logic for a gauss rifle in this game shooting as far as it does, and because this game is based on a tabletop game with a well established history and rules for construction and weapons...which its designers do try and follow a lot of the time... the gauss should shoot less distance than the weapons which in the lore...shot further...such as all the 2 class autocannons, the clan LB-5X autocannon, clan ER large laser and both IS and Clan ER PPCs.

Edited by Dee Eight, 04 January 2017 - 09:05 PM.


#10 IL MECHWARRIOR

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Posted 05 January 2017 - 12:38 AM

gauss rifle was already overnerfed due to huge cooldown time, explosion and weight.


it is supposed to be a long range weapon, so it's base range should be increased to at least 750-780 meters.

I would also agree to make it more skill based (this game needs to be more skill bases, example, nerf LRMS cause they require no skills) by cutting in half the time you can hold the charge, increasing cooldown from 5 to 5.5 but increasing damage from 15 to 18 like in mechwarrior 4 mercenaries

#11 B o S S

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Posted 05 January 2017 - 03:59 AM

Gauss is a long range weapon, there is no sense to use a Guass with only a range of 660 mt. You can use at this point 3 x C-UAC 2 with more range and more dps.

Edited by ------- BoSS -------, 05 January 2017 - 04:00 AM.


#12 Dee Eight

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Posted 07 January 2017 - 10:32 AM

Look....the change has happened. ADULT WITH IT.

Edited by Dee Eight, 07 January 2017 - 10:32 AM.


#13 Scythe Kagato

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Posted 08 January 2017 - 01:46 AM

Gods, the "lore" is based on a tabletop paper-and-pencil game that imposed these limitations because people didn't want to play on a 20'x20' table and compressed everything into something manageable. "Lore" ignores actual physics because of this - machine gun rounds that just disappear at about 200m, missiles that just explode at 270 or 1000 just because instead of continuing through their arcs and exploding on impact. It works in its own way for a table-top, turn-based strategy, but we're playing real-time and those rules just don't work.

Gauss has been getting jerked around from day one. Why does the weapon explode even when it's not charged because we have to charge it on the fly to even fire it? It's heavy af with a long cooldown and little, if any, projectile drop. It's built as a sniper weapon, but for some reason has been hammered with a weighted nerf bat.

#14 Xyuni

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Posted 09 January 2017 - 11:32 AM

I don't understand the reasoning behind this nerf at all, the gauss was a favored weapon before the cooldown + charge up nerf. It was my favorite weapon before this, but after the nerf a pair of UAC 5 is much better than 1 gauss.

Now this nerf bat is just going to make it totally useless.

Why not remove the charge up mechanism with the range reduced? I don't suppose a table top game have a charge up mechanism on its gauss?

#15 Scythe Kagato

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Posted 09 January 2017 - 11:43 PM

No, because the weapon is always charged up and ready to fire - hence the weapon explosion...that was retained even though the reason behind it was not.

PGI logicks.

#16 Karl Streiger

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Posted 09 January 2017 - 11:56 PM

View PostDee Eight, on 26 December 2016 - 05:43 AM, said:

Please try and remember, there is nothing in the game lore about weapons having doubled ranges at all. The MAXIMUM range of a gauss rifle in TT is 660 meters. In this game, the only weapons to get their correct maximum ranges are flamers, SRMs and streak SRMs. So be thankful you even get a doubled range out of a gauss rifle.

Lore? Pls stop posting such stuff!
NO NOT THE LORE -> the CBT tabletop rules that reflect the need to play on a table and not in a dining hall.

And even in CBT there were the extreme range rules, of course you also have the BattleForce Rules - or the LoS Solaris Rules. Range and Damage are not part of the LORE - they are part of a interpretation of the LORE.
We really need someone to be though enough to stand against those "LORE CBT PURISTS" - and redesign all weapons for MWO by their role.
So the LAC = AC2 might fire only once every 2sec but the bullet travels 2000m again without a drop of starting at 1000m and a nominal damage of 4 or 5
a MAC = AC5 that has much shorter ranges but was build for DPS - say 3dmg 1sec
same play for HAC = AC10 and VHAC = AC20 - more range than MAC for the HAC
  • LAC 1000/2000m - 5dmg 3sec cool down (sniper)
  • MAC 500/1000m -3dmg 1sec cool down (DPS
  • HAC 650/1300m - 10dmg 6sec cool down (sniper)
  • VHAC 250/500m - 6dmg 2sec cool down
  • IS Gauss - 800/1600m 16dmg 8sec cool down
  • Cl Gauss 950/1900m 12dmg 6 sec cool down


And when the MWO Gauss Rifle get the more realistic 40km range a chunk of 100kg with 2000m/s might travel it could be lore either.

Edited by Karl Streiger, 10 January 2017 - 12:03 AM.


#17 Natred

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Posted 10 January 2017 - 10:56 AM

If you think about it with physics guass rifles, ac shells and such would still be able to do 90 percent damage or more out to 4 or 5 miles. Which is like 13 or 14km I believe.

So 1.5km max range is not to much to ask.

Edited by Natred, 10 January 2017 - 11:02 AM.






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