

#1
Posted 06 January 2017 - 10:57 AM
First: What is the gauss rifle?
It's a weapon that uses electromagnetic pulses to pull projectiles and propel them at a target at very high speeds. The ammunition is inert and made of solid alloys that allow electromagnetic reactions to propel them.
http://www.deltaveng...rtable-coilgun/
Here's a few current real world "gauss" rifles. Though it's wildly inefficent (fledgling science at best I thought right now), but it does do some noticeable damage to what he fires at. Note the charge time on the coilgun. This is because of the massive capacitors needed to generate the reaction. Finally, I can bring my first issue with the gauss rifle into view.
I've seen PTRs with gauss charges and no gauss charges. But why does it always explode? You would only see that kind of problem if the rifle was always charged, but seeing as we have to charge, if my Atlas runs one and gets its torso ripped off and it ISNT charging or charged, it should be as inert as the rounds themselves.
So this is ideally remedied by either adding the mechanic of charged gauss rifles vs uncharged with the current firing pattern. OR. (preparing for hate) Make the gauss rifle have a MASSIVE cooldown (like seriously, 15 seconds at least) to stand for loading and charging the rifle with instant fire.
My next suggestion is as follows.
The weapon itself is kind of out of place. It weighs more than the AC/20, but deals less damage. In my experience with games, that drop in damage is USUALLY replaced with some additional positive and negative trade off.
What should be its good side then? Well... how about armor piercing damage?
PGI seems to get the idea in terms of PPC's to some extent (spreading the damage)
Dependant on the range to the target the Gauss rifle transfers some of the damage it deals to INTERNAL STRUCTURE DAMAGE. It's best exchange is out of its 15 damage is 5 to the armor and 10 to the internal. I realize it's high, but seeing as it's a risky weapon already, it needs something to make it worth while. This damage then falls towards more armor damage as the target gets farther and farther away and if the long cooldown idea ever gets used, then unless you have a team with 24 gauss rifles all at 100m away, I don't see it becoming too ridiculous.
Currently, the gauss rifle has an optimal range of 660m with a max range of 1980m. For numbers sake, let's change the optimal to 700 and max to 2100.
Range---Internal Damage---Armor Damage---Total
100m---10---5---15
200m---8---7----15
300m---6---9----15
400m---5---8----15
500m---4---11---15
600m---2---13---15
700m---0---15---15
Linear falloff of damage to armor only after 700m
I'm sure that I'll have many more ideas on this to come, but seeing as I'm not a dev (though I secretly want to be) I can only post my ideas and Ive said a lot already.
Leave a note or something (though do try to keep it constructive/positive) if so desired.
#2
Posted 06 January 2017 - 11:01 AM
wamX, on 06 January 2017 - 10:57 AM, said:
It's replaced with several tradeoffs:
1. More than double range.
2. More than double velocity.
3. Fewer critical slots required (you can actually put it almost anywhere you want on a mech, while AC/20 is very restrictive).
4. Pretty much no heat generation.
Edited by FupDup, 06 January 2017 - 11:01 AM.
#3
Posted 06 January 2017 - 11:01 AM
On It's Weight vs. Damage - It's lower relative damage per ton to the AC/20 is balanced by it's absurd range and velocity. It needs nothing else.
On Armor Piercing Qualities - No. The GR does NOT need a damage buff.
Edited by Bombast, 06 January 2017 - 11:01 AM.
#4
Posted 06 January 2017 - 11:02 AM
Bombast, on 06 January 2017 - 11:01 AM, said:
On It's Weight vs. Damage - It's lower relative damage per ton to the AC/20 is balanced by it's absurd range. It needs nothing else.
On Armor Piercing Qualities - No. The GR does NOT need a damage buff.
Basically, making the Gauss only explode when charged has the gameplay outcome of making the Gauss almost never explode. I dunno about you guys, but whenever my Gauss gets critted out it's generally on cooldown or simply not being fired.
#5
Posted 06 January 2017 - 11:07 AM
FupDup, on 06 January 2017 - 11:02 AM, said:
So it would appear. Which is why I'm curious as to what purpose it would serve as a mechanic. While Gauss Rifles always going boom does suck for the Gauss carrier, is it an overly negative weapon mechanic? Are people really not carrying Gauss Rifles because of that boom chance? Is compensation really required?
I think both of us probably have the same answer in mind - No, it's not hurting the weapon so much it's worthless, in fact the Gauss Rifle is still one of the better weapons in the game. I'm just wondering how OP views it, and what his reasoning is (If he has any reasoning beyond real world weapon mechanics).
Edited by Bombast, 06 January 2017 - 11:08 AM.
#6
Posted 06 January 2017 - 11:50 AM
It ain't working.
Edited by Antares102, 06 January 2017 - 11:50 AM.
#8
Posted 06 January 2017 - 02:15 PM
I appreciate everyone's thought on the gauss, but it is real simple:
1. Remove the charge up and put cool down/reload rate at 6-7 seconds.
2. Get the range back to 3X. Heck, even give it a 100m minimum range, I don't care.
3. Increase health to 8 or 10.
The charge up is absolutely ***-in-ine. Idiotic. The 3X range puts it in a unique class, no other weapon can reach out that far.
Comparing the AC20 and the gauss is like comparing an apple to an orange. Each have their own +/-. In an infight, the AC20 wins hands down for ever reason. In long range game, the gauss has an advantage for awhile, but not forever. The guass has 2-4 shots until the range is cut close enough for the AC20 to deliver some pain.
I have faith that PGI will get their heads out of their arses sooner than later.
#9
Posted 06 January 2017 - 02:24 PM
ERPPC outright outclasses the things in range, cooldown, ammo, dps, durability, only thing worse is the projectile speed and damage per shot and heat generation, though its less than half the weight of a gauss anyway.
Removing charge up on gauss would at least make it a bit better. I know its used a load in comp, I just never really see it being that good in PUG queues, rather just with coordinated groups that all have PPFLD builds working together. For the common man without 11 other guys aiming at his target removing the charge would be nice while not really changing all too much in the comp department.
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