

#1
Posted 14 January 2017 - 12:57 PM
#2
Posted 14 January 2017 - 12:58 PM
#3
Posted 14 January 2017 - 01:00 PM
So for balance sake, they should have to be going pretty dang slow or completely stopped. IF you start charging your mech slows to a crawl or you have to stop your self.
Also only able to fire 1 at at time instead of 2.
#4
Posted 14 January 2017 - 01:00 PM
#5
Posted 14 January 2017 - 01:02 PM
#6
Posted 14 January 2017 - 01:35 PM
Heavy Gauss Rifle (IS):
Mass: 18 tons
Slots: 11
Item health: 10
Explode on destruction: Yes
Explosion damage: 30
Charge to fire: disabled
Damage: 25
Cooldown: 6
DPS: 4.17
Heat: 2
Speed: 950
Optimal range: 360 meters
Max range: 1080 meters
Ammo per ton: 8
Improved Heavy Gauss Rifle (IS):
Mass: 20 tons
Slots: 11
Item health: 10
Explode on destruction: Yes
Explosion damage: 30
Charge to fire: disabled
Damage: 22
Cooldown: 6
DPS: 3.67
Heat: 2
Speed: 1200
Optimal range: 540 meters
Max range: 1620 meters
Ammo per ton: 8
I'm imagining only the Clan Gauss having charge to offset the weight advantage
Edited by Gentleman Reaper, 14 January 2017 - 01:58 PM.
#7
Posted 14 January 2017 - 01:38 PM
Doesn't seem much like a Gauss Rifle to me. More like AC/25 and AC/22, and with an optimal of 360 there's no way I'm ever taking the AC/25 over an AC/20 or even an isUAC/20 with those resource costs.
#8
Posted 14 January 2017 - 01:44 PM
Edited by Snazzy Dragon, 14 January 2017 - 02:06 PM.
#9
Posted 14 January 2017 - 01:46 PM
Snazzy Dragon, on 14 January 2017 - 01:44 PM, said:
You can't even use them with LFE. Side torsos have 12 slots, total, and the two HGauss versions both require 11.
#10
Posted 14 January 2017 - 02:04 PM
Yeonne Greene, on 14 January 2017 - 01:38 PM, said:
Doesn't seem much like a Gauss Rifle to me. More like AC/25 and AC/22, and with an optimal of 360 there's no way I'm ever taking the AC/25 over an AC/20 or even an isUAC/20 with those resource costs.
The Heavy Gauss doesn't maintain its damage and effectiveness at a long range, although my version has 3x optimal max range, so you still get much better range than the AC/20. Given than you get an extremely low heat weapon that deals more damage than an AC/20 with the range profile similar to an AC/10, I'd say it's a good brawling weapon.
#11
Posted 14 January 2017 - 02:11 PM
Also, how was your minimum range going to work?
#12
Posted 14 January 2017 - 02:12 PM
Gentleman Reaper, on 14 January 2017 - 02:04 PM, said:
The Heavy Gauss doesn't maintain its damage and effectiveness at a long range, although my version has 3x optimal max range, so you still get much better range than the AC/20. Given than you get an extremely low heat weapon that deals more damage than an AC/20 with the range profile similar to an AC/10, I'd say it's a good brawling weapon.
I wouldn't say that. The AC/20 cycles in 4 seconds, is lighter (!), is smaller (!), and brawls so much better than your rendition of the HGauss that I have zero incentive to take the latter. Even the max range is kind of irrelevant because the projectile is too slow and because it's going to do less damage at 660 meters than a standard Gauss...which is also lighter and smaller and has more than twice the projectile velocity.
Your Improved HGauss is a little better, but not by much considering it's even heavier. There's really no in-game reason to take your interpretation of Heavy Gauss, it's just too gimped. It can't do anything well enough that I'd want it over existing options. I'd actually remove it from any 'Mech it's on.
#14
Posted 14 January 2017 - 02:30 PM
Yeonne Greene, on 14 January 2017 - 02:12 PM, said:
I wouldn't say that. The AC/20 cycles in 4 seconds, is lighter (!), is smaller (!), and brawls so much better than your rendition of the HGauss that I have zero incentive to take the latter. Even the max range is kind of irrelevant because the projectile is too slow and because it's going to do less damage at 660 meters than a standard Gauss...which is also lighter and smaller and has more than twice the projectile velocity.
Your Improved HGauss is a little better, but not by much considering it's even heavier. There's really no in-game reason to take your interpretation of Heavy Gauss, it's just too gimped. It can't do anything well enough that I'd want it over existing options. I'd actually remove it from any 'Mech it's on.
Yea, I'm considering increasing the velocity, perhaps to 1200m/s? With the Improved version at 1500 or 1600m/s
#15
Posted 14 January 2017 - 02:36 PM
Gentleman Reaper, on 14 January 2017 - 02:30 PM, said:
Yea, I'm considering increasing the velocity, perhaps to 1200m/s? With the Improved version at 1500 or 1600m/s
I'd rather velocity and charge (I like the charge mechanic for itself, not just for balancing reasons) be the things that make Gauss Rifles what they are. At a cursory glance, 1750m/s, no lower. Cycle time of 6.75 seconds, with charge of 0.75. Optimum of 540 meters, max at 1080. Damage anywhere between 20 and 25 and I'm good.
Also need to bear in mind that if you leave its range too short, it is extremely vulnerable to overrun. It's not a good enough poke weapon to be so pigeon-holed by virtue of its inherent resource restrictions, it needs to have some reach.
#16
Posted 14 January 2017 - 03:26 PM
#17
Posted 14 January 2017 - 03:56 PM
So if the H-Gauss has a charge mechanic like a standard Gauss but the damage drops off rapidly so the standard gauss has a more flexable and effective engagment range why use the H-Gauss for a relativley tiny range window where it's better?
Also if the H-Gauss has it's charge and cooldown cycles lengthened beyond a standard gauss and the H-Gauss has the damage drop off at range why use it over an I.S. UAC20?
If the H-Gauss gives you speed or manuvering penalties while charging and the I.S. UAC20 doesn't why use the H-Gauss if it's totally out classed in brawling ranges by other options?
These are issue that need to addressed or we will likely get a weapon system that isn't as good at long range as a standard Gauss and isn't competative with class 20 ACs in brawling ranges and the tiny envelope of overlap performance between the two roles is so miniscule why bother.
#18
Posted 14 January 2017 - 09:27 PM
What if the actual charge was slower if you are moving over a certain speed. That way if you need to abort the shot or move you aren't trapped in the open.
#19
Posted 14 January 2017 - 10:30 PM
Yeonne Greene, on 14 January 2017 - 01:46 PM, said:
You can't even use them with LFE. Side torsos have 12 slots, total, and the two HGauss versions both require 11.
If MWO actually functioned by standard construction rules, you can even fit an HGauss with an IS XL, as it (and the AC/20, and LB-20X) all legally can be mounted in two or even three adjacent sections, while using the worst firing arc of the combination.
In MWO terms, this would mean a split-mount always fires from the torso crosshair.
#20
Posted 28 June 2017 - 03:13 PM
They're meh, just like every other civil war gun.
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