Dimento Graven, on 23 January 2017 - 12:56 PM, said:
Right and that's my point, separated fire makes it much more inefficient as you're more likely to miss with one or the other.
Doesn't mean it still isn't powerful at long range.....
Dimento Graven, on 23 January 2017 - 12:56 PM, said:
Don't forget Tourmaline Desert and Polar Highlands, yes there's cover there
Polar and Tourmaline both have sufficient enough cover to push close enough for most setups. Really you should only have problems getting within range against a coordinated team that specifically setup for extreme range and even then you can generally make a push to get within that range.
Dimento Graven, on 23 January 2017 - 12:56 PM, said:
Most maps have some open ground and the positioning of the spawn points requires crossing some amount of open ground to get to the 'common' battle lines.
Not that would stop you from closing enough distance to do enough damage with Gauss.....
Dimento Graven, on 23 January 2017 - 12:56 PM, said:
Not always. It's only your fault if you know with absolute certainty where all 12 of the enemies 'mechs are and where they are moving.
If you don't know where those 12 mechs are then someone made an error with their scouting or you should play more cognizant, deploy a UAV if you are sitting somewhere that easy to flank.
Dimento Graven, on 23 January 2017 - 12:56 PM, said:
Since that is rarely the case, there's going to be some times where you've done everything right and you still end up with enemy 'mechs to your rear.
The only time that is the case is if you make a push and your lights are more aggressive than the lights currently trying to shoot your rear, otherwise it was someone's fault for not being aware of the positioning of the enemy.
Dimento Graven, on 23 January 2017 - 12:56 PM, said:
Actually no. I think the gauss range should be adjusted for both IS and Clans, again for the amount of drawbacks and limitations this weapon system has had to suffer to ALSO nerf the living bejeezus out of its range (or the potential maximum damage curve) is just too much.
So you think one of the best Clan ballistics should be buffed, lol sorry but you must be delusional. I don't think the Night Gyr or KDK-3 need to be any stronger (nor do I want to see a return of the quad Gauss Kodiak).
Metus regem, on 23 January 2017 - 01:02 PM, said:
FTFY
Lol, well this is true, but open ground is a bit more favorable for DPS mechs.