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What Do You Think Of The Light Gauss Rifle?


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#21 Hit the Deck

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Posted 23 January 2017 - 05:34 PM

View PostBombast, on 23 January 2017 - 05:29 PM, said:


Or you can run a GR, save 15 tons and just go with a standard engine.

I'm not debating old vs new weapons because future weapons are not automatically better.

The GR is indeed better than LGR and HGR.

#22 Mcgral18

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Posted 23 January 2017 - 06:14 PM

View PostQuicksilver Kalasa, on 23 January 2017 - 02:19 PM, said:

It will need a range boost like iERLL and ERPPCs got in this game to be something useful. Ideally it should be the extreme range version of the Gauss now that the Gauss is nerfed at that range.

Something like this:
10 damage
5 critical slots
12 tons
810m optimal
15 shots per ton (adjusted for MWO)

Velocity should probably be around 2000-3000m/s depending on the charge up amount. I would prefer around 2500m/s with a 0.5 second charge up.


Along with 3x optimal


We can't let the LB10x be the only weapon with that.

#23 Deathlike

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Posted 23 January 2017 - 06:24 PM

View PostMcgral18, on 23 January 2017 - 06:14 PM, said:

Along with 3x optimal


We can't let the LB10x be the only weapon with that.



Nerfinator's Efficient Range Finder said:

Recorded for future reference.


#24 FupDup

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Posted 23 January 2017 - 06:52 PM

Basically, two things need to happen with the Light Goose:

1. Longer range than lore. I don't even mean the 3x range thing that people freak out about, I mean the optimal range (and max range by extension). Somewhere in the mid 700s to low 800s for optimal range, and probably follow the normal 2x max range formula. Bump the velocity a little bit to help it compete with the ERLL at super duper extreme ranges.

2. No charge-up. The normal Gauss has this mechanic because of its combination of high damage, long range, PPFLD, high velocity, and no heat. The Light Gauss has only 8 damage, so it doesn't need the charge-up limitation.

Side note: I don't support buffing the damage of the Light Gauss because this will further make it infringe upon the AC/10 and maybe PPC. More damage also means a higher chance of PGI giving it a charge-up, which works fine for regular Gauss but doesn't have to go onto every single weapon that has "Gauss" in its name. What's next, charge-up Magshots?

Edited by FupDup, 23 January 2017 - 06:53 PM.


#25 LT. HARDCASE

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Posted 23 January 2017 - 06:56 PM

Charge-up AP Gauss Rifles incoming.

#26 Y E O N N E

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Posted 23 January 2017 - 07:36 PM

View PostFupDup, on 23 January 2017 - 06:52 PM, said:

What's next, charge-up Magshots?


I'd still use them.

I enjoy the charge up mechanic because I enjoy actually interacting with the game. 0.5 second charge-up with no cool-down on MagShots would be incredibly entertaining.

#27 FupDup

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Posted 23 January 2017 - 07:41 PM

View PostYeonne Greene, on 23 January 2017 - 07:36 PM, said:

I'd still use them.

I enjoy the charge up mechanic because I enjoy actually interacting with the game. 0.5 second charge-up with no cool-down on MagShots would be incredibly entertaining.

That's the key there, the wee little Magshot would need something really crazy like that to be worth using if it had a charge-up, since its damage and range are quite low. I'm assuming that PGI or most other people wouldn't go that far.

Though it's beside the point, those values would be broken as all heck. No cooldown and 0.5 charge basically means an "effective cooldown" of 0.5 seconds (sort of like how laser duration factors into total cycling time) gives us 4.0 DPS on a 0.5 ton weapon.

Edited by FupDup, 23 January 2017 - 07:42 PM.


#28 Y E O N N E

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Posted 23 January 2017 - 07:46 PM

View PostFupDup, on 23 January 2017 - 07:41 PM, said:

That's the key there, the wee little Magshot would need something really crazy like that to be worth using if it had a charge-up, since its damage and range are quite low. I'm assuming that PGI or most other people wouldn't go that far.

Though it's beside the point, those values would be broken as all heck. No cooldown and 0.5 charge basically means an "effective cooldown" of 0.5 seconds (sort of like how laser duration factors into total cycling time) gives us 4.0 DPS on a 0.5 ton weapon.


Okay so make it 0.75 seconds charge-up.

Either way, that's a lot of face-staring for a gun whose optimum is 270 meters to take advantage of that DPS. You generally won't even fire it that fast against anything other than Assaults because they move too fast, and at brawl ranges the enemy is going to be spreading your output around while hammering you with SRMs and AC/20s.

#29 Felicitatem Parco

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Posted 23 January 2017 - 07:49 PM

View PostYeonne Greene, on 23 January 2017 - 07:36 PM, said:


I enjoy the charge up mechanic because I enjoy actually interacting with the game.


Heresy!!! All weapons should be point and click, otherwise how will you couple with 2 ERPPCs?!?!

#30 Y E O N N E

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Posted 23 January 2017 - 07:57 PM

I think PPCs should have charging, too. Posted Image

#31 Quicksilver Aberration

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Posted 23 January 2017 - 07:58 PM

View PostYeonne Greene, on 23 January 2017 - 07:57 PM, said:

I think PPCs should have charging, too. Posted Image

You also think they should be like short duration lasers Posted Image

#32 Y E O N N E

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Posted 23 January 2017 - 08:06 PM

View PostQuicksilver Kalasa, on 23 January 2017 - 07:58 PM, said:

You also think they should be like short duration lasers Posted Image


They are supposed to be beams anyway, both realistically and according to the fluff.

And scientifically, they should also be shorter-ranged weapons than lasers, too.

#33 Felicitatem Parco

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Posted 23 January 2017 - 08:09 PM

MegaMan had charge-Up PPCs...

#34 Alex Morgaine

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Posted 23 January 2017 - 08:33 PM

View PostBombast, on 23 January 2017 - 05:29 PM, said:


Or you can run a GR, save 15 tons and just go with a standard engine.


Yeah maybe in lore/tt lgr was useful but having problems validating it in x2 packs in hypothetical builds where 1 GR could fit, maybe only if like above and charge time is removed...

View PostProsperity Park, on 23 January 2017 - 08:09 PM, said:

MegaMan had charge-Up PPCs...


Mmm, we likes some capacitors

Edited by Alex Morgaine, 23 January 2017 - 08:34 PM.


#35 Tristan Winter

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Posted 23 January 2017 - 10:55 PM

View PostQuicksilver Kalasa, on 23 January 2017 - 04:58 PM, said:

Given that Light Gauss is meant to have longer range than normal Gauss, making this compete with AC5/AC10s at mid range is a huge mistake and missed opportunity for an extreme range ballistic.

Sure, but in my opinion, it was also a big mistake to nerf gauss max range. Not because of TT stats, but because I feel like gauss rifles should be the ultimate sniper weapons, for the sake of gameplay.

#36 Quicksilver Aberration

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Posted 23 January 2017 - 11:21 PM

View PostTristan Winter, on 23 January 2017 - 10:55 PM, said:

Sure, but in my opinion, it was also a big mistake to nerf gauss max range. Not because of TT stats, but because I feel like gauss rifles should be the ultimate sniper weapons, for the sake of gameplay.

Why should they be? That is what has caused issues since Closed Beta days. Not to mention creates issues with balancing it against the Light Gauss.

There is no reason that Heavy Gauss, Gauss, and Light Gauss should all compete for power within the same range (honestly, in that same vein I almost wish the PPC variants followed this), they should compete within different range brackets (mid, long, extreme respectively).

Let me put it another way, there should be no ultimate anything in this game because that implies a lack of diversity.

Edited by Quicksilver Kalasa, 23 January 2017 - 11:23 PM.


#37 The Unstoppable Puggernaut

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Posted 23 January 2017 - 11:47 PM

I'd really really love to see it included.

Question is, how many would you be able to fire at once :)

This weapon is important as it's range is almost sniping distance (which in the maps we have, means it IS sniping distance). Also it can be accompanied with a PPC or two for med mechs.

Heavy Lights will be able to ping people with this too, without having to worry about heat sinks.

#38 Tristan Winter

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Posted 24 January 2017 - 01:36 AM

View PostQuicksilver Kalasa, on 23 January 2017 - 11:21 PM, said:

Why should they be? That is what has caused issues since Closed Beta days. Not to mention creates issues with balancing it against the Light Gauss.

Well, one thing that caused issues since CB days is that gauss was best in multiple situations, not just long range sniping.

View PostQuicksilver Kalasa, on 23 January 2017 - 11:21 PM, said:

There is no reason that Heavy Gauss, Gauss, and Light Gauss should all compete for power within the same range (honestly, in that same vein I almost wish the PPC variants followed this), they should compete within different range brackets (mid, long, extreme respectively).

That's fine, depending on definition of mid, long and extreme.

View PostQuicksilver Kalasa, on 23 January 2017 - 11:21 PM, said:

Let me put it another way, there should be no ultimate anything in this game because that implies a lack of diversity.

I don't really want to get bogged down by wordplay. I'll just say weapons should have strengths and weaknesses and one problem with the gauss rifle is that it has been too versatile. It used to be a fairly popular brawling weapon.

Edited by Tristan Winter, 24 January 2017 - 01:36 AM.


#39 Requiemking

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Posted 24 January 2017 - 01:38 AM

My thoughts on the Light Gauss rifle are, quite simply, Shadow Hawk.

#40 Tarogato

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Posted 24 January 2017 - 02:52 AM

I was thinking of something like this:


Charge time:
  • All gauss: 0.5s

Cooldown:
  • Light: 3.0 seconds
  • Standard: 5.0 seconds (present)
  • Heavy: 7.0 seconds

Range:
  • Light: 750-1500
  • Standard: 660-1320
  • Heavy: 180 (25 damage) - 390 (20 damage) - 600 (10 damage) - 780 (0 damage)

This is basically via translating the tabletop stats directly. Shouldn't really need to change anything, I think it works out pretty well. I also looked at damage per ton and DPS per ton, and it looked pretty fair. What do you think?
Posted Image





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