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Should Gr Get It's 3X Range Back?


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#21 Mechteric

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Posted 26 January 2017 - 10:28 AM

View PostBurningDesire, on 26 January 2017 - 04:27 AM, said:

it needs its range back but a 12 sec cool down so its a sniper not a damn machine gun like it is on some mechs


Making the Gauss rifle terrible wouldn't solve anything

#22 cazidin

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Posted 26 January 2017 - 10:35 AM

View PostCapperDeluxe, on 26 January 2017 - 10:28 AM, said:


Making the Gauss rifle terrible wouldn't solve anything


And, yet, PGI is set on that path.

#23 Tarogato

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Posted 26 January 2017 - 11:05 AM

I think maybe the IS gauss should have it's triple max range.

But clan gauss is a bit of a problem, so it should stay at only double.

#24 Quicksilver Aberration

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Posted 26 January 2017 - 11:09 AM

View PostTarogato, on 26 January 2017 - 11:05 AM, said:

I think maybe the IS gauss should have it's triple max range.

What does that honestly help with though?

It doesn't help the Light Gauss and it doesn't help the IS because Gauss doesn't allow enough damage to be done to justify taking it at extreme range (plus it can't be mounted on side torsos safely for the IS with XLs). Dual Gauss mechs weren't taken on the IS side for extreme range before, and it certainly won't change with unnerfing it for the IS.

Edited by Quicksilver Kalasa, 26 January 2017 - 11:10 AM.


#25 Tarogato

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Posted 26 January 2017 - 11:11 AM

View PostQuicksilver Kalasa, on 26 January 2017 - 11:09 AM, said:

What does that honestly help with though?

It doesn't help the Light Gauss and it doesn't help the IS because Gauss doesn't allow enough damage to be done to justify taking it at extreme range (plus it can't be mounted on side torsos safely for the IS with XLs).


The thing is... IS standard gauss originally had 3x max range. And it was nerfed only recently, but for absolutely no reason other than the clan gauss was overperforming. So I say revert the change that should not have happened in the first place. *shrug*

#26 The6thMessenger

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Posted 26 January 2017 - 01:31 PM

I don't mind the IS Gauss having 3x range.

#27 FupDup

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Posted 26 January 2017 - 01:37 PM

No. It makes it harder to balance extreme-range pokers like the AC/2 or Light Gauss.

Focus on the durability difference. We already had a health buff, so reduce the explosion damage a bit (currently still 20).

I also have the unpopular opinion that all item explosions should be 100% chance, including ammo and IS Gauss. I hate randomness in most cases, particularly when it has a large influence on whether you win or lose (I should win or lose based on my actions, not based on luck). Make everything explode 100% of the time every time, and use item health or explosion damage to balance things out.

So, for IS Gauss this means:

1. Increase explosion chance to 100% for consistent gameplay outcomes (currently 90%).

2. Reduce explosion damage to 10 to make the weapon not as lethal to its own user (currently 20).

Edited by FupDup, 26 January 2017 - 01:39 PM.


#28 Quicksilver Aberration

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Posted 26 January 2017 - 01:38 PM

View PostThe6thMessenger, on 26 January 2017 - 01:31 PM, said:

I don't mind the IS Gauss having 3x range.

That still doesn't fix the imbalance issue.

View PostFupDup, on 26 January 2017 - 01:37 PM, said:

So, for IS Gauss this means 100% chance to go boom (currently 90%) with an explosion worth 10 or so damage (currently 20)?

Honestly just make it do 1-5 damage and see what happens.





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