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Should Gr Get It's 3X Range Back?


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#1 The6thMessenger

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Posted 25 January 2017 - 06:11 AM

Gauss Rifle used to have 3x of it's optimal range as it's maximum range unlike the rest of 2x, which is 1980m.

Without it, we are still left with a low-heat 15-ppfld weapon, with a 660m range that is beyond ac20 and ac10, even faster too that means hitting that 15-ppfld is not that hard, and because it's low heat it can be used almost any time. In a way, that is it's niche, that on high heat builds it could still be used, likewise 660m is already far enough, 990m it still does 7.5 damage, at 825m it still does 12.5 PPFLD which is still more than your ERPPC.

The part that GR got it's max-range reduced is to nerf PPC-Gauss combo. From that balancing standpoint, GR does not need a buff.

The only thing i could say is that, i liked the 1980m max range of gauss, as it's really the bonafide sniper ballistic weapon, the satisfaction it brings that after a charge, over an uber-long distance i managed to land a shot. The AC2 and ER-PPC ain't got **** what Gauss used to bring, and it's less fun for me anymore. Of course that i'm not the only player in the game, that it's subjective and not objective nor absolute.

I'd rather they increased the charge time, from 0.75s to 1.5s charge time maybe. Or actually put the heat to 2 from 1, it's still "low" heat, but it's just as low heat as the LB10X. I'd rather they addressed the combo, not the individual weapon.

What do you think?

#2 Bombast

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Posted 25 January 2017 - 06:17 AM

No.

#3 Mechteric

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Posted 25 January 2017 - 06:18 AM

It got nerfed mainly because the gauss slug travels so fast, making it too easy to hit those super long range targets. Personally, I think no weapons should have damage out to 2x distance. Maybe out to 1.25 or 1.5x max.

#4 El Bandito

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Posted 25 January 2017 - 06:24 AM

No. It is fine as is. Improve IS Gauss though, cause 15 tons is damn heavy. Maybe charge reduction for IS Gauss? Give a reason to have IS Gauss mech in higher level of play, without relying on HBK level of quirks.

Edited by El Bandito, 25 January 2017 - 06:26 AM.


#5 Willard Phule

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Posted 25 January 2017 - 06:25 AM

Not going to happen, whether you want it to or not.

One of the reasons the range was nerfed is because those people that can aim and use them effectively stay out of LRM range and decimate the potatoes. PGI doesn't like it when you pick on their lowest common denominators.

#6 kesmai

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Posted 25 January 2017 - 06:45 AM

What about GR keeps it's 2x and everything else is reduced to 1,5?

#7 Quicksilver Aberration

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Posted 25 January 2017 - 08:16 AM

View PostEl Bandito, on 25 January 2017 - 06:24 AM, said:

No. It is fine as is. Improve IS Gauss though, cause 15 tons is damn heavy. Maybe charge reduction for IS Gauss? Give a reason to have IS Gauss mech in higher level of play, without relying on HBK level of quirks.

If anything, changes should be made to its fragility so mounting Gauss in a side with iXL isn't a liability.

That said, no, it doesn't need x3 range back as no weapon needs it.

Edited by Quicksilver Kalasa, 25 January 2017 - 08:17 AM.


#8 Roughneck45

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Posted 25 January 2017 - 09:32 AM

I'd be okay with this if they added a trail to the projectile so you could track where the shot came from.

#9 Coolant

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Posted 25 January 2017 - 09:34 AM

i dont use it, nerf it...reduce it's range, damage, increase it's heat and recycle and charge time

#10 Dollar Bill

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Posted 25 January 2017 - 09:23 PM

It needs to go back to 3x range, and then, left alone! It was already over-nerfed before the range reduction. Plus, it's supposed to be a long range weapon, which justifies the 3x range. Now it's a mid/long range auto-cannon that takes too long to cool off, you have to wait to charge up and release before it's too late or you'll have to wait again for the charge up, explodes and insta-kills you mech if you touch it, takes up lots of slots and weighs too much, can only charge and fire no more than 2 at a time, sucks in a brawl and now sucks at its primary roll (long range), on top of its size and heavy weight you need ammo taking up more slots and more weight...did I miss anything?

PGI, when is it going to be enough? I really do wonder about your understanding of the weapon systems in this game. The Gauss Gun was nerfed into the dirt before the range nerf.

Seems like the nerf bat just keeps randomly swinging for the fences, with no end in sight. Posted Image

#11 Snazzy Dragon

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Posted 25 January 2017 - 09:24 PM

It is annoying I cant't plink at people at 1400m anymore on alpine w/ gauss but I'm not oblivious as to why it was changed

I think GR should continue to have only 2x max range

#12 NighthawK1337

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Posted 25 January 2017 - 09:33 PM

No but cLPLs probably should. It's the only laser weapon below the x2 range limit.

#13 FupDup

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Posted 25 January 2017 - 09:34 PM

View PostNighthawK1337, on 25 January 2017 - 09:33 PM, said:

No but cLPLs probably should. It's the only laser weapon below the x2 range limit.

Clan ERSL, SPL, ERML, and MPL disagree.

#14 Mcgral18

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Posted 25 January 2017 - 09:35 PM

View PostNighthawK1337, on 25 January 2017 - 09:33 PM, said:

No but cLPLs probably should. It's the only laser weapon below the x2 range limit.


Actually, the cERLLs is the only Clam laser with 2x range

Most are at 60-80%, but the cLPL is more like 25%

#15 NighthawK1337

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Posted 25 January 2017 - 09:41 PM

View PostMcgral18, on 25 January 2017 - 09:35 PM, said:


Actually, the cERLLs is the only Clam laser with 2x range

Most are at 60-80%, but the cLPL is more like 25%

View PostFupDup, on 25 January 2017 - 09:34 PM, said:

Clan ERSL, SPL, ERML, and MPL disagree.


My mistake. Still though cLPLs got ranged nerfed pretty bad.

#16 Tristan Winter

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Posted 26 January 2017 - 12:36 AM

Yeah, I would like the gauss rifle to have 3x max range. I feel like MWO needs to have the equivalent of snipers, for two reasons:
  • From a purely realistic / immersive perspective, it's weird that our mechs can't do real damage with ballistic weapons at long range. It's like we're firing bullets through water in this game.
  • From a pure gaming perspective, sniping is fun. It looks cool, it feels cool. It's a fun alternative to brawling, but the gauss rifle also lets you stay hidden since there's no PPC / laser trail revealing your location.

ECM snipers can be amazing fun, because MWO players are so bad at finding snipers. Sometimes you can just stand completely still without any cover at all, on maps like River City or Mining Collective, and enemies won't notice you if you have ECM cover. And then as soon as they look away.... blam!

PGI has now double nerfed my Shadow Cat gauss sniper. They made the the mech more fragile and they reduced the range of the gauss rifle, so I have to get closer than before. And I sold my Jagermech gauss sniper, because dual gauss without PPCs are kind of weak and the Jagermech is fragile on top of that.

Posted Image

TL;DR Sniper mechs are cool.



#17 Marius Evander

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Posted 26 January 2017 - 03:05 AM

They should have added negative quirks to mechs that could poptart with it instead of nerfing the whole weapon.

#18 PhoenixFire55

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Posted 26 January 2017 - 03:19 AM

I think that PGI is clearly and for a long time trying to force people to brawl rather than snipe/trade fire from range. Thus the reduction of max range for so many weapons over the past half a year, all ballistics except LBXs, LPLs etc. What they don't seem to understand tho is that this ain't gonna work. All this does is remove all sorts of flavor and diversity from the game because essentially most weapons already became your average mid-range weapons. If they really want to make brawling "viable" as in viable in PUGs then they actually need to make SRMs good, i.e. fix all the hit reg issues, especially so on clan SRMs and finally stop adding idiotic nerfs like recent SRM ghost heat increase.

If anyone thinks that previously Gauss was actually dangerous at ~2000m max range then I can only suggest not standing on a fkn hill in the middle of 2km long open space. All maps and I mean every single map there is provides enough cover to not get blown apart by Gauss and whatever fire from 800m+, let alone anywhere near 2000m. Also, actually moving and/or not trading from the same spot helps ... a lot. Exact same goes for AC2 being dangerous at 2km and its range nerf and so on.

Also, what is even a point in having big maps like Alpine or Tourmaline if all your weapons are effective within 700m only anyway? Does it come to such a surprise then that 99.99% of actual engagements happen within a ~1km diameter circle near the middle of each map and 90% of the actual map area is never used?

P.S. Gotta love all the cluelessness on display with the usual "poptart" comment. Yeah yeah, poptarting is still a thing and needs to be purged with fire, yadda yadda ...

Just get a clue already.

Edited by PhoenixFire55, 26 January 2017 - 03:33 AM.


#19 Wraith 1

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Posted 26 January 2017 - 03:33 AM

3x range would be nice to have back. It didn't make a huge difference in actual matches, and it was fun landing gauss slugs from impractically far away.

The only gauss builds that could be considered remotely overpowered right now are PPFLD setups on the KDK, NTG, and MAD-IIC. The gun itself was fine. IS gauss didn't need another nerf, and I honestly don't think C-gauss did either.

#20 BurningDesire

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Posted 26 January 2017 - 04:27 AM

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





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