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Light Gauss Should Deal At Least 13 Damage

Balance BattleMechs

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#21 The6thMessenger

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Posted 15 March 2017 - 05:24 AM

Personally, im fine with 8 damage, but tonnage should be between 9t - 11t, and ammo/ton is at 200.

#22 Mechteric

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Posted 15 March 2017 - 05:25 AM

howboutno


makes no sense balance wise to have a weapon that weighs less, has longer range, and does more damage than the regular gauss. derp.

#23 Bishop Steiner

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Posted 15 March 2017 - 05:27 AM

Lol. No.

#24 Khobai

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Posted 15 March 2017 - 05:38 AM

light gauss should do 8 damage with a cooldown of like 3.5 and 0.50 charge time and better range

#25 Snazzy Dragon

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Posted 15 March 2017 - 05:40 AM

View PostLily from animove, on 15 March 2017 - 03:04 AM, said:


yeah thats why no one uses it right? because it's just "meh"

and people really complain about PGI's balance attemps, if they would know what some players would towards breaking balance.


Oh no, people use gauss, just on their clan mechs instead

View PostCapperDeluxe, on 15 March 2017 - 05:25 AM, said:

makes no sense balance wise to have a weapon that weighs less, has longer range, and does more damage than the regular gauss. derp.


How is 8 more than 15? Is this some of those alternative facts I keep hearing about?

Edited by Snazzy Dragon, 15 March 2017 - 05:41 AM.


#26 Malcolm Vordermark

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Posted 15 March 2017 - 05:40 AM

I'd say shorter cooldown and no charge time. Better at snap shots and higher dps.

#27 Ultimax

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Posted 15 March 2017 - 05:48 AM

View PostFupDup, on 15 March 2017 - 03:08 AM, said:

13 damage would make the regular IS Gauss obsolete.

It should be 10 at most, and even then that makes the IS AC/10 pretty much useless by comparison (because velocity and range).



I agree 13 would be too much (it will likely be 8-10 with slightly higher fire rate).


That being said...

At some point this community does need to come to terms with the fact that some mechs and some equipment actually needs to be obsolete.

That is part of the design inherent in BT, and there is no realistic way to keep trying to balance everything against competitor items that are so close in overall design and function (unless the only thing they end up sharing in common is the name).


The IS will soon have FIVE versions of PPCs that have to share space on a spectrum of function AND also be balanced vs. other existing weapons (like lasers).

I'll wager one or two of them will stand head and shoulders above the rest, and really that will not be the fault of PGI's balance team (the only fault would be to release 3 new types of PPCs but I imagine they plan for some level of obsolescence).

Edited by Ultimax, 15 March 2017 - 05:49 AM.


#28 Khobai

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Posted 15 March 2017 - 05:49 AM

Quote

At some point this community does need to come to terms with the fact that some mechs and some equipment actually needs to be obsolete.


like clan mechs

Quote

The IS will soon have FIVE versions of PPCs that have to share space on a spectrum of function AND also be balanced vs. other existing weapons (like lasers).


well to be honest the light ppc is just stupid and they shouldnt have even bothered adding it. adding light autocannons and/or different ammo types for standard autocannons wouldve been better to prevent standard autocannons from becoming obsolete vs ultra autocannons.

same with clan micro lasers and heavy lasers. theyre pointless. ER pulse lasers is what clans should be getting. And XXL engines (basically the clan version of the ISXL, lose a side torso and youre dead). Also why dont clans get improved stealth armor and angel ECM? clans have better stealth armor/ECM than IS does. And they have bloodhound active probe to see right through stealth.

a lot of the new tech was poorly chosen.

Edited by Khobai, 15 March 2017 - 05:57 AM.


#29 Marauder3D

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Posted 15 March 2017 - 05:53 AM

I'm wondering if light gauss might have a super quick charge up to reflect the siZe difference of the projectile. Heavy gauss might need a longer charge up to balance the damage at close range (25 IIRC!)

#30 kapusta11

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Posted 15 March 2017 - 05:55 AM

View PostBishop Steiner, on 15 March 2017 - 05:27 AM, said:

Lol. No.


Why not?

#31 Y E O N N E

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Posted 15 March 2017 - 05:57 AM

Why? We've got HPPC incoming, so there is little point.

#32 kapusta11

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Posted 15 March 2017 - 05:59 AM

View PostYeonne Greene, on 15 March 2017 - 05:57 AM, said:

Why? We've got HPPC incoming, so there is little point.


Why should HPPC do 15 damage? We've got Heavy Machine gun incoming, there is no point.

#33 Bishop Steiner

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Posted 15 March 2017 - 06:00 AM

View Postkapusta11, on 15 March 2017 - 05:55 AM, said:


Why not?


Let's see Canon dmg:8

Double the ammo capacity of the gauss, significantly better range.

If for some reason it still under performs, and that can't be accommodated through cooldown or adjusting the charge time, then 1-2 dmg increase may be justified. A bloody 60% increase of the bat, with no data? You really need to ask?

Edited by Bishop Steiner, 15 March 2017 - 06:01 AM.


#34 ice trey

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Posted 15 March 2017 - 06:02 AM

Don't agree.

IS Light Gauss should be designed to be an extreme-range sniping weapon first and foremost.
Currently, weapons systems have that drop-off point.
Light gauss should also have this, and should start off with the standard range profile.
It's advantage should be that damage drop-off is maybe half the rate of comparable systems, making the Light Gauss the best reach (if not best damage) in the game for IS.

Edited by ice trey, 15 March 2017 - 06:04 AM.


#35 kapusta11

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Posted 15 March 2017 - 06:06 AM

View PostBishop Steiner, on 15 March 2017 - 06:00 AM, said:

Let's see Canon dmg:8

Double the ammo capacity of the gauss, significantly better range.

If for some reason it still under performs, and that can't be accommodated through cooldown or adjusting the charge time, then 1-2 dmg increase may be justified. A bloody 60% increase of the bat, with no data? You really need to ask?


60% increase? How about 87.5%? And we already have the data.

Edited by kapusta11, 15 March 2017 - 06:07 AM.


#36 Khobai

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Posted 15 March 2017 - 06:07 AM

Quote

It's advantage should be that damage drop-off is maybe half the rate of comparable systems, making the Light Gauss the best reach (if not best damage) in the game for IS.


its already got significantly longer range than gauss. it doesnt need less damage drop off too.

8 damage with 3.5 cooldown+0.5 charge time and significantly more range than gauss should be more than enough to balance it.

the light gauss isnt meant to be an extreme sniper weapon anyway. its meant to be a smaller gauss that lighter mechs can use without having to sacrifice speed. Its mostly for the benefit of medium mechs.

heavies/assaults always have better options than light gauss so its not really a weapon for heavies/assaults.

Edited by Khobai, 15 March 2017 - 06:13 AM.


#37 visionGT4

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Posted 15 March 2017 - 08:16 AM

View PostCapperDeluxe, on 15 March 2017 - 05:25 AM, said:

howboutno


makes no sense balance wise to have a weapon that weighs less, has longer range, and does more damage than the regular gauss. derp.


What, you mean like every clan weapon in the game? Agreed its full derp







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