

Light Gauss Should Deal At Least 13 Damage
#21
Posted 15 March 2017 - 05:24 AM
#22
Posted 15 March 2017 - 05:25 AM
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
Posted 15 March 2017 - 05:27 AM
#24
Posted 15 March 2017 - 05:38 AM
#25
Posted 15 March 2017 - 05:40 AM
Lily 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
CapperDeluxe, on 15 March 2017 - 05:25 AM, said:
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
Posted 15 March 2017 - 05:40 AM
#27
Posted 15 March 2017 - 05:48 AM
FupDup, on 15 March 2017 - 03:08 AM, said:
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
Posted 15 March 2017 - 05:49 AM
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like clan mechs
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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
Posted 15 March 2017 - 05:53 AM
#31
Posted 15 March 2017 - 05:57 AM
#33
Posted 15 March 2017 - 06:00 AM
kapusta11, 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
Posted 15 March 2017 - 06:02 AM
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
Posted 15 March 2017 - 06:06 AM
Bishop Steiner, on 15 March 2017 - 06:00 AM, said:
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
Posted 15 March 2017 - 06:07 AM
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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.
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