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Light Gauss Should Deal At Least 13 Damage

Balance BattleMechs

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#1 kapusta11

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Posted 15 March 2017 - 02:55 AM

Why? Because balance!

Clan Gauss:
12 tons
660m range
6 crits
15 damage

Light Gauss:
12 tons
750m range
5 crits
???
13 damage! (8 damage in TT, lol)

That or nerf Clan Gauss.


What do you think? Don't agree? Why do you want to hold IS back? What are you, a filthy clanner?

Edited by kapusta11, 15 March 2017 - 02:56 AM.


#2 El Bandito

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Posted 15 March 2017 - 02:59 AM

Give Light Gauss 3x range. IS now OP. Posted Image

But yeah, if Light Goose is keeping 2x range and 8 damage, then maybe faster charge time? No charge?

Edited by El Bandito, 15 March 2017 - 02:59 AM.


#3 Lily from animove

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Posted 15 March 2017 - 03:00 AM

do we have numbers alreay or is this just TT value based guesstimation?

also, do you think that your makes sense? who would then keep using a regular gauss? You still need to keep the is tech within itself in balance as well.

light gauss will mostlikely start with 8damage and probably gets a higher RoF and/or shorter charge up time.

Edited by Lily from animove, 15 March 2017 - 03:03 AM.


#4 El Bandito

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Posted 15 March 2017 - 03:01 AM

View PostLily from animove, on 15 March 2017 - 03:00 AM, said:

do we have numbers alreay or is this just TT value based guesstimation?

also, do you think that your makes sense? who would then keep using a regular gauss? You still need to keep the is tech within itself in balance as well.


IS Gauss is already meh at 15 tons and 7 slots. The baseline itself is too low.

Edited by El Bandito, 15 March 2017 - 03:02 AM.


#5 Lily from animove

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Posted 15 March 2017 - 03:04 AM

View PostEl Bandito, on 15 March 2017 - 03:01 AM, said:


IS Gauss is already meh at 15 tons and 7 slots. The baseline itself is too low.


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.

Edited by Lily from animove, 15 March 2017 - 03:06 AM.


#6 Weeny Machine

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Posted 15 March 2017 - 03:07 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.


Plus: you see often complains about low TTK hehe but my goose needs to do more damage!1!!!1

#7 visionGT4

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Posted 15 March 2017 - 03:08 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"


If you can suggest another option available to IS which give similar capability to clam goose we would all LOVE to hear it?
IS just has to suck up the tonnage and crit requirements because there is no alternative.

#8 FupDup

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Posted 15 March 2017 - 03:08 AM

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).

#9 The6thMessenger

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Posted 15 March 2017 - 03:10 AM

View Postkapusta11, on 15 March 2017 - 02:55 AM, said:

Why? Because balance!

Clan Gauss:
12 tons
660m range
6 crits
15 damage

Light Gauss:
12 tons
750m range
5 crits
???
13 damage! (8 damage in TT, lol)

That or nerf Clan Gauss.


What do you think? Don't agree? Why do you want to hold IS back? What are you, a filthy clanner?


No, i don't. I don't want to hold back IS, i may be a clanner but i run mainly urbies and king crabs. Remember, IS =/= to Clan, IS weapons are heavier by nature, C-GR tonnage = IS-LGR tonnage therefore damage buff is bad argument.

With the trend of the gauss is to AC20, there's a -25% damage, for 2.44x range and longer cooldown - 4 vs 5.75 (5.00 + 0.75s charge time), x1.4375, 3.076923076923077x projectile speed. Following the trend, assuming LGR is to AC10, range should be at 1100, damage should be at 7.5, 2923.076923076923 projectile speed, and cd should be at 3.125 + 0.46875s charge time.

8 damage, if anything is a buff. Although i don't think this damage justifies the use of the LGR with the range it theoretically provides. This weapon finds a niche in sniping, that heavier mechs should not be primarily engaging from, and it's weight kind of a deterrence for lighter mechs; AC10 is already problematic in an urbanmech. And considering 8 damage/shot every 3.59375s, that's a horrendous amount of dps, and would be better off used in pairs, that can only be done with heavier mechs that shouldn't be doing so at that range in the first place.

Meds on the other hand, perhaps, but that's like 40 - 55 tons of armor, not sharing, if LGR is used at it's best.

The only buff it should get is tonnage reduction from 13t to 11t - 9t.

We've kind of had this discussion before:

View PostThe6thMessenger, on 24 January 2017 - 02:55 AM, said:

I like this idea that i can put LGR on my urbie. But honestly i don't know if it's worth that much.

Based on my experience, which is subjective and is not the absolute correct viewpoint.

AC2 comes to mind, IMO it's best used 2+ more AC2s, one can put a lot of lead down range on demand as long as you can see enemies, and at long range it's not really an issue. Likewise, you can mass it, even if it's 4 damage at 12 tons, you can shoot every 0.72s that it does 5.555555555555556 DPS, compare that to AC10 of 4, and AC20 of 5, the only downside is that your damage would be spread, and the face time which is almost mitigated by the part that 720m is a massive range that is beyond most weapons, giving it so much breathing room. While facetime is still pretty bad, at 720m it's rather forgiving.

I suspect the same thing with LGR, though it deals 8 damage, but it weighs at 12 tons, that means it's not really something that you can apply the 2+ philosophy of the AC2 -- just get a bonafide GR for just +3 tons vs +12. Sure it has low range, but you don't have to worry about conversion and unlike 2 8-damage projectile, it's 1 15-damage projectile, 600m is already a powerful range to begin with.

If the trend of the GR-To-AC20, the LGR-to-AC10 would put the CD at 3.571428571428572s (+ 0.5357142857142858s charge time) which if compared with AC2 you "shoot" 2 damage shells every 0.8333333333s, 1.947826086956521 DPS vs 2.78 of that of a single AC2, and you can put moar. Sure you can ppfld 8 damage at one spot, sure it has higher range and projectile speed, but realistically AC2 is quite enough, realistically just get 2x AC2 vs 1 LGR for better DPS, and if you really want a high PPFLD weapon just use a bonafide GR with 15-PPFLD, at 660m and 2000m/s projectile speed which is already more than enough.

Further following the LGR-to-AC10 principle, the optimal range would have been at 962.4999999999998m and projectile speed of 2557.692307692307 m/s (adjusted to fit the 8 damage which is a 0.5 damage bonus and 12.87514t, so 87.49999999999998% less potency), which is just retardedly far with a projectile retardedly fast. I guess it would be interesting to see such an extremely long range weapon, but at only 8 PPFLD damage it's not that meaningful, AC2 works because you can mass it but not LGR, and you have no other weapon that weapon that would be able to properly complement the weapon like the lasers on Gauss Vomits. ER-PPC has 810m of effective range, but firing at 962.4999999999998m with the "niche" of the LGR, damage would have dropped at 8.415584415584417, likewise the slower projectile range makes the ppc hard to land and the bright projectile gives away your position, which is kind of bad -- then again it's the other way around with the GR to ER-PPC.

What i am getting at is that the LGR is quite a gimmick. I guess it could fit as the 12-ton, 8 damage, 1100m optimal range, 2923 m/s projectile speed, and 3.125 (+ 0.46875 charge time), and it will have a niche like no other, but it's just a niche. It's a really specialized weapon that it offers no significant advantage to justify it's use at most cases.

tl;dr
- AC2 works because it can be massed and shot quickly
- 720m is already far at most cases
- using the GR -> AC20, conceiving LGR -> AC10, range is at 962.4999999999998m, projectile speed of 2557.692307692307, CD at 3.571428571428572s (+ 0.5357142857142858s charge time), and 1.947826086956521 DPS.
- 720m is already far enough, 962.4998m is overkill, 8 damage isn't as meaningful likewise it can't be appended by most weapons, and 1.9478 dps is low, compared to the AC2 that you can actually mass.
- Due to the overspecialization of LGR, AC2 x2 would work better at most cases with the same tonnage and less crit slots.

Because of the 2x AC2 working better at most cases, i find it hard justifying putting an LGR on my mech, not with it's performance.

A tonnage drop to 11 tons would be quite nice, at least that 8 damage would be justified, even with just 720m of range, and 2400 m/s projectile speed.

Edited by The6thMessenger, 15 March 2017 - 03:32 AM.


#10 El Bandito

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Posted 15 March 2017 - 03:15 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"


There are very few IS mechs that use IS gauss in solo-q and CW, and none in high level play. Clan Gauss is just way better.

Edited by El Bandito, 15 March 2017 - 03:15 AM.


#11 kapusta11

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Posted 15 March 2017 - 03:17 AM

View PostLily from animove, on 15 March 2017 - 03:00 AM, said:

You still need to keep the is tech within itself in balance as well.


Right, so that clan tech remains to be plain better, am I right?

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).


So do you two support Clan Gauss nerf?

View PostThe6thMessenger, on 15 March 2017 - 03:10 AM, said:

2923.076923076923 projectile speed


Get a life, man.

#12 The6thMessenger

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Posted 15 March 2017 - 03:24 AM

View Postkapusta11, on 15 March 2017 - 03:17 AM, said:

Get a life, man.


Sorry man, my life was over long ago, i defeated Alduin in Sovengarde, took back the Purifier from the Enclave, after defeated Morag inside the Source Stone, freed the underdark from the clutches of the Valsharess, and banished Mephistopheles back in Cania, killed the Spider Mastermind in hell. ****, i even helped Arthas kill his own father, and retake the frozen throne.

My life was forfeit long ago.

#13 H I A S

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Posted 15 March 2017 - 03:32 AM

View PostEl Bandito, on 15 March 2017 - 03:15 AM, said:


There are very few IS mechs that use IS gauss in solo-q and CW, and none in high level play. Clan Gauss is just way better.


nothing to do with Gauss, its about Mechs (Hardpoints blah) and XL.

#14 Jingseng

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Posted 15 March 2017 - 03:32 AM

How about ten base damage, and 1.5 to two adjacent sections =p

#15 A Man In A Can

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Posted 15 March 2017 - 03:37 AM

No need to up the damage per shot. Just give it around half the cooldown of the existing versions along with a slightly reduced charge time so it becomes the faster-firing, same overall damage option for the tonnage.

#16 El Bandito

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Posted 15 March 2017 - 03:40 AM

View Postarivio, on 15 March 2017 - 03:32 AM, said:

nothing to do with Gauss, its about Mechs (Hardpoints blah) and XL.


15 tons per Gauss also has something to do with it. If IS Gauss was also 12 tons, we would see a lot more Gauss mechs on the IS side in QP and CW, and depending on quirks, even in comp play.

Edited by El Bandito, 15 March 2017 - 03:44 AM.


#17 Xetelian

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Posted 15 March 2017 - 03:40 AM

It needs to be buffed.

Damage+
Range+
Weight -
No charge time


to keep it viable. I rarely see a IS Gauss rifle because they're better in pairs and very few mechs can pair them on the IS side.

I'd have thought the MAL would have been the go to Snipe/Gauss boat but it is anything but that. I'd have wagered the KGC would dual Gauss well but it is just too short and too wide.


The AC10 is being obsoleted by the UAC10 so light Gauss isn't going to the sole killer of the standard AC10.

#18 visionGT4

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Posted 15 March 2017 - 03:50 AM

Cyclops Hero is my deuce goose & peeps chassis. ISXL is a massive liability, but IS has to live with significant compromise. Unlike easy mode which is better at all things in everyway


edit: spelling

Edited by visionGT4, 15 March 2017 - 04:26 AM.


#19 Baulven

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Posted 15 March 2017 - 04:23 AM

Make light gauss snap shot (no charge) and damage of 11. Enough bonuses there to make people want to take it.

#20 Duke Nedo

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Posted 15 March 2017 - 04:51 AM

I'd say damage 10 and shorter cooldown than ordinary Gauss.

Clan players would hate it, but giving the cGauss longer cooldown than IS Gauss would be one route to balance Gauss/cGauss. That would make IS Gauss better at medium-close range and account for the 3 extra tons.





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