Guass Charge +0.5?
#1
Posted 13 May 2017 - 07:15 AM
#2
Posted 13 May 2017 - 07:17 AM
#3
Posted 13 May 2017 - 07:19 AM
#4
Posted 13 May 2017 - 07:20 AM
so basically its useless
#6
Posted 13 May 2017 - 08:21 AM
Edited by Zergling, 13 May 2017 - 08:21 AM.
#7
Posted 13 May 2017 - 10:17 AM
#8
Posted 13 May 2017 - 10:24 AM
Khobai, on 13 May 2017 - 07:20 AM, said:
so basically its useless
Useless? With both modules that means you can charge up the gauss and hold it charged for like 15 seconds. With a leeway that big it ends up allowing you to keep your wep charged and ready for instafire most of the time.
#9
Posted 13 May 2017 - 10:25 AM
Tripzter, on 13 May 2017 - 10:24 AM, said:
Isn't that 0.5 or half a second? I didn't test this on the pts because I don't see the reason to use it.
Edited by Monkey Lover, 13 May 2017 - 10:28 AM.
#12
Posted 13 May 2017 - 10:49 AM
#13
Posted 13 May 2017 - 12:18 PM
Khobai, on 13 May 2017 - 07:20 AM, said:
so basically its useless
A second is short but it can be an eternity in some cases. It might be the difference between hitting the mech versus hitting the part needed to kill it, esp those pesky, no hitbox, locust.
#14
Posted 13 May 2017 - 12:21 PM
DAYLEET, on 13 May 2017 - 12:18 PM, said:
With 91 pts into this convoluted system, two pts into +1 sec of gauss charge hold is a waste
Tripzter, on 13 May 2017 - 10:49 AM, said:
This PGI we're talking about, their track record for fixing imbalances in a timely fashion is not exactly stellar.
Edited by Vxheous Kerensky, 13 May 2017 - 12:22 PM.
#15
Posted 13 May 2017 - 12:22 PM
Monkey Lover, on 13 May 2017 - 10:30 AM, said:
lets not buff it for some times. The longer we can hold the charge the easier it is to use. If you want to buff gauss, buff the max range(not optimal).
#16
Posted 13 May 2017 - 12:28 PM
Vxheous Kerensky, on 13 May 2017 - 12:21 PM, said:
Comes down to player preference. Im not big on buffing weapons over mobility and such but if a mech already has some weapon buff then adding on top of it is a no brainer. Cooldown should be on gauss platform goal to get and 2 more points to make it easier to use seems like a good deal.
#17
Posted 13 May 2017 - 12:49 PM
DAYLEET, on 13 May 2017 - 12:22 PM, said:
With being able to skip heat nodes , dual gauss I could see being even more popular soon.
#19
Posted 13 May 2017 - 03:44 PM
Vxheous Kerensky, on 13 May 2017 - 12:21 PM, said:
I don't remember exactly, but a pure gauss 'mech ends up with a lot of skill points left over after skimping on heat-related skills. It's not that an extra second of gauss charge is great, but rather that it has very weak competition for some 'mechs.
I agree that anything with lasers on it probably wouldn't bother, though.
Edited by Kanil, 13 May 2017 - 03:44 PM.
#20
Posted 13 May 2017 - 03:51 PM
Helpful if you're trying to line up a shot but something gets in your way at wrong time and you don't want to recharge the shot again in the moment.
Better with poptart builds really.
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