Dual Cgauss Is The Actual Problem
#81
Posted 20 June 2017 - 11:08 AM
A better way to balance gauss might be to reduce the lang range sniper fest maps and kill
poptarting. Playing a match with two teams of snipers is just boring.
#82
Posted 20 June 2017 - 11:28 AM
#83
Posted 20 June 2017 - 11:38 AM
#84
Posted 20 June 2017 - 11:38 AM
D R E A D N A U G H T, on 20 June 2017 - 11:28 AM, said:
Stock UM-R60Ls for everybody? Well, OK then...
#85
Posted 20 June 2017 - 12:03 PM
Vonbach, on 20 June 2017 - 11:08 AM, said:
A better way to balance gauss might be to reduce the lang range sniper fest maps and kill
poptarting. Playing a match with two teams of snipers is just boring.
Yes yes ... even tho it already had its cooldown nerfed twice, max range halved and a hold-my-hand mechanics added it is still a problem that needs to be dealt with.
Meanwhile, keep standing on top of the highest hill like an idiot and eat some more dual gauss in the face.
#86
Posted 20 June 2017 - 12:06 PM
Vonbach, on 20 June 2017 - 11:08 AM, said:
A better way to balance gauss might be to reduce the lang range sniper fest maps and kill
poptarting. Playing a match with two teams of snipers is just boring.
At least one person realizes here that map layouts are the problem not the weapons. Now if only PGI and 90% of the forums could figure this out too!
#87
Posted 20 June 2017 - 12:09 PM
PhoenixFire55, on 20 June 2017 - 12:03 PM, said:
Yes yes ... even tho it already had its cooldown nerfed twice, max range halved and a hold-my-hand mechanics added it is still a problem that needs to be dealt with.
Meanwhile, keep standing on top of the highest hill like an idiot and eat some more dual gauss in the face.
Polar highlands, Frozen city, Termaline Desert, Alpine peaks all say hello. At least in games like TF2 they learned a thing or two about map design. I shouldn't have to spend five minutes plus just to get in range of a sniper firing line standing halfway across the map.
#88
Posted 20 June 2017 - 12:11 PM
Vonbach, on 20 June 2017 - 12:09 PM, said:
Yes you should. If you feel like you shouldn't then go and play TF2, GS:CO or whatever else kiddies play these days.
#89
Posted 20 June 2017 - 12:56 PM
#90
Posted 20 June 2017 - 01:31 PM
Wattila, on 18 June 2017 - 05:56 AM, said:
IS finally gets effective dual gauss assault announced -> "IS has no dual gauss mechs, reduce gauss to fire only one at a time"
And actually, the issue is more the gauss explosion making mechs like the Sleipnir sketch dual gauss mechs. That's the REAL problem, but requires a buff to IS gauss to fix.
#91
Posted 20 June 2017 - 01:41 PM
PhoenixFire55, on 20 June 2017 - 12:11 PM, said:
Yes you should. If you feel like you shouldn't then go and play TF2, GS:CO or whatever else kiddies play these days.
Sorry there are other people playing the game besides snipers. Some of us actually like to try and do something that takes some skill and effort.
#92
Posted 20 June 2017 - 01:50 PM
Vonbach, on 20 June 2017 - 01:41 PM, said:
Shame you aren't one of these "some" ... you prefer to whine on forum rather then improve your badness.
#93
Posted 20 June 2017 - 01:58 PM
Vonbach, on 20 June 2017 - 01:41 PM, said:
Sorry there are other people playing the game besides snipers. Some of us actually like to try and do something that takes some skill and effort.
Sniping does take skill and effort. If you aren't paying attention and let a dedicated brawler sneak up on you he can have half of your skill and completely gank you in a couple shots.
#94
Posted 20 June 2017 - 02:01 PM
Not seeing the boogeyman, here. I mean, yes, the IS have a tough time matching 2x cGauss and 1x or 2x cERPPC, but they can certainly answer it in other ways well enough that you can't notice unless playing at 10/10ths. Which most of us are not.
#95
Posted 20 June 2017 - 02:05 PM
Ok serious note; the gauss has been driven into the dirt, range reduced, charge mechanic (lame), and it will still explode even not charged. Add to the fact that it's HP has been reduced to its easier to pop now more than ever. If you're pinned down from gauss, get a light or two to flank him and when he's not looking at you move to a different location.
#96
Posted 20 June 2017 - 02:09 PM
Yeonne Greene, on 20 June 2017 - 02:01 PM, said:
Not seeing the boogeyman, here. I mean, yes, the IS have a tough time matching 2x cGauss and 1x or 2x cERPPC, but they can certainly answer it in other ways well enough that you can't notice unless playing at 10/10ths. Which most of us are not.
Do you happen to be able to roll the Gauss+PPC damage like you do it from all sorts of LLs?
#98
Posted 20 June 2017 - 02:12 PM
pyrocomp, on 20 June 2017 - 02:09 PM, said:
#99
Posted 20 June 2017 - 02:16 PM
Gas Guzzler, on 20 June 2017 - 01:31 PM, said:
IS finally gets effective dual gauss assault announced -> "IS has no dual gauss mechs, reduce gauss to fire only one at a time"
And actually, the issue is more the gauss explosion making mechs like the Sleipnir sketch dual gauss mechs. That's the REAL problem, but requires a buff to IS gauss to fix.
#100
Posted 20 June 2017 - 02:17 PM
Gas Guzzler, on 20 June 2017 - 02:11 PM, said:
Yeah, its called not being static. Not to mention, at range Gauss/PPC rarely hit the same component unless you are being static.
Nope, unless you happen to move lateral to the shooter which is 90 degrees to the direction to close the distance and engage that mech. And the player that is good with this build knows how to select targets and do not shoot those whom he have to lead significantly.
Note, being static makes you prone against any weapon. And it's not the problem.
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