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Dual Cgauss Is The Actual Problem


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#121 Y E O N N E

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Posted 20 June 2017 - 05:11 PM

View PostQuicksilver Kalasa, on 20 June 2017 - 04:36 PM, said:

While I agree, it would still be one of the most prominent heavies simply because of its firepower and ability to maintain that DPS in push scenarios.


Sure, but the gap would be considerably smaller and much easier to close. Without the ability to pop-tart on the Night Gyr, the Warhammer is at least in the same planetary system, rather than being extra-solar. Some moderate sprinkling of extra durability, cool-down, and heat-gen reduction, and the Warhammer is back in action.

#122 Grus

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Posted 20 June 2017 - 05:22 PM

View PostMaxor, on 20 June 2017 - 04:29 PM, said:

I'm surprised not many people in all the years have proposed to just make it so gauss and ppc cant be fired at the same time. Basically add .25-.5 internal CD between the 2 weapon types and blam you just fixed gauss/ppc builds.

Its either that or add a minimum range to ppcs and gauss so then they at least suck at close range.
can we do this to laser vomit too? Or how about all bilistics? Hell lets do this to any wepon that you have more than 2 of... #cantfacepalmhardenough

You cant balance a bad player to a good one...

#123 Brain Cancer

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Posted 20 June 2017 - 06:07 PM

View PostGrus, on 20 June 2017 - 04:06 PM, said:

why does this smell like the same complaint a lot of people have about Lrms. Seems a different yet familiar oder...


When were LRMs ever meta, endlessly part of highly-effective alpha strikes, etc. etc. ?

Gauss Rifles have literally been considered a solid part of the meta since the first Catapult-K2 strapped a pair on and went to town, and it's only gotten more and more effective use since.

#124 D R E A D N A U G H T

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Posted 21 June 2017 - 08:14 AM

The Guass charge mechanic was literally placed in the game in order to de-sync ppc/gauss pop tarts.

#125 Toothless

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Posted 21 June 2017 - 08:18 AM

View PostD R E A D N A U G H T, on 21 June 2017 - 08:14 AM, said:

The Guass charge mechanic was literally placed in the game in order to de-sync ppc/gauss pop tarts.



^ This. Far too few seem to be remembering the days of Highlanders poptarting into the sky and delivering
synced PPC gauss alphas.

#126 Bellum Dominum

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Posted 21 June 2017 - 08:41 AM

View PostEl Bandito, on 18 June 2017 - 06:10 AM, said:


Logic dictates the side with fewer mechs should be deleted. Hence I vote to delete the Clans. Not to mention power creep will then scale down. Win win.


True but not by much. This game has always been about 'the newest mech' which we all know means: LOOK THE NEW OP
Happened consistently with each new mech release before clans were introduced even :P

#127 Brain Cancer

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Posted 21 June 2017 - 10:50 AM

Quote

This. Far too few seem to be remembering the days of Highlanders poptarting into the sky and delivering
synced PPC gauss alphas.


Ironically, it didn't stop them. Macros and just push-timing two buttons was not that hard.

#128 Toothless

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Posted 21 June 2017 - 10:52 AM

That and jumpjets on assaults received a Pauling.

#129 Brain Cancer

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Posted 21 June 2017 - 10:56 AM

Quote

That and jumpjets on assaults received a Pauling.


Which, equally sadly wasn't the problem.

The problem was being able to shoot accurately in midair. Paul only closed the door halfway with crosshair shake, since you just cut the jets to fire. The fix would have required firing in midair having crosshair jitters, with or without active jets.

Instead, we have a strange fetish for destroying mobility, rather than fixing firing.

#130 PhoenixFire55

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Posted 22 June 2017 - 02:06 AM

View PostQuicksilver Kalasa, on 20 June 2017 - 03:19 PM, said:

The fact the Night Gyr was so dominant despite it being on the slow side was pretty telling of just how powerful it can be.


Or rather how irrelevant fast mediums and heavies are ... As a result of how irrelevant objectives are of course.

#131 Kmieciu

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Posted 22 June 2017 - 04:05 AM

View PostPhoenixFire55, on 22 June 2017 - 02:06 AM, said:


Or rather how irrelevant fast mediums and heavies are ... As a result of how irrelevant objectives are of course.

My experiences from the group queue are quite the opposite: slow heavies and assault mechs armed with gauss& PPCs have no chance against a group of medium brawlers.

The majority of quickplay maps have lots of cover and it's quite easy to enter SRM range without ever getting hit. And SRMs do hit hard indeed. 4xSRM6+A is right on the ghost heat limit with 48-52 damage. (Clan-IS). Skill tree gave it tighter spread, higher velocity and range, as well as ammo and internal damage buffs...





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