TheArisen, on 01 July 2017 - 12:07 AM, said:
They should bump the LGauss dmg to 9 or 10 and maybe a touch more range, 800 maybe?
Hgauss dmg drops off too fast, increase it's optimum range to 220 or maybe more. It's 19 tons and 12 crits with 1t of ammo, that's a huge investment and honestly even dual Hgauss isn't all that scary when you consider 50+ alphas are normal and at greater range.
If they keep Light Gauss at 8 damage, they'll need to drop the cooldown to 3.00 seconds or less to make it at all competitive. 10 damage with 3.75 second CD would also work though.
I'd prefer it if they just drop Heavy Gauss damage from 25 to 20, reduce cooldown from 6.5 to 6.0 seconds, increase optimal range to 600 and max range to 1200.
With 1500 velocity, it'll be a bit trickier to use at range than regular Gauss, but it should be a reasonably balanced weapon.
Keeping the Heavy Gauss optimal range so short means it has to compete with AC20s, and it will require a much lower cooldown to do that.
Yeonne Greene, on 01 July 2017 - 01:05 AM, said:
Would they really need to drop the damage, though? At 25, a pair do 50 damage. A pair is also 36 tons. You know what else is 36 tons? A pair of cGauss and a pair of cERPPC together, and those have collectively greater range, can fit with an XL, and have bonus splash damage. I see no problem boosting the range on HGauss and allowing it to retain 25 points.
I'm not even bothering to try and calculate the balance vs Clans atm, that's just a whole 'nother headache that makes things impossible.
I'm just trying to think of ways to make the weapons balanced versus other weapons from the same faction first, 'cause they aren't even balanced like that yet.
Heavy Gauss at 25 damage is actually more weight efficient than a regular IS Gauss Rifle; if it could do that damage to similar ranges, the regular IS Gauss would be redundant.
Edited by Zergling, 01 July 2017 - 01:09 AM.