Heavy Gauss time!
Starting with a comparison of the regular iGauss vs Heavy Gauss:
Gauss = 15 damage, 5.00 cooldown, 0.75 charge time, 2.61 DPS, 0.174 DPS/ton, 660 meter optimal range
Heavy Gauss = 25 damage, 6.50 cooldown, 1.00 charge time, 3.33 DPS, 0.185 DPS/ton, 180 meter optimal range
So technically, the Heavy Gauss is more powerful than regular Gauss up to 180 meters; it is even more tonnage efficient.
However, with range the damage drops significantly:
300 meters = 20 damage, 2.67 DPS, 0.148 DPS/ton.
432 meters = 15 damgae, 2.00 DPS, 0.111 DPS/ton.
558 meters = 10 damage, 1.33 DPS, 0.074 DPS/ton
660 meters = 5.95 damage, 0.79 DPS, 0.044 DPS/ton
At just 300 meters range, it is barely doing more DPS than the regular Gauss, and it's DPS/ton is noticably worse. Then by 432 meters range, the damage has dropped to regular Gauss level, and it is totally inferior.
Basically, with its current stats, the Heavy Gauss is not a competitor to the regular Gauss; it simply doesn't have the ranged performance.
Instead, the Heavy Gauss is a close range weapon, better compared to the AC20.
AC20 vs Heavy Gauss:
AC20 = 20 damage, 4.00 cooldown, 5.00 DPS, 0.357 DPS/ton, 3.33 damage/heat, 270 meter optimal range
Heavy Gauss at 180 meters = 25 damage, 6.50 cooldown, 1.00 charge time, 3.33 DPS, 0.185 DPS/ton, 12.50 damage/heat
Heavy Gauss at 300 meters = 20 damage, 6.50 cooldown, 1.00 charge up, 2.67 DPS, 0.148 DPS/ton, 10.00 damage/heat
The Heavy Gauss ends up much better in damage/heat ratio, but that's about it. It does become a bit more effective when the range drops further, but it is probably fair to say it is outclassed in most respects by the AC20.
There are two ways to improve the Heavy Gauss; the first is to retain its short effective range due to damage drop-off, which means buffing it relative to the AC20.
The problem is the poor DPS of the Heavy Gauss; to improve that means either increasing damage or reducing cooldown. Increased damage isn't an option, because 25 is already quite high, so the only option is to reduce cooldown.
Reducing the Heavy Gauss cooldown from 6.5 to 5.0 seconds results in the following comparison versus the AC20:
AC20 = 20 damage, 4.00 cooldown, 5.00 DPS, 0.357 DPS/ton, 3.33 damage/heat
Heavy Gauss at 180 meters = 25 damage, 5.00 cooldown, 1.00 charge time, 4.17 DPS, 0.231 DPS/ton, 12.50 damage/heat
Heavy Gauss at 300 meters = 20 damage, 5.00 cooldown, 1.00 charge up, 3.33 DPS, 0.185 DPS/ton, 10.00 damage/heat
The Heavy Gauss still doesn't compare that favourably to the AC20; further buffs are needed.
Reducing the cooldown further to 4.5 seconds results in the following comparison versus the AC20:
AC20 = 20 damage, 4.00 cooldown, 5.00 DPS, 0.357 DPS/ton, 3.33 damage/heat
Heavy Gauss at 180 meters = 25 damage, 4.50 cooldown, 1.00 charge time, 4.55 DPS, 0.253 DPS/ton, 12.50 damage/heat
Heavy Gauss at 300 meters = 20 damage, 4.50 cooldown, 1.00 charge up, 3.64 DPS, 0.202 DPS/ton, 10.00 damage/heat
It still ends up with worse DPS than the AC20, but hopefully the far superior damage/heat figures make the Heavy Gauss competitive.
Such a much faster firing Heavy Gauss would require more ammo per ton of ammo though; the current 5 shots is only 100/125 damage at 180/300 meters, it would likely have to be increased to at least 7 shots per ton.
However, I doubt PGI would be keen on having the Heavy Gauss firing faster than the regular Gauss, so it brings to the second way to improve the Heavy Gauss; forget about making it a short ranged weapon with severe damage drop off like in TT Battletech.
To do that, improve its optimal range to 600 and maximum range to 1200. Then reduce the max damage from 25 to 22.
In this case, its direct competitor would be the regular Gauss, for this comparison:
Gauss = 15 damage, 5.00 cooldown, 0.75 charge time, 2.61 DPS, 0.174 DPS/ton, 660 meter optimal range
Heavy Gauss = 22 damage, 6.50 cooldown, 1.00 charge time, 2.93 DPS, 0.163 DPS/ton, 600 meter optimal range
The Heavy Gauss ends up just being a 'bigger Gauss' with this balancing, but that isn't a bad thing. It would have higher DPS than the regular Gauss, but would have an inferior DPS/ton ratio, which is to be expected with a larger weapon that fills a similar role.
If 22 damage seems a bit high, then 20 damage is possible too, but requires a drop in cooldown to to prevent DPS from being barely above that of the regular Gauss.
Here is what the comparison looks like with Heavy Gauss doing 20 damage, and cooldown reduced from 6.5 to 5.75 seconds:
Gauss = 15 damage, 5.00 cooldown, 0.75 charge time, 2.61 DPS, 0.174 DPS/ton, 660 meter optimal range
Heavy Gauss = 20 damage, 5.75 cooldown, 1.00 charge time, 2.96 DPS, 0.165 DPS/ton, 600 meter optimal range
Lastly, increasing the optimal range of the Heavy Gauss to make it compete with the regular Gauss would require too further buffs; ammo/ton would need to be increased to at least 7, and velocity from its current 1000 m/s to at least 1500 m/s, maybe even 1750 m/s (regular Gauss has 2000 m/s velocity, in comparison).
So... thoughts? Which way to balance the Heavy Gauss seems like the best?
I'm kinda leaning towards 20 damage with 600 meters optimal range myself, but I'm interested in what others have to say.
Edited by Zergling, 30 June 2017 - 03:04 AM.