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Heavy Gauss Analysis


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#1 kapusta11

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Posted 29 June 2017 - 09:17 AM

A whopping 5 more damage compared to AC20 will cost you:
  • 4 more tons for weapon itself
  • 4.5 tons difference between STD300 and LFE300
  • 2.5 sec longer cooldown
  • 1 sec charge
  • 33% less dps total despite higher damage
  • 2 less ammo per ton so 2 tons for every 35 ammo
  • 90m shorter optimal range (HGauss max range is irrelevant because of expensive ammo)
  • for a brief moment after firing HGauss, Russ assumes control of your game and shakes your crosshair like I shake my head looking at this weapon

I don't even know if reducing HGauss size to 10 crits will make it viable it's so shіt. Any ideas how to fix it?

Edited by kapusta11, 29 June 2017 - 09:22 AM.


#2 Cato Zilks

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Posted 29 June 2017 - 09:36 AM

optimal range out to 600m, 1000m max.

#3 FupDup

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Posted 29 June 2017 - 09:40 AM

View PostCato Zilks, on 29 June 2017 - 09:36 AM, said:

optimal range out to 600m, 1000m max.

That's practically the same range as the normal Gauss.

The HG could use more range than it has now, for sure, but it should most definitely not be out-Gaussing the normal Gauss within the latter's range bracket.

#4 VirtualSmitty

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Posted 29 June 2017 - 09:42 AM

View PostFupDup, on 29 June 2017 - 09:40 AM, said:

That's practically the same range as the normal Gauss.

The HG could use more range than it has now, for sure, but it should most definitely not be out-Gaussing the normal Gauss within the latter's range bracket.


Agreed, I think it should have the same range as the AC10

#5 davoodoo

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Posted 29 June 2017 - 09:46 AM

heavy gauss range in tt
short 6 medium 13 long 20

gauss rifle range in tt
short 7 medium 15 long 22

large laser range in tt
short 5 medium 10 long 15

Give it 390m optimal range with dropoff till 1200m.

#6 Gentleman Reaper

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Posted 29 June 2017 - 09:57 AM

View PostCato Zilks, on 29 June 2017 - 09:36 AM, said:

optimal range out to 600m, 1000m max.


Then it becomes the Improved Heavy Gauss. I think the right range would be 360 optimal 1080 max, so you get double the close range from TT (all other weapons are double the max range) with a 3x max range, which brings it close to the normal Gauss.

#7 davoodoo

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Posted 29 June 2017 - 10:07 AM

View PostGentleman Reaper, on 29 June 2017 - 09:57 AM, said:


Then it becomes the Improved Heavy Gauss. I think the right range would be 360 optimal 1080 max, so you get double the close range from TT (all other weapons are double the max range) with a 3x max range, which brings it close to the normal Gauss.

Actually most weapons use their long range as optimal.
large laser 15x30=450
large pulse 10x30=300
medium 9x30=270
ac20 9x30=270

Edited by davoodoo, 29 June 2017 - 10:09 AM.


#8 FupDup

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Posted 29 June 2017 - 10:08 AM

View Postdavoodoo, on 29 June 2017 - 10:07 AM, said:

Actually most weapons use their long range as optimal.

That's because most weapons don't have damage scaled based on range. They deal uniform damage, with the only difference being slightly more or slightly less accuracy.

#9 davoodoo

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Posted 29 June 2017 - 10:11 AM

View PostFupDup, on 29 June 2017 - 10:08 AM, said:

That's because most weapons don't have damage scaled based on range. They deal uniform damage, with the only difference being slightly more or slightly less accuracy.

Thats why i proposed medium heavy gauss range 390m as optimal range with dropoff till double the long 1200m.

#10 Cato Zilks

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Posted 29 June 2017 - 11:58 AM

View Postdavoodoo, on 29 June 2017 - 09:46 AM, said:

heavy gauss range in tt
short 6 medium 13 long 20

gauss rifle range in tt
short 7 medium 15 long 22

Give it 390m optimal range with dropoff till 1200m.


Why would you give those stats and then claim we should have 390 and 1200? That makes no sense whatsoever. If Gauss in TT is short 7 medium 15 long 22 and that is translated to 660/1320 in MWO, then the Heavy Gauss should be right about 600/1200.

The weapon is a massive investment of space and tonnage each round is also a major tonnage investment. @kapusta11 is rightly looking at the absurd investment for this weapon and wondering how to fix it. Your mech has to use a standard engine to use this which means you will have a heavy and slow engine. Then when you factor in ammo (to get 28 shots), the HG system will take up 18 slots and 25 tons. So, putting this on an Atlas you can load on 3 ERPPC to have an *amazing* 55 point alpha. (sarcastic)
http://mwo.smurfy-ne...62d67de3f0410ca
Like this weapon is hardly worth it if it does not get its range. Do the maths like Kapusta. 390, does not add value. It needs to be like the regular Gauss but not as short range.

Edited by Cato Zilks, 29 June 2017 - 11:58 AM.


#11 davoodoo

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Posted 29 June 2017 - 12:03 PM

View PostCato Zilks, on 29 June 2017 - 11:58 AM, said:


Why would you give those stats and then claim we should have 390 and 1200? That makes no sense whatsoever. If Gauss in TT is short 7 medium 15 long 22 and that is translated to 660/1320 in MWO, then the Heavy Gauss should be right about 600/1200.

The weapon is a massive investment of space and tonnage each round is also a major tonnage investment. @kapusta11 is rightly looking at the absurd investment for this weapon and wondering how to fix it. Your mech has to use a standard engine to use this which means you will have a heavy and slow engine. Then when you factor in ammo (to get 28 shots), the HG system will take up 18 slots and 25 tons. So, putting this on an Atlas you can load on 3 ERPPC to have an *amazing* 55 point alpha. (sarcastic)
http://mwo.smurfy-ne...62d67de3f0410ca
Like this weapon is hardly worth it if it does not get its range. Do the maths like Kapusta. 390, does not add value. It needs to be like the regular Gauss but not as short range.

Because of special property of heavy guass where unlike other weapons in tt it actually loses dmg with range.
gauss will do 15dmg regardless of range.
heavy gauss will do 25 till 6, 20 till 13 and only 10 till 20,

So to reflect this i used medium range instead of long range for optimal but still put max range at double the long.
or the other way to balance it would be 600m optimal and 900 max to reflect steep dropoff in damage.

Edited by davoodoo, 29 June 2017 - 12:06 PM.


#12 Cato Zilks

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Posted 29 June 2017 - 02:22 PM

But all of our weapons do this, so Heavy Gauss is not unique in MWO for damage loss over distance. I think PGI followed your line of thinking, but the weapon just won't be worth the costs this way.

I do think an increase to 600/900 would still keep it useful.

#13 davoodoo

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Posted 29 June 2017 - 02:28 PM

View PostCato Zilks, on 29 June 2017 - 02:22 PM, said:

But all of our weapons do this, so Heavy Gauss is not unique in MWO for damage loss over distance. I think PGI followed your line of thinking, but the weapon just won't be worth the costs this way.

Yes in mwo, in tt weapons dont lose damage with range with exception being heavy gauss.

And what pgi did, they didnt adjust heavy gauss like they adjusted every other weapon.
So they use short range for optimal and applied dropoff till long range instead of x2 long range like every other weapon.

Edited by davoodoo, 29 June 2017 - 02:28 PM.


#14 Gentleman Reaper

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Posted 29 June 2017 - 06:30 PM

View Postdavoodoo, on 29 June 2017 - 02:28 PM, said:

Yes in mwo, in tt weapons dont lose damage with range with exception being heavy gauss.

And what pgi did, they didnt adjust heavy gauss like they adjusted every other weapon.
So they use short range for optimal and applied dropoff till long range instead of x2 long range like every other weapon.


Indeed, the only other weapon in the game now that follows that logic is the Snub-Nose PPC.

#15 Top Leliel

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Posted 29 June 2017 - 06:40 PM

At least increase the short range for it.

Also reduce the crit size or add critsharing just for weapons that take 11+ crits, so Nightstars and King Crabs can carry them.

#16 Rukier

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Posted 29 June 2017 - 09:30 PM

Have the heavy Gauss range be 300m optimal and 900m max. This will allow it to travel in increments where it loses 5 damage every 100 meters until 900m where the most it will to is shake up the cockpit.

It is a HEAVY slug but I feel like it need a slight boost to speed- 1100-1200 velocity to have it be more a speed one would find in similar weapons like the PPC series or AC5 if you will.

Note to take into account is the cockpit shake itself. I don't think it need to be reduced, but tamed and applied to other weapons like the uac, ac, and lbx series of the 20 variety and to a lesser degree the standard gauss. When you TAKE improved gyros it should affect ALL shakes and jars, especially from your own weapon systems and making it possible to keep track of the target you just wailed on.

Just thoughts I've been having on this particular system and heavy weapons of similar class- if it has the kinetic force to make your test atlas in the training grounds JERK and reel back, your mech should be feeling something similar.





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