HGR need to have instant shoot because it's mostly brawling weapon.
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Heavy Gauss
Started by Vlad Striker, Jul 01 2017 11:34 AM
4 replies to this topic
#1
Posted 01 July 2017 - 11:34 AM
#3
Posted 01 July 2017 - 03:13 PM
Yeah brawling gauss, good one.
Its safer to strap 6 tons of ammo without case to your side than this thing.
Its safer to strap 6 tons of ammo without case to your side than this thing.
#4
Posted 01 July 2017 - 03:34 PM
No, its pretty much perfect as is (other than low ammo, but the ammo quirks help here)!
Edited by CapperDeluxe, 01 July 2017 - 03:34 PM.
#5
Posted 01 July 2017 - 04:59 PM
Cato Zilks, on 01 July 2017 - 03:10 PM, said:
No, it needs range because it is a gauss rifle.
Agreed. 270 Would be a good optimal to start with. Apparently it does 20 damage farther out than an AC20 but I don't feel that justifies all its drawbacks.
-11 Slots means you cant use SA or LFE with it nor can you mount it in an arm.
-Its a guass rifle so basically its a ticking time bomb in brawl. AC20s get knocked out, sure. This thing devides your mech in two and takes out all weapons on that side.
-AC20 is point and shoot, HGR needs to be charged
-AC20 gets 7 shots per ton for 140 damage at optimal range.
-GHR gets 5 shots per ton for 125 damage at optimal range and more likely 100 damage at "common" range.
I also support it being reduced to 10 slots.
Case2 (if ever released) could really help mitigate explosions.
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