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Light Gauss


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Poll: Light Gauss Rifle (40 member(s) have cast votes)

4 light Gauss Rifles can be loaded simultaneously

  1. Yes (16 votes [40.00%] - View)

    Percentage of vote: 40.00%

  2. No (14 votes [35.00%] - View)

    Percentage of vote: 35.00%

  3. no matter (10 votes [25.00%] - View)

    Percentage of vote: 25.00%

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#1 David Makurai

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Posted 04 July 2017 - 12:32 AM

Currently a maximum of two light Gauss guns can be loaded simultaneously.
Please change this to 4 so that the light Gauss rifle becomes viable.

#2 - Pestilence -

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Posted 04 July 2017 - 12:52 AM

Even 2 of those can be devastating. It's fine as it is in my opinion.

#3 The6thMessenger

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Posted 04 July 2017 - 01:01 AM

View Post- Pestilence -, on 04 July 2017 - 12:52 AM, said:

Even 2 of those can be devastating. It's fine as it is in my opinion.


16 damage LGR versus 30 damage of GR. Don't be silly, it would take the enemy 968m away for the 2x GR to do the same damage as 2x LGR. Of course considering that LGRs still do better damage at enormous ranges, like at 1320m -- the GR already does 0 damage, but the LGR does 3.84 damage. If i got my math right.

I'd cap it to 3x LGR though.

Edited by The6thMessenger, 04 July 2017 - 01:01 AM.


#4 kapusta11

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Posted 04 July 2017 - 01:09 AM

No matter. It will still be bad. You won't win trades. Even at 750m cGauss does 13 damage for the same weight.

Edited by kapusta11, 04 July 2017 - 02:06 AM.


#5 - Pestilence -

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Posted 04 July 2017 - 01:18 AM

View PostThe6thMessenger, on 04 July 2017 - 01:01 AM, said:


16 damage LGR versus 30 damage of GR. Don't be silly, it would take the enemy 968m away for the 2x GR to do the same damage as 2x LGR. Of course considering that LGRs still do better damage at enormous ranges, like at 1320m -- the GR already does 0 damage, but the LGR does 3.84 damage. If i got my math right.

I'd cap it to 3x LGR though.

I tried it on Jagger-S so maybe it was ballistic quirks fault but poor Catapult didn't even knew what is happening Posted Image. However without quirks... maybe, but it supposed to be light version made for lighter mechs i just hate boating in this game.

P.S
It's probably nothing new but the Magazine Capacity skill doesn't provide more ammunition for LGR.

Edited by - Pestilence -, 04 July 2017 - 01:21 AM.


#6 The6thMessenger

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Posted 04 July 2017 - 02:03 AM

View Post- Pestilence -, on 04 July 2017 - 01:18 AM, said:

I tried it on Jagger-S so maybe it was ballistic quirks fault but poor Catapult didn't even knew what is happening Posted Image. However without quirks... maybe, but it supposed to be light version made for lighter mechs i just hate boating in this game.

P.S
It's probably nothing new but the Magazine Capacity skill doesn't provide more ammunition for LGR.


Try 2x GR this time.

#7 MustrumRidcully

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Posted 04 July 2017 - 03:29 AM

Raise the damage to 10. Keep the limit. Maybe adjust the cooldown again if it's too good or too weak.

#8 Kaptain

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Posted 04 July 2017 - 03:48 AM

View PostMustrumRidcully, on 04 July 2017 - 03:29 AM, said:

Raise the damage to 10. Keep the limit. Maybe adjust the cooldown again if it's too good or too weak.


This is how I feel also. I wouldn't mind it cooling down a bit slower if my shots mattered more. A bit more risk reward there imo.

#9 Zigmund Freud

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Posted 04 July 2017 - 03:52 AM

View PostMustrumRidcully, on 04 July 2017 - 03:29 AM, said:

Raise the damage to 10. Keep the limit. Maybe adjust the cooldown again if it's too good or too weak.

This. It's not TT, adjusting stats is ok, especially in this case. Othervise 8dmg LGR is useless. Same as 11crits HGR is useless. Rise LGR dmg to 10, and lower HGR crit space to 10, and GRs are saved.

#10 DeeHawk

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Posted 04 July 2017 - 04:26 AM

And nobody blinks an eye at this guy wanting to equip 48 tons(20slots) of (explosive)weapons, ammo not included xD
The Daishi have 50,5 ton free without any equipment (but with full armor)

Light Gauss PTS version 1 is horrible! Basically you trade 3 tons and 2 slots for half your damage. *PLINK*

*EDIT*
I see they reduced the cooldown noticeably in the patch. Damage should be increased to 10, then we're talking about viable.

Edited by DeeHawk, 04 July 2017 - 04:35 AM.


#11 davoodoo

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Posted 04 July 2017 - 06:12 AM

90 ton mauler or sleipnir
Light engine 250
4 tons of ammo, 4 light gauss
4 er smalls.

If it had no charge and 3.5s cd i would maybe use that mech.

#12 TheArisen

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Posted 04 July 2017 - 06:17 AM

Light gauss is so bad it needs any buff it can get. Imo raise it's DMG to 10, 850m range, 2200 velocity

#13 Y E O N N E

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Posted 04 July 2017 - 08:57 AM

PGI is refraining from a damage buff because they want the AC/10 to be that gun. They did something similar to the UAC/10 by cutting 90 meters off of its range.

Unfortunately, as long as the AC/10 keeps lobbing 950 m/s softballs with only 450 m range, it's not ever going to work out as a generally solid weapon system. And so even the Light Gauss must suffer, because with 10 damage it would be better than the AC/10 at the one thing the AC/10 should have been good at: FLD poke.

#14 Metus regem

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Posted 04 July 2017 - 10:17 AM

I've said it before, and I'll say it again..

LGR:
tons: 12
Crits: 5
DMG: 8
Cool down: 3-3.5
Charge time: 0.1-0.25
Ammo/ton: 20
Optimal range: 750m
Max range: 2250m
m/s: 2250m/s


That would fix the LGR, I'm not sure I'd spened 12t for it, but it would be more interesting how ever.

#15 Vladosteron

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Posted 04 July 2017 - 11:53 PM

Make it 3 to charge at a time at most, why encourage boating?
As for balance: increase the maximum Range on LGauss to make it that "sniperrifle" and making it compete well against the normal GR beyond 900 meters. It's gonna be alright from that moment on.

#16 Tim East

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Posted 05 July 2017 - 12:18 AM

Funny thing, at least as of the first version of this PTS the mechlab tooltip did not warn of charge limits for L Gauss in conjunction with regular Gauss. Unfortunately for my experimental Mauler, they were still there.

#17 davoodoo

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Posted 05 July 2017 - 12:58 AM

View PostVladosteron, on 04 July 2017 - 11:53 PM, said:

Make it 3 to charge at a time at most, why encourage boating?
As for balance: increase the maximum Range on LGauss to make it that "sniperrifle" and making it compete well against the normal GR beyond 900 meters. It's gonna be alright from that moment on.

Because if you dedicate 36 tons + ammo you wont be packing much else, options range from ppc to few backup lasers...

Why not encourage boating when alternative is it being inferior gauss+ppc anyway...

Edited by davoodoo, 05 July 2017 - 12:59 AM.


#18 Kaptain

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Posted 05 July 2017 - 01:04 AM

54tons with 6 tons of ammo? Sure, knock yourselves out.

#19 The6thMessenger

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Posted 05 July 2017 - 01:17 AM

View Postdavoodoo, on 05 July 2017 - 12:58 AM, said:

Why not encourage boating when alternative is it being inferior gauss+ppc anyway...


Maybe because it's inferior anyways.

#20 Vladosteron

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Posted 05 July 2017 - 02:39 AM

Why is it always "this is not better that the current meta" and "it Needs to be better that XYZ"
Isn´t it the goal for new weapons to be different? Sure comparable and not useless, but why do so many expect the new guns to stack upon the old ones?

In my humble opinion the new Weapons meet their desired goal if they allow for new builds and new playstyles on Chassis that couldn´t do something comparable before.
The new Tech should not enforce or strenghen already effective (too effective?) play styles.





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