

Light Gauss
#1
Posted 04 July 2017 - 12:32 AM
Please change this to 4 so that the light Gauss rifle becomes viable.
#2
Posted 04 July 2017 - 12:52 AM
#3
Posted 04 July 2017 - 01:01 AM
- Pestilence -, on 04 July 2017 - 12:52 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.
Edited by The6thMessenger, 04 July 2017 - 01:01 AM.
#4
Posted 04 July 2017 - 01:09 AM
Edited by kapusta11, 04 July 2017 - 02:06 AM.
#5
Posted 04 July 2017 - 01:18 AM
The6thMessenger, 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

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
Posted 04 July 2017 - 02:03 AM
- Pestilence -, on 04 July 2017 - 01:18 AM, said:

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
Posted 04 July 2017 - 03:29 AM
#8
Posted 04 July 2017 - 03:48 AM
MustrumRidcully, on 04 July 2017 - 03:29 AM, said:
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
Posted 04 July 2017 - 03:52 AM
MustrumRidcully, on 04 July 2017 - 03:29 AM, said:
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
Posted 04 July 2017 - 04:26 AM
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
Posted 04 July 2017 - 06:12 AM
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
Posted 04 July 2017 - 06:17 AM
#13
Posted 04 July 2017 - 08:57 AM
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
Posted 04 July 2017 - 10:17 AM
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
Posted 04 July 2017 - 11:53 PM
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
Posted 05 July 2017 - 12:18 AM
#17
Posted 05 July 2017 - 12:58 AM
Vladosteron, on 04 July 2017 - 11:53 PM, said:
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
Posted 05 July 2017 - 01:04 AM
#20
Posted 05 July 2017 - 02:39 AM
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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