

Heavy Gauss Paradox
#1
Posted 19 July 2017 - 03:16 AM
Use an AC20. The range is better, it has no suicidal charge mechanic, the damage is guaranteed and it's easier to hit targets without feeling like you taped a "kick me" sign to your own back.
#2
Posted 19 July 2017 - 03:27 AM
When they either remove gauss chargeup or gauss explosion chance i'll call the whole line of weapons in a better place.. Till then they seem to exist in a fantasy paradox of something inert causing an explosion...
#3
Posted 19 July 2017 - 03:34 AM
OP8, on 19 July 2017 - 03:16 AM, said:
Use an AC20. The range is better, it has no suicidal charge mechanic, the damage is guaranteed and it's easier to hit targets without feeling like you taped a "kick me" sign to your own back.
Totally disagree!
In fact, the light gauss needs a significant range buff!
#4
Posted 19 July 2017 - 03:39 AM
1. Extreme high chance of explosion when destroyed
2. Have charge time before able to fire
It is utterly unfair. If the weapon is always ready, i can accept the explosion danger associated with the "always charged ready" mechanism; if charging time must exist, please make the explosion only occurs if the gauss is destroyed when it is in the process of charging to fire, having both downsides is unnecessary and unfair, it already have its downside (heavy, bulky, low ammo count, and maximum of 2 to fire at a time), the gauss just dont need BOTH charging and (almost) guaranteed explosion to make it completely useless.
Sorry for out of topic, i am talking about the whole gauss family rather than heavy gauss specifically, but then i feel that the effective range to dish out the full damage is too limited (it should be at least 300~400M imo), limit maximum of 1 to be fire at a time if needed, dont render it completely useless please, PGI.....
#5
Posted 19 July 2017 - 03:52 AM
As for the game version, if you want gauss action, build a dual standard gauss heavy or assault. It'll be symmetrical, predictable, and battle effective. No mech in this game can legitimately run a dual heavy gauss and kill something with 'em. For 18 tons, you're dooming your mech to be a lemon a majority of your drops. I thought fantasy weapons were supposed to outperform their real world counterparts, not be put to shame by them.
#6
Posted 19 July 2017 - 04:03 AM
OP8, on 19 July 2017 - 03:52 AM, said:
No. Their original design was supposed to work in the context of a table top game.
Real world missiles can hit targets farther than 1,000m, too, but making a working table top game with 100 ton walking tanks and weapon ranges of 40km is not going to work.
In M:WO, they are supposed to work in the context of a typical game map. Which isn't 40km long either.
#7
Posted 19 July 2017 - 04:12 AM
OP8, on 19 July 2017 - 03:52 AM, said:
As for the game version, if you want gauss action, build a dual standard gauss heavy or assault. It'll be symmetrical, predictable, and battle effective. No mech in this game can legitimately run a dual heavy gauss and kill something with 'em. For 18 tons, you're dooming your mech to be a lemon a majority of your drops. I thought fantasy weapons were supposed to outperform their real world counterparts, not be put to shame by them.
Mauler 1P says hi, is quite slow but I can tell you now, get close and go boom. Thats with 2 heavy goose waffles and 4 er meds.
Edited by Carl Vickers, 19 July 2017 - 05:18 AM.
#8
Posted 19 July 2017 - 04:20 AM
MustrumRidcully, on 19 July 2017 - 04:03 AM, said:
Real world missiles can hit targets farther than 1,000m, too, but making a working table top game with 100 ton walking tanks and weapon ranges of 40km is not going to work.
In M:WO, they are supposed to work in the context of a typical game map. Which isn't 40km long either.
Yeah ya know sometime I've got beef with the underperformance of LRMs too, but at least they're manageable defects and aren't complete crap in context of the game. H-gauss on the other hand are at the moment a statistical eyesore that humiliate anyone willing to equip them. 18 tons, 11 slots, 400lb projectile being belched out almost as far as some humans can hit a golf ball. With those stats, this weapon is only viable mounted on dropships, and luckily dropships are firing downward where gravity will help accelerate the slug to a higher kinetic state than provided by this gun. And even fired from a dropship, 25 damage barely out of the shadow of the ship is garbage.
#9
Posted 19 July 2017 - 04:37 AM
PLEASE... DO NOT MOUNT HGR ON MEK's WHICH ARE NOT USED TO WEAR THAT PORK STEEPLE.

#10
Posted 19 July 2017 - 04:39 AM
#11
Posted 19 July 2017 - 05:51 AM
#15
Posted 19 July 2017 - 08:30 AM
MustrumRidcully, on 19 July 2017 - 04:03 AM, said:
Give the tabletop gamers "strategic zoom" a la Supreme Commander with augmented reality glasses and we'll have tabletop gaming of the 21st century.
#16
Posted 19 July 2017 - 09:30 AM
Aesthetically, the shake makes the guns feel fun and powerful to fire but it screws up any alpha strike with lasers etc. I'm fine with keeping the shake though if they'd just remove the stupid charge up. It's totally unworkable for such a short range brawling weapon.
I think it's hilarious that all last night I never once saw a heavy gauss being used by anyone on the enemy team, let alone be shot at by one. My attempts to use this horrible weapon on a cyclops and annihilator proved equally fruitless. Regular gauss is pretty great with an annihilator, in contrast.
Edited by 5th Fedcom Rat, 19 July 2017 - 09:32 AM.
#17
Posted 19 July 2017 - 09:52 AM
#18
Posted 19 July 2017 - 10:23 AM
Wyald Katt, on 19 July 2017 - 04:39 AM, said:
No relation.
MustrumRidcully, on 19 July 2017 - 06:23 AM, said:
ACME is the most reliable supplier of stuff that goes boom. Their products are so good, even stuff that shouldn't go boom, goes boom.
#19
Posted 19 July 2017 - 06:24 PM
OP8, on 19 July 2017 - 03:52 AM, said:
As for the game version, if you want gauss action, build a dual standard gauss heavy or assault. It'll be symmetrical, predictable, and battle effective. No mech in this game can legitimately run a dual heavy gauss and kill something with 'em. For 18 tons, you're dooming your mech to be a lemon a majority of your drops. I thought fantasy weapons were supposed to outperform their real world counterparts, not be put to shame by them.
The rail guns we have in the real world also need to be mounted on a warship. Condensing it down to fit onto something as relatively small as a battlemech would probably mean an increase in weight and a decrease in effective range.
#20
Posted 19 July 2017 - 07:15 PM
HGR + 2t ammo (250 damage) = 20 tons.
AC20 + 3t ammo (420 damage) + LPPC = 20 tons.
Except, since you can take an LFE with the AC20 (or UAC20), you can sub a SNPPC for the LPPC for even more damage per shot and still come in under the tonnage of the HGR build. Your reticle won't spaz out after every single shot, you can snap-shoot more effectively because there's no charge time, and with range nodes you can land max damage shots beyond 300m. Oh, and you won't self-immolate the first time a stray bullet hits your gun side.
HGR is simply not worth its mounting cost compared to any other large ballistic you care to name.
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