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Light Gauss Opinions


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#1 Steel Claws

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Posted 30 July 2017 - 08:02 AM

o I've tried these and my opinion...They just weigh too much for the damage they do. All the other gauss rifles do at least one point damage per ton. LG is .667 damage per ton.They either need to drop the weight to 8 tons or increase the damage to 10-12. There is just no compelling reason to take them.

#2 MadHornet

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Posted 30 July 2017 - 08:07 AM

The major issue with the light gauss is it becomes progressively more useful with the weight of the 'mech (if it has enough ballistic hardpoints), albeit not by a whole lot. It's cooldown makes it better when used with multiple, but in order to buff it to make it viable as a solitary weapon, cooldown would only make 'mechs that equip 3 or more actually OP. Taking off the charge limit also does this, as there would be no use for it if you have one or two.

Edited by MadHornet, 30 July 2017 - 08:08 AM.


#3 El Bandito

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Posted 30 July 2017 - 08:07 AM

No charge up, please!

#4 Jackal Noble

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Posted 30 July 2017 - 08:23 AM

Not the biggest fan either. Tried an all dark Assassin Dark Death with stealth armor and it was very uninspiring and I struggled to get 3-400 with that. Thought it would be awesome, but was a bit disappointed tbh. Agreed, 12 tons for 8 damage is kind of crappy. Only good for stacking because of crit slots.

#5 Y E O N N E

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Posted 30 July 2017 - 08:55 AM

View PostSteel Claws, on 30 July 2017 - 08:02 AM, said:

o I've tried these and my opinion...They just weigh too much for the damage they do. All the other gauss rifles do at least one point damage per ton. LG is .667 damage per ton.They either need to drop the weight to 8 tons or increase the damage to 10-12. There is just no compelling reason to take them.


I spent a few hours running a 2x Light Gauss Rifleman 3C yesterday, trying to make it work. Even with the 10% ballistic cool-down quirk and the full 12% from the cooldown tree, the damage just isn't there. I needed a long game to really get damage down-range, and if the team decides it wants to fight closer in, you don't have anywhere near competitive sustain DPS or burst DPS. You can hang back, but you also don't really have the firepower to deal with a Light that decides to take you out of the equation. A lot of mediocre games were had, a similar number okay, and only two good ones. It was rough.

So while it was a little neat being able to whack a target for 16 from 1012 meters, the reality is that a pair of ERPPC can do a better job with only a ~30 meter deficit on the right 'Mech (i.e. RFL-5D), especially since the base projectile velocity is now within spitting distance of Gauss and the quirks can put it over. IMHO, the weapon either needs to have another 0.75 seconds shaved off of its cooldown or it needs to get bumped to at least 10 damage with no change to its current cool-down. Test it there, see how it performs. Another 60 meters to its range also wouldn't hurt. Extreme long range is the only place it feels useful, and only by the slimmest of margins; at 720 meters, even a pair of HPPC are still out-damaging the LGauss.

#6 Khobai

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Posted 30 July 2017 - 09:00 AM

Light Gauss should be 10 damage, 4.25+0.5 cooldown, 810m/1620m range, and 2200m/s velocity.

And Clan Gauss should be 12 damage, 4.25+0.5 cooldown, 750m/1500m range, and 2000m/s velocity.

In terms of stats, Clan Gauss should be in between Light Gauss and IS Std Gauss. Because it weighs 3 tons less than IS Std Gauss so theres no way it should be as good as IS Std Gauss.


Lastly, Heavy Gauss should be 22 damage, 6.0+1.0 cooldown, 570m/1140m range, and 1500m/s velocity (and possibly a ghost heat penalty if you fire 2 heavy gauss simultaneously)

Heavy Gauss isnt gonna work as a brawling weapon. It cant compete against IS ultra autocannons. It needs longer range so it functions more like an actual Gauss weapon.

Edited by Khobai, 30 July 2017 - 09:32 AM.


#7 Jackal Noble

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Posted 30 July 2017 - 09:00 AM

The only light Gauss build I enjoyed this far, was during the PTS( this is before Gauss and ppcs were ghost heat linked), I bought a Orion protector and put on 2 light Gauss and 3-5 lppcs(can't remember). Was some fun, but can't really do that now with ghost heat.

#8 kesmai

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Posted 30 July 2017 - 09:16 AM

We need powerdraw.

Kek

#9 Jackal Noble

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Posted 30 July 2017 - 09:16 AM

View PostKhobai, on 30 July 2017 - 09:00 AM, said:

Light Gauss should be 10 damage, 4.25+0.5 cooldown, 810m/1620m range, and 2200m/s velocity

And Clan Gauss should be 12 damage, 4.25+0.5 cooldown, 750m/1500m range, and 2000m/s velocity

In terms of stats, Clan Gauss should be in between Light Gauss and IS Std Gauss. Because it weighs 3 tons less than IS Std Gauss so theres no way it should be as good as IS Std Gauss.


Lastly, Heavy Gauss should be 22 damage, 6.0+1.0 cooldown, 570m/1140m range, and 1500m/s velocity

Heavy Gauss isnt gonna work as a brawling weapon. It cant compete against IS ultra autocannons. It needs longer range so it functions more like an actual Gauss weapon.


Give that man, who avoids directly quoting others, a raise.

#10 FupDup

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Posted 30 July 2017 - 09:18 AM

The Light Gauss unfortunately turned out to be one of the worst new tech items, ranked right up there with the new LBX's in terms of derpiness. Except even those new LBX's can at least occasionally be halfway useful when armor is stripped even if not quite optimal.

#11 Khobai

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Posted 30 July 2017 - 09:34 AM

Light Gauss isnt that far from being useful though. It just needs 10 damage, 810m range, and should stay at 20 shots per ton so its more ammo efficient than the other Gauss rifles.

That would basically make it the ballistic equivalent of the ISERPPC.


although light gauss and PPC/ERPPC/SNPPC should all be ghost heat limit of 3

that would allow you to use any combination of 3 light gauss/ERPPC without ghost heat for example

light gauss/erppc combo would then have an 810m sniping niche

Edited by Khobai, 30 July 2017 - 09:50 AM.


#12 Steel Claws

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Posted 30 July 2017 - 10:08 AM

View PostKhobai, on 30 July 2017 - 09:00 AM, said:

Light Gauss should be 10 damage, 4.25+0.5 cooldown, 810m/1620m range, and 2200m/s velocity.

I think 12 damage would be more correct and leave the range alone. That is 3 less than regular gauss.

And Clan Gauss should be 12 damage, 4.25+0.5 cooldown, 750m/1500m range, and 2000m/s velocity.

No 15 damage. Clan tech is nerfed enough.

In terms of stats, Clan Gauss should be in between Light Gauss and IS Std Gauss. Because it weighs 3 tons less than IS Std Gauss so theres no way it should be as good as IS Std Gauss. Its clan tech. enough said.


Lastly, Heavy Gauss should be 22 damage, 6.0+1.0 cooldown, 570m/1140m range, and 1500m/s velocity (and possibly a ghost heat penalty if you fire 2 heavy gauss simultaneously).

Agreed about HG. I've seen them used to effect but AC 20s are a better choice because once they get that close the recycle+charge is a killer. They really don't compete That damage number looks good but I'm thinking more like 450 and make it suicide to fire 2 at the same time.

Heavy Gauss isnt gonna work as a brawling weapon. It cant compete against IS ultra autocannons. It needs longer range so it functions more like an actual Gauss weapon.


#13 LT. HARDCASE

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Posted 30 July 2017 - 10:46 AM

The LGR should have a cooldown that's much closer to the AC10's 2.5 seconds.

#14 Escef

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Posted 30 July 2017 - 10:55 AM

I knew the LGR was going to be sub-par from the get-go. It isn't exactly a stellar weapon to begin with, and PGI was too conservative with setting cooldown for it. There are one or two mechs (like the Grid Iron) that you can have fun with the LGR in a gimmicky build. But I highly doubt the weapon will ever be good enough for serious play.

#15 Angel of Annihilation

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Posted 30 July 2017 - 11:46 AM

Overall I am rather fine with it except its cooldown needs to be reduced. In my opinion it just doesn't fire fast enough.

#16 Baba Yogi

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Posted 30 July 2017 - 01:06 PM

In TT its main strength was that it was the only IS weapon to reach and deal respectable damage up to 25 hexes, and it had 16 shots per ton (MWO equievalent would be 32 shots). Since Gauss was previously butchered in MWO, LGauss was created up from this version of the weapon. But unlike many would believe it doesnt take a lot to make LG viable. First though, shots per ton definately needs to go up, it already is close enough in weight to gauss and damage-wise regular is the superior option. Now one reason for many players to not use Gauss is that abhorrent charge mechanic. Personally that is the only reason i never use gauss. (i only have 1 poptart hbkiic for fun, which i almost never use). So we can drop the cooldown to 3 seconds and remove the gauss charge, you'd have a very viable (and actually strong) 12 ton weapon. I do not recommend increasing its damage, as we already have ERPPC for that. If the damage itself rivals ERPPC noone will use that again (now that it finally gained a niche). Anyone would gladly sacrifice 7-8 tons extra weight for the DHSs required for ERPPC since they can only mount so much on a mech anyways.

#17 Nema Nabojiv

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Posted 30 July 2017 - 01:13 PM

oh, removing charge up would have been great for all gauss weapons, especially since heat penalty is now tied to ppc anyway

#18 MadRover

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Posted 30 July 2017 - 01:22 PM

Light Gauss needs to weigh 10tons and use 5slots. Right now it currently is an exclusive assault weapon in all intents and purposes. Everything else is fine but have it use only 5slots and weigh 10tons.

#19 davoodoo

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Posted 30 July 2017 - 01:31 PM

3s cd
no charge
no ghost heat
keep everything else.

Edited by davoodoo, 30 July 2017 - 01:32 PM.


#20 Y E O N N E

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Posted 30 July 2017 - 01:33 PM

View PostMadRover, on 30 July 2017 - 01:22 PM, said:

Light Gauss needs to weigh 10tons and use 5slots. Right now it currently is an exclusive assault weapon in all intents and purposes. Everything else is fine but have it use only 5slots and weigh 10tons.


It already does use only 5 slots.





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