Light Gauss Opinions
#1
Posted 30 July 2017 - 08:02 AM
#2
Posted 30 July 2017 - 08:07 AM
Edited by MadHornet, 30 July 2017 - 08:08 AM.
#3
Posted 30 July 2017 - 08:07 AM
#4
Posted 30 July 2017 - 08:23 AM
#5
Posted 30 July 2017 - 08:55 AM
Steel Claws, on 30 July 2017 - 08:02 AM, said:
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
Posted 30 July 2017 - 09:00 AM
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
Posted 30 July 2017 - 09:00 AM
#8
Posted 30 July 2017 - 09:16 AM
Kek
#9
Posted 30 July 2017 - 09:16 AM
Khobai, on 30 July 2017 - 09:00 AM, said:
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
Posted 30 July 2017 - 09:18 AM
#11
Posted 30 July 2017 - 09:34 AM
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
Posted 30 July 2017 - 10:08 AM
Khobai, on 30 July 2017 - 09:00 AM, said:
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
Posted 30 July 2017 - 10:46 AM
#14
Posted 30 July 2017 - 10:55 AM
#15
Posted 30 July 2017 - 11:46 AM
#16
Posted 30 July 2017 - 01:06 PM
#17
Posted 30 July 2017 - 01:13 PM
#18
Posted 30 July 2017 - 01:22 PM
#19
Posted 30 July 2017 - 01:31 PM
no charge
no ghost heat
keep everything else.
Edited by davoodoo, 30 July 2017 - 01:32 PM.
#20
Posted 30 July 2017 - 01:33 PM
MadRover, on 30 July 2017 - 01:22 PM, said:
It already does use only 5 slots.
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