Jump to content

Light Gauss Opinions


113 replies to this topic

#21 MadRover

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 568 posts

Posted 30 July 2017 - 02:03 PM

View PostYeonne Greene, on 30 July 2017 - 01:33 PM, said:


It already does use only 5 slots.


Good catch. Make it use only 4slots and10tons then it will be in a good place.

Edited by MadRover, 30 July 2017 - 02:04 PM.


#22 Escef

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 8,529 posts
  • Twitter: Link
  • Twitch: Link
  • LocationNew England

Posted 30 July 2017 - 02:22 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.


Not going to happen. PGI won't deviate from table top Battletech tonnage and crits.

#23 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 30 July 2017 - 04:18 PM

Yep tonnage/crits arnt going to change

so its the damage and range that need to change.

light gauss should do 10 damage with 810m/s range. that way it does better damage for its tonnage while also significantly outranging std gauss.

I would also keep light gauss at 20/shots per ton so it gets more ammo efficiency than other gauss. that will help decrease its tonnage/crits by making it require less ammo. similar to how the AC/10 gets more ammo per ton than other autocannons.

and lastly the ghost heat limit of light gauss and all the 10-damage PPCs should be 3 not 2. That way you can do 30 damage out to 810m without any ghost heat.

Edited by Khobai, 30 July 2017 - 04:21 PM.


#24 R Valentine

    Member

  • PipPipPipPipPipPipPipPip
  • Heavy Lifter
  • Heavy Lifter
  • 1,744 posts

Posted 30 July 2017 - 05:31 PM

The damage is laughable for the weight and the charge up is completely unnecessary. It does 8 freakin' damage. That's 16 per volley max. Does that really need a charge time? One gauss rifle does almost that much damage for a lot less weight. At least with no charge, it'd have a place as a sort of long range DPS weapon. With charge = fail. And even without the charge, they really need to consider bumping the damage up to 9. Allowing us to shoot 3 at once wouldn't hurt either. But do something for the poor thing.

#25 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 30 July 2017 - 05:32 PM

3 KM/s
No Charge
No Limit to fire
3x max range


Adjust from there, should be potent enough at long range

#26 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 30 July 2017 - 05:40 PM

View PostMcgral18, on 30 July 2017 - 05:32 PM, said:

3 KM/s
No Charge
No Limit to fire
3x max range


Adjust from there, should be potent enough at long range


It's not.

Range isn't the problem. Even with a greater range advantage, you can't get damage out fast enough to stop anything trying to close on you before they get into range with ERPPC, standard Gauss, or ERLL.

I've been trying to play it all day today. The gun has no punch, it's gutless.

#27 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 30 July 2017 - 05:44 PM

View PostYeonne Greene, on 30 July 2017 - 05:40 PM, said:


It's not.

Range isn't the problem. Even with a greater range advantage, you can't get damage out fast enough to stop anything trying to close on you before they get into range with ERPPC, standard Gauss, or ERLL.

I've been trying to play it all day today. The gun has no punch, it's gutless.

The intent of a range increase is to give it a different range bracket from normal Gauss, or else they both compete for the exact same role. Then it just becomes a matter of which one is more effective at the same job rather than picking a different tool for a different job.

PPCs have the same problem right now. As you've observed, HPPC + LPPC is clearly superior to using 2 regular PPC, because all three of those do the same basic thing but the HPPC + LPPC combo is a little bit easier to fit.

Edited by FupDup, 30 July 2017 - 05:55 PM.


#28 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 30 July 2017 - 05:55 PM

View PostFupDup, on 30 July 2017 - 05:44 PM, said:

The intent of a range increase is to give it a different range bracket from normal Gauss, or else they both compete for the exact same role. It just becomes a matter of which one is more effective at the same job rather than picking a different tool for a different job.

PPCs have the same problem right now. As you've observed, HPPC + LPPC is objectively superior to using 2 regular PPC, because all three of those have the same role but the HPPC + LPPC combo is a little bit easier to fit.


I know what the intent is, but there is no more room in this game to increase the range and have it mean anything. Sure, give it 810 meters, but there are two other weapons which can reach that same distance without breaking a sweat and they all do more damage. I have 1012 meters on my LGauss on the RFL-2C, and it means nothing because map geometry and the range of the rest of the team do not allow me to take advantage of that pretty much ever and because even as small a difference as 200 meters means there are more powerful weapons you can take instead.

The gun just isn't powerful enough in the damage department to do anything worthwhile no matter how much extra range you give it. More range just makes it more useful in a niche that is already not terribly useful.

#29 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 30 July 2017 - 05:57 PM

View PostYeonne Greene, on 30 July 2017 - 05:55 PM, said:


I know what the intent is, but there is no more room in this game to increase the range and have it mean anything. Sure, give it 810 meters, but there are two other weapons which can reach that same distance without breaking a sweat and they all do more damage. I have 1012 meters on my LGauss on the RFL-2C, and it means nothing because map geometry and the range of the rest of the team do not allow me to take advantage of that pretty much ever and because even as small a difference as 200 meters means there are more powerful weapons you can take instead.

The gun just isn't powerful enough in the damage department to do anything worthwhile no matter how much extra range you give it. More range just makes it more useful in a niche that is already not terribly useful.

What if we, like, buff both the range and the damage?

Posted Image

#30 Cementi

    Member

  • PipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 779 posts

Posted 30 July 2017 - 06:05 PM

Interesting, I am actually quite happy with the damage per ton, when you account the weight of the gun and rounds per ton of ammo its better than standard gauss.

Also pairs well with Light PPC's.

#31 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 30 July 2017 - 06:07 PM

View PostFupDup, on 30 July 2017 - 05:57 PM, said:

What if we, like, buff both the range and the damage?

Posted Image


Khobai has suggested as much earlier in this thread, and I suggested as much three months ago.

Just know that it would not be the range doing the heavy lifting as far as increasing potency goes, it would be the damage buff.

View PostCementi, on 30 July 2017 - 06:05 PM, said:

Interesting, I am actually quite happy with the damage per ton, when you account the weight of the gun and rounds per ton of ammo its better than standard gauss.

Also pairs well with Light PPC's.


Not with that massive discrepancy in projectile velocity it doesn't. I'd rather pair it with an ER PPC, but then I might as well take the standard Gauss, too, because overall the whole combo is limp.

#32 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 30 July 2017 - 06:13 PM

View PostYeonne Greene, on 30 July 2017 - 05:40 PM, said:


It's not.

Range isn't the problem. Even with a greater range advantage, you can't get damage out fast enough to stop anything trying to close on you before they get into range with ERPPC, standard Gauss, or ERLL.

I've been trying to play it all day today. The gun has no punch, it's gutless.



That's why you then increase cooldown...if it warrants it

Range is the least of those bonuses, thrown in because...why not

#33 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 30 July 2017 - 06:14 PM

View PostMcgral18, on 30 July 2017 - 06:13 PM, said:



That's why you then increase cooldown...if it warrants it

Range is the least of those bonuses, thrown in because...why not


You mean decrease the cool-down. Increasing it would be bad.

Edited by Yeonne Greene, 30 July 2017 - 06:24 PM.


#34 ice trey

    Member

  • PipPipPipPipPipPipPipPip
  • 1,523 posts
  • LocationFukushima, Japan

Posted 30 July 2017 - 06:35 PM

I don't know about damage adjustment, but I know that the LGR is meant to be more of a sniper weapon than a main takedown weapon. It's damage should be parallel with an IS large laser.

What needs to be done is adjustments to make it a more effective snipers' weapon. Boost velocity, possibly a range boost, maybe reduced muzzle flash from when it's fired.

...but as an infighty brawlers weapon, it shouldn't be as effective.

#35 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 30 July 2017 - 06:47 PM

View Postice trey, on 30 July 2017 - 06:35 PM, said:

I don't know about damage adjustment, but I know that the LGR is meant to be more of a sniper weapon than a main takedown weapon. It's damage should be parallel with an IS large laser.

The IS LL currently does more damage than it.

#36 R Valentine

    Member

  • PipPipPipPipPipPipPipPip
  • Heavy Lifter
  • Heavy Lifter
  • 1,744 posts

Posted 30 July 2017 - 06:50 PM

View Postice trey, on 30 July 2017 - 06:35 PM, said:

I don't know about damage adjustment, but I know that the LGR is meant to be more of a sniper weapon than a main takedown weapon. It's damage should be parallel with an IS large laser.

What needs to be done is adjustments to make it a more effective snipers' weapon. Boost velocity, possibly a range boost, maybe reduced muzzle flash from when it's fired.

...but as an infighty brawlers weapon, it shouldn't be as effective.


It's not currently good at anything right now, and the LL does more damage than it.

#37 Hawk819

    Member

  • PipPipPipPipPipPipPipPip
  • The Tip of the Spear
  • The Tip of the Spear
  • 1,712 posts
  • Location666 Werewolf Lane. Transylvania, Romania Ph#: Transylvania 6-5000

Posted 30 July 2017 - 06:55 PM

I find them rather lackluster when it comes to damage output. No matter the target, other than a light, like a Kit fox or Spider, the damage to a Medium, Heavy or Assault. Just isn't there. I love the weight though. I truly do, but the damage has to increase to make them more viable in my opinion.

Now adding them with some a Large Laser combo, that works, although, the lasers do more of the damage between the two. Still, some kind of change is need.

#38 LT. HARDCASE

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 2,706 posts
  • LocationDark Space

Posted 30 July 2017 - 07:01 PM

An 8 damage weapon has no business with a charge. It's not replacing the AC10 or LL either way.

Edited by LT. HARDCASE, 30 July 2017 - 07:03 PM.


#39 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 30 July 2017 - 07:03 PM

View PostHawk819, on 30 July 2017 - 06:55 PM, said:

Now adding them with some a Large Laser combo, that works, although, the lasers do more of the damage between the two. Still, some kind of change is need.


I've experimented here as well.

You are better off running 3x ERLL and a standard Gauss than 4x ERLL and a Light Gauss. The latter combo ends up slightly heavier with ghost heat to deal with just for a tiny bit more range and two more points of damage.

There really isn't single characteristic or combination of characteristics about the LGauss right now that makes it a worthy alternative to anything, unfortunately.

#40 Methanoid

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 360 posts

Posted 30 July 2017 - 07:16 PM

imho a "Light" gauss for a light mech should differ from a "Light" gauss for an assault, there should be varying grades of weapons for the mech weight classes with weight/slot and stat adjustments more suitable to each weight class of mech to ensure an assault couldnt just equip craptons of the light mechs variant, they wouldnt even have the option.

A light gauss for a light mech should weigh less, take less slots, do less damage, have shorter range etc than the light gauss an assault can wield, the same should apply to several other "heavy/high requirement" weapons but not all.

Edited by Methanoid, 30 July 2017 - 07:17 PM.






3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users