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It's Time To Just Group Up All Lasers For Gh


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#61 Y E O N N E

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Posted 17 October 2017 - 04:37 PM

View PostEl Bandito, on 17 October 2017 - 04:33 PM, said:

Nah, its high PPFLD at long range is also an issue. The way I see it, reducing Gauss damage will help balance far better than increasing heat, cause mechs that only boat multiple Gauss don't care about increased heat.


The ones that combine Gauss with energy will care. Pure Gauss boats aren't a problem in this game, either, so there's no reason they need to get hit.

#62 Bigbacon

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Posted 17 October 2017 - 04:38 PM

Or add negative effects for heat and heat spikes....

#63 El Bandito

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Posted 17 October 2017 - 05:01 PM

View PostYeonne Greene, on 17 October 2017 - 04:37 PM, said:

The ones that combine Gauss with energy will care. Pure Gauss boats aren't a problem in this game.


Yet. Sooner or later there will be a Clan mech with ballistic slot on each arm and side torso, and the tonnage to carry quad Gauss. Bane for example. I want to prevent that perfect storm to happen in the first place, cause last time it happened--KDK-3 debacle--PGI had messed it up real bad when trying to balance.

Still think damage reduction is the best way to go.

Edited by El Bandito, 17 October 2017 - 05:03 PM.


#64 Quicksilver Aberration

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Posted 17 October 2017 - 05:10 PM

View PostEl Bandito, on 17 October 2017 - 05:01 PM, said:

Yet. Sooner or later there will be a Clan mech with ballistic slot on each arm and side torso, and the tonnage to carry quad Gauss.

And it will die just like the Quad Gauss Kodiak, because the speed to maneuver isn't what kills Quad Gauss, it is explosive side torsos.

#65 Y E O N N E

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Posted 17 October 2017 - 05:14 PM

View PostEl Bandito, on 17 October 2017 - 05:01 PM, said:


Yet. Sooner or later there will be a Clan mech with ballistic slot on each arm and side torso, and the tonnage to carry quad Gauss. Bane for example. I want to prevent that perfect storm to happen in the first place, cause last time it happened--KDK-3 debacle--PGI had messed it up real bad when trying to balance.

Still think damage reduction is the best way to go.


Not too worried about that. Gauss charge is enough of a handicap for most players to stop it getting spammed in QP and the 'Mech is still pretty limited in application. cXL 360 with 8-9 tons of ammo or so and then you are out of slots.

You can already mock it up on a King Crab using Light Gauss if you want to take a gander at it, just remember the cGauss is 6 slots and cXL is 10 slots. Unlike IS, though, the Clans have to put two of them in the sides. A small bump in rate of fire to LGauss, and I'd actually say LGauss is the better option for the full-expose power position that quad-Gauss is used for.

#66 El Bandito

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Posted 17 October 2017 - 09:33 PM

View PostQuicksilver Kalasa, on 17 October 2017 - 05:10 PM, said:

And it will die just like the Quad Gauss Kodiak, because the speed to maneuver isn't what kills Quad Gauss, it is explosive side torsos.


Quad Gauss KDK-3 doesn't actually die from Gauss explosion unless both torsi are gone. And any gauss pilot worth his salt will make sure he is not the prime target. Especially ones that can use CXL on top, instead of being handicapped by Std engine like KDK-3.


View PostYeonne Greene, on 17 October 2017 - 05:14 PM, said:

Not too worried about that. Gauss charge is enough of a handicap for most players to stop it getting spammed in QP and the 'Mech is still pretty limited in application. cXL 360 with 8-9 tons of ammo or so and then you are out of slots.

You can already mock it up on a King Crab using Light Gauss if you want to take a gander at it, just remember the cGauss is 6 slots and cXL is 10 slots. Unlike IS, though, the Clans have to put two of them in the sides. A small bump in rate of fire to LGauss, and I'd actually say LGauss is the better option for the full-expose power position that quad-Gauss is used for.


8-9 tons of ammo is plenty enough, especially with ammo skill tree. LGauss is terribad. 48 ton + ammo investment, for 32 damage is pathetic. Which is why PGI should actually bump up LGauss damage to 10 at least.

Edited by El Bandito, 17 October 2017 - 09:37 PM.






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