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Light Gauss


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#141 MischiefSC

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Posted 25 November 2017 - 11:13 PM

View PostKiran Yagami, on 25 November 2017 - 10:57 PM, said:


Light Gauss isn't even a used ballistic right now, let alone the "ultimate" one.


He was talking about removing chargeup from all gauss.

As I said, I'm fine with removing it from light gauss.

#142 Troa Barton

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Posted 25 November 2017 - 11:33 PM

Make it weight as much as an Ultra 5 at 9 tons. The only issue I see with it is how heavy it is for a "light" gauss.

#143 Exard3k

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Posted 26 November 2017 - 02:56 AM

View PostTroa Barton, on 25 November 2017 - 11:33 PM, said:

Make it weight as much as an Ultra 5 at 9 tons. The only issue I see with it is how heavy it is for a "light" gauss.


Tonnage and slots are set in stone. They won't be changed.

#144 Nema Nabojiv

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Posted 26 November 2017 - 05:35 AM

So, usual gauss does 15 damage for 15 tons. Light one, provided its cooldown brought in line with regular gauss, could do 12 damage for 12 tonns and keep all the crappy charge up people love so much.
Double light gauss marauder would sound interesting then.

#145 Y E O N N E

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Posted 26 November 2017 - 01:26 PM

View PostNema Nabojiv, on 26 November 2017 - 05:35 AM, said:

So, usual gauss does 15 damage for 15 tons. Light one, provided its cooldown brought in line with regular gauss, could do 12 damage for 12 tonns and keep all the crappy charge up people love so much.
Double light gauss marauder would sound interesting then.


Quad Light Gauss Slepnir.

#146 Jay Leon Hart

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Posted 26 November 2017 - 02:39 PM

View PostYeonne Greene, on 26 November 2017 - 01:26 PM, said:

Quad Light Gauss Slepnir.

Quad LGauss ANH-1P, KGC-000 or KGC-000B. I prefer my Gauss rifles in the arms Posted Image

#147 Koniving

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Posted 26 November 2017 - 02:41 PM

View PostKhobai, on 25 November 2017 - 02:42 PM, said:

AC20 needs a ghost heat limit of 2.

40 PPFLD limited to 270m is hardly going to break the game.

I agree.

#148 Nema Nabojiv

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Posted 26 November 2017 - 03:59 PM

View PostYeonne Greene, on 26 November 2017 - 01:26 PM, said:


Quad Light Gauss Slepnir.

I get the sarcasm, but it wont be any better than annihilator - f***ng team left me here to die
Besides it can always be ghostheated to max two.

#149 MischiefSC

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Posted 26 November 2017 - 04:27 PM

View PostKoniving, on 26 November 2017 - 02:41 PM, said:

I agree.


Until you get 2x ac20, 2x snub PPC. Or 4-6 MLs.



#150 Nema Nabojiv

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Posted 26 November 2017 - 04:32 PM

View PostMischiefSC, on 26 November 2017 - 04:27 PM, said:

Until you get 2x ac20, 2x snub PPC. Or 4-6 MLs.

you can already get 2x heavy gauss tho, thats only 10 damage less than 2x ac20 2x snubs

#151 Y E O N N E

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Posted 26 November 2017 - 04:36 PM

View PostMischiefSC, on 26 November 2017 - 04:27 PM, said:

Until you get 2x ac20, 2x snub PPC. Or 4-6 MLs.


No worse than 2x cLB-20X and 4x cSRM6A, tbqh.

#152 MischiefSC

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Posted 26 November 2017 - 04:45 PM

View PostYeonne Greene, on 26 November 2017 - 04:36 PM, said:


No worse than 2x cLB-20X and 4x cSRM6A, tbqh.


......


I tell you what. You take a mech with 2 heavy Gauss or 2x IS LB20x and I'll take 2xac20 no ghost heat with LFE or even arm mounted. I'll go PPFLD and you get less tonnage and sandblast.

You know better. Heavy Gauss and IS LB20X have other issues that make them untenable. AC20, way less so.

#153 Koniving

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Posted 26 November 2017 - 05:13 PM

View PostMischiefSC, on 26 November 2017 - 04:27 PM, said:

Until you get 2x ac20, 2x snub PPC. Or 4-6 MLs.

All the more reason that ghost needs to be dropped for something that can consistently handle all things.

Even better if MWO wasn't based on front loaded ALL weapon damage ratings.

6 ML doing 30 damage in 10 seconds isn't bad. An AC/20 doing 20 to 40 (rapid fire autocannons rule) damage in 10 seconds isn't bad. But 6 ML doing 90+ damage in 7 to 8 seconds is. An AC/20 doing 60 to 80 damage in 8 seconds is.

Changing how damage is done to ratings over time rather than ratings per shot would do a lot of wonders and allow us to make all kinds of firing rates that feel good without becoming overpowered.

But no matter how we do it... if whatever we do isn't consistent... there is just no point in doing it.

#154 davoodoo

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Posted 26 November 2017 - 05:26 PM

View PostKoniving, on 26 November 2017 - 05:13 PM, said:

All the more reason that ghost needs to be dropped for something that can consistently handle all things.

Even better if MWO wasn't based on front loaded ALL weapon damage ratings.

6 ML doing 30 damage in 10 seconds isn't bad. An AC/20 doing 20 to 40 (rapid fire autocannons rule) damage in 10 seconds isn't bad. But 6 ML doing 90+ damage in 7 to 8 seconds is. An AC/20 doing 60 to 80 damage in 8 seconds is.

Changing how damage is done to ratings over time rather than ratings per shot would do a lot of wonders and allow us to make all kinds of firing rates that feel good without becoming overpowered.

But no matter how we do it... if whatever we do isn't consistent... there is just no point in doing it.

Except 6 ml does barely 60 dmg in 8.5s
ac20 does even less with its 4s cooldown, merely 40 in that time.

also its not like we have shorter cooldowns in game due to nobody willing to wait 10s to fire
Its a game it still needs to be fun and weapons already lack impact and feel weak when you unleash absolute maelstorm of shells upon enemy just for him to walk normally like nothing happened.

Edited by davoodoo, 26 November 2017 - 05:34 PM.


#155 Tarogato

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Posted 26 November 2017 - 05:59 PM

This thread inspired me to try light gauss out myself. Until now, I've never even tried them, they just looked bad on paper. But trying it out... it isn't as bad as I expected. I've decided, I think light gauss just needs a faster cooldown. Higher velocity wouldn't hurt, either, but wouldn't really make much difference either.


Old LGauss:
damage: 8.0
cooldown: 3.75
chargeTime: 0.50
DPS: 1.882

My LGauss:
damage: 8.0
cooldown: 3.15
chargeTime: 0.50
DPS: 2.192

regular Gauss
damage: 15.0
cooldown: 5.0
chargeTime: 0.75
DPS: 2.609

AC/10
damage: 10
cooldown: 2.5
DPS: 4.000

HGauss
damage: ~20
cooldown: 6.50
chargeTime: 1.00
DPS: 2.667




Could probably reduce LGauss cooldown even further (3.0, which is 2.286 dps, why not). Rather than DPS, the differentiating factor between all three gauss could be *how* they deal their damage: upfront (HGauss) or over many shots (LGauss). Obviously, upfront damage is always better, so that's the justification for spending more tonnage on the heavier guns.

I think raising the damage on LGauss would be a mistake, because that's just shoehorning it into a role identical to a budget standard gauss, and we'll never be happy with its performance as an alpha weapon unless it deals about the same damage as standard gauss (which itself is already weak for its tonnage, and would need to have its damage raised... and now wéve just started a trend of damage inflation... )

Similarly, you could allow charging 3 LGauss at once, but I think that's also a big mistake - not many mechs can take advantage of that, and it kinda defeats the purpose of LGauss being "light" if you're mounting 40 tons worth of it. I would rather focus on buffs that can make single and dual LGauss viable so that lighter tonnage mechs can use them, instead of allowing heavier mechs abuse boating them when they already have their own options to take heavier dual gauss or HGauss.

#156 Koniving

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Posted 26 November 2017 - 07:54 PM

View Postdavoodoo, on 26 November 2017 - 05:26 PM, said:

Except 6 ml does barely 60 dmg in 8.5s
ac20 does even less with its 4s cooldown, merely 40 in that time.

also its not like we have shorter cooldowns in game due to nobody willing to wait 10s to fire
Its a game it still needs to be fun and weapons already lack impact and feel weak when you unleash absolute maelstorm of shells upon enemy just for him to walk normally like nothing happened.

6 ML does 30 after 1 second, 60 in 5 seconds, and in 10 seconds it does 90.
Or to use current numbers ignoring skills and quirks, 30 damage after 1 second, 60 after 4.5 seconds, 9 seconds you get 90 damage.
More if you have bonuses.
In 8 seconds without quirks or anything else, an AC/20 will deliver a total of 60 damage. Add in a 25% ballistic cooldown and you're getting 80 damage. Throw in a 50% cooldown and you'll be able to lob 100 damage in that time.

Weapons feel weak because we have double armor and structure + skills. There's also a blatant lack of effects. In closed beta if you hit someone with an AC/20, inverse kinetics gave a reaction that jerked the body in the direction you hit. Slug that Atlas in the shoulder, the upper body jerked in that direction. Sometimes a bit too exaggeratedly. But from the cockpit there was not much reaction. So they fixed that with the "flip in your chair" earthquake simulator... but that was too much and too frequent because they tried to reflect so much power so close together, with all the damage so front loaded.

Really quick, I invite you to watch this clip. Watch as the missiles hit me, and as I die. Now how did they feel from just the sound alone? The echo of the impacts inside the cockpit? Keep that in mind. I will refer to it again as "Presentation."

Lets say you have 1x armor and 1x structure.
Your average stock Hunchback then has 160 armor (instead of 320) and 83 structure (instead of 167).
But instead of 20 damage per shot, its 20 damage per cycle. The shot count could be anything.
Instead of 30 damage per shot from 6 ML, it's 30 damage per cycle and again the shot count can be anything.

What if a medium laser had to fire 3 times to get 5 damage, but the beam length was only 0.1 seconds with maybe 2 seconds in between? What if after the three shots the laser itself would be too hot to continue using, requiring maybe 3 to 4 seconds to cool. What if another variant could (potentially) deliver all the damage in a 1 to 2 second beam that could be consumed all at once or a little bit at a time and when consumed the weapon needs to cool. In Battletech there are more than 66 truly unique standard medium lasers, each with its own brand and model name. There are also over 80+ standard IS medium lasers out there.

What if we had the canonical damage from the 180mm Tomodzuru Mount Type 20 Autocannon, which is 4 damage per shell and 5 shells per cassette?

But before you rag on that...
What if instead of 16 armor on the arm (which btw 5 shots of 4 damage would obliterate the armor in a single go and cut the arm health in half)... we had sub-hitbox, splitting armor and structure by percentages across logical points of each of the 11 body sections?

That way, assuming an Atlas is the target, lets say you decide his SRMs are a huge threat. You target a launcher, specifically, and fire. You hit some armor. You did some damage but not quite hard enough. For the sake of it, since Gauss Rifles are canonically front loaded, lets just say you hit it hard enough to break it using one. You've also -- by way of skill -- hit the launcher too. Now that Atlas still has (forgive me but I'm using stock for numbers) some 60 armor left. But in that one section, you put a hole in the mech that goes clean through after you've gone through 8 or so points of the front armor, some points of the structure, and exited through the back for another 4 points of armor.

What if you could, through focused fire, concentrate fire on and sever that mech's arm off at the elbow, or cut a section of the enemy's torso clean off?

Its not numbers that make a weapon feel powerful. It is what the weapon does, how it is presented that makes all the difference.
If I give you a weapon that has a giant projectile that just goes "ting" and makes the enemy slightly yellow without any physical reaction to your shot and we say it does 20 damage, well that feels pretty bleh.

Now if I give you a weapon that fires anywhere from 4 to 100 times, but after you've fired its entire magazine and you have sawed the enemy's arm off or torn visible holes going straight through a machine, destroying equipment and leaving myomer endtrails dangling from the target... do you really care that it's only doing anywhere from 5 to as low as 0.2 damage per shell?

MWO weapons, without factoring quirks or skill tree, generally do 3x source damage (with stragglers going up to 19x). This is against two times armor without factoring quirks or skill tree... effectively meaning you're doing 1.5 times tabletop damage.

BT weapons generally do 1x damage against 1x armor and structure, with certain weapon types able to do 2x to 3x at great risk to reward against 1x armor and structure... Meaning you're doing 1 to 3x damage, effectively making all weapons feel more powerful from the get go despite doing significantly less "numbers" in damage. Add the cosmetics and sound design, and soon you'll be melting off hands to see them swing or dangle and targeting ankles for the giggles.

It all rests in the design.

(The sub-hitbox design has an added benefit of making "fire all the stuff" alpha strikes worthless, as you'd punch a hole through the mech for sure, but likely with more damage and force than was actually necessary for any given point that you've hit... and then you've overheated your weaponry by forcing it all at once, so while the heatsinks are sucking heat from the weapons you're unable to fight or defend yourself for maybe 9 or so seconds after wasting all that potential into a single blow. As such it wouldn't take long for players to be a bit more sparing with their fire to maximize their potential.)

Edited by Koniving, 26 November 2017 - 08:17 PM.


#157 Manei Domini Krigg

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Posted 26 November 2017 - 08:19 PM

All we need is just REMOVE limit of light gauss canons that can shot together.

If we have 4 light gauss - LET them shot Alpha-strike - its will be 32 dmg with 48 t + ammo.
Let Light gauss shot with regular gauss - 2 gauss + 2 light gauss Annihilator = 46 dmg Alpha-strike with 54 t + ammo.

Edited by Manei Domini Krigg, 26 November 2017 - 08:57 PM.


#158 Y E O N N E

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Posted 26 November 2017 - 08:38 PM

View PostTarogato, on 26 November 2017 - 05:59 PM, said:

This thread inspired me to try light gauss out myself. Until now, I've never even tried them, they just looked bad on paper. But trying it out... it isn't as bad as I expected. I've decided, I think light gauss just needs a faster cooldown. Higher velocity wouldn't hurt, either, but wouldn't really make much difference either.



I've spent a lot of time trying them out.

Their post potent format has been on 'Mechs featuring 10% ballistic cool-down and maximum cool-down skills. Then they become okay-ish if it's a long game on a big map. I tried them out on the JM6-FB with a pair of ERLL, and it was actually decent. But that's depending on a quirk and dedicating a huge portion of available nodes (35) to LGauss cooldown. That's where I get my number of 2.55 seconds from: that's about where the LGauss ends up after all of that and that's the point at which it begins being good in a non-gimmicky fashion.

I kind of agree about increasing the damage. I'd rather it stay lighter, but faster, because that's kind of its thing and lets it do something different and better than standard Gauss.

#159 Troa Barton

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Posted 26 November 2017 - 08:44 PM

View PostTarogato, on 26 November 2017 - 05:59 PM, said:

This thread inspired me to try light gauss out myself. Until now, I've never even tried them, they just looked bad on paper. But trying it out... it isn't as bad as I expected. I've decided, I think light gauss just needs a faster cooldown. Higher velocity wouldn't hurt, either, but wouldn't really make much difference either.


Old LGauss:
damage: 8.0
cooldown: 3.75
chargeTime: 0.50
DPS: 1.882

My LGauss:
damage: 8.0
cooldown: 3.15
chargeTime: 0.50
DPS: 2.192

regular Gauss
damage: 15.0
cooldown: 5.0
chargeTime: 0.75
DPS: 2.609

AC/10
damage: 10
cooldown: 2.5
DPS: 4.000

HGauss
damage: ~20
cooldown: 6.50
chargeTime: 1.00
DPS: 2.667




Could probably reduce LGauss cooldown even further (3.0, which is 2.286 dps, why not). Rather than DPS, the differentiating factor between all three gauss could be *how* they deal their damage: upfront (HGauss) or over many shots (LGauss). Obviously, upfront damage is always better, so that's the justification for spending more tonnage on the heavier guns.

I think raising the damage on LGauss would be a mistake, because that's just shoehorning it into a role identical to a budget standard gauss, and we'll never be happy with its performance as an alpha weapon unless it deals about the same damage as standard gauss (which itself is already weak for its tonnage, and would need to have its damage raised... and now wéve just started a trend of damage inflation... )

Similarly, you could allow charging 3 LGauss at once, but I think that's also a big mistake - not many mechs can take advantage of that, and it kinda defeats the purpose of LGauss being "light" if you're mounting 40 tons worth of it. I would rather focus on buffs that can make single and dual LGauss viable so that lighter tonnage mechs can use them, instead of allowing heavier mechs abuse boating them when they already have their own options to take heavier dual gauss or HGauss.


If anything this shows that the heavy gauss needs to be buffed, its a close range weapon with a lot more drawbacks than the regular gauss and its barely any better.
At least give it an ammo per ton buff..

#160 Khobai

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Posted 26 November 2017 - 09:08 PM

heavy gauss needs more than an ammo per ton buff lol





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