

Light Gauss
#1
Posted 21 November 2017 - 02:27 PM
#2
Posted 21 November 2017 - 02:31 PM
#3
Posted 21 November 2017 - 02:31 PM
Unlink from PPCs for Ghost Heat?
Increase ammo to from 20 to 25 per ton, for 200 damage per ton?
Remove the charge?
#5
Posted 21 November 2017 - 02:37 PM
Jay Leon Hart, on 21 November 2017 - 02:31 PM, said:
Unlink from PPCs for Ghost Heat?
Increase ammo to from 20 to 25 per ton, for 200 damage per ton?
Remove the charge?
I think the charge mechanic is ok/so-so.
def buff ammo per ton.
def unlink from ppc
damage 8.5-9
But ya more or less something like that sounds absolutely reasonable.
That said, the newer faster cooldown paired with charge mechanic takes some getting used to.
#6
Posted 21 November 2017 - 02:41 PM
Leave the charging, unlink from PPC ghost heat, increase ammo to 200dmg per ton and finally make them hit scan.
Do that for the entire Gauss rifle family and it'll give them a unique position within the weapon group dynamics. It would make all gauss more viable whilst simultaneously breaking up the Gauss/PPC meta that plagues the two weapons.
Alternatively: Make them armour piercing by giving them a % chance to deal damage to components (e.g. heat sinks) whilst armour is present, with the smaller gauss getting the higher %.
Edited by VonBruinwald, 21 November 2017 - 02:44 PM.
#7
Posted 21 November 2017 - 02:43 PM
VonBruinwald, on 21 November 2017 - 02:41 PM, said:
Leave the charging, unlink from PPC ghost heat, increase ammo to 200dmg per ton and finally make them hit scan.
Do that for the entire Gauss rifle family and it'll give them a unique position within the weapon group dynamics. It would make all gauss more viable whilst simultaneously breaking up the Gauss/PPC meta that plagues the two weapons.
dude, no. That would cause some serious trouble.
#8
Posted 21 November 2017 - 02:46 PM
Increasing damage to 10 has the same effect. Or some mix in between if you like fiddling with weird numbers.
Also velocity to ~2500-3000, else UAC/2 rules.
#11
Posted 21 November 2017 - 02:55 PM
Should be able to fire up to 4 at once honestly. Yes, with its fast cooldown that 32 damage racks up quick, but you've invested 48 tons + ammo so why the hell should it be gimped?
There isn't really a clear cut solution to how to make it better, since range/velocity/cooldown is pretty pointless imo.
#12
Posted 21 November 2017 - 03:16 PM
Increasing the time to fire would also help a lot. The small window to fire means a target that is a med or light will probably get cover before you even get to fire.
#13
Posted 21 November 2017 - 03:39 PM
If people still cry and mope then increase the reload time.
#14
Posted 21 November 2017 - 03:45 PM
Lower cooldown a bit more.
Unlink with GH with other gauss and PPCs.
Reduce it's chances of exploding or remove the explosion damage altogether.
Says Light Gauss still generates 1 heat on Smurfy's. Set that to zero while we're at it.
Up it's velocity to 2500 to make it the fastest weapon in the game.
Increase it's optimal range even higher. :3
Edited by MechaBattler, 21 November 2017 - 05:05 PM.
#15
Posted 21 November 2017 - 03:48 PM
BigBenn, on 21 November 2017 - 03:39 PM, said:
If people still cry and mope then increase the reload time.
As much as I hate the charge up time I remember very well when guass had no charge up. No one used ac 10/20 or the uac 10/20 because guass has no heat. Any mech that had the weight and space mounted guass. Now with 2x-4x guass builds such as quad guass kdks,dual kgc or even the jag/k2 dual guass along with the dual heavy guass such as anis or cyclops there has to be some thing to keep them from insta killing every thing.
The charge up is the only reason I can name why the other ac types are used. Pgi can ghost heat,limit them or pair them to er ppcs cool downs but the lame charge does make some sense.
#16
Posted 21 November 2017 - 04:01 PM
No charge
3x max range
No limit to firing any number of LGauss
Fudge cool down if needed, because bad dam and DPS
#17
Posted 21 November 2017 - 04:01 PM
If someone is willing to slap 48 tons of weapons and at least 8 tons of ammo, they completely deserve to lob 32 dmg every 3s.
Edited by davoodoo, 21 November 2017 - 04:07 PM.
#18
Posted 21 November 2017 - 05:09 PM
*Charge.... I meant charge.... I'm a *******......
Edited by AncientRaig, 21 November 2017 - 05:50 PM.
#19
Posted 21 November 2017 - 05:19 PM
AncientRaig, on 21 November 2017 - 05:09 PM, said:
Cooldown removed? That means that with its current charge time, you could fire off a shot every 0.5 seconds or less. That would actually be quite insane.
Edited by FupDup, 21 November 2017 - 05:19 PM.
#20
Posted 21 November 2017 - 05:32 PM
At 8 damage, the cooldown is too long right now
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