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Light Gauss Rifle


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#1 Mole

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Posted 09 February 2018 - 10:28 PM

Hey guys. So I know the LGR got its cooldown significantly reduced with the last patch. Still though, 8 damage for 12 tons not including ammo as well as a chargeup mechanic still seemed like a horrible deal. I thought they surely wouldn't see any use still. But the last couple of days that I've been playing I've seen a few people actually using the weapons. I remember fighting a Warhammer today that was doing dual LGR, and I had a Jagermech on my team yesterday that was running dual LGR. Did the cooldown buff actually make them useful? I can't remember the last time I saw a LGR on a 'mech after the first couple of days of Civil War tech, and then suddenly in a span of two days I have seen them multiple times.

TL;DR: Been seeing some people using Light Gauss Rifles recently. Do they no longer suck?

#2 Silas7

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Posted 09 February 2018 - 10:36 PM

I was running dual LGR on my marauder special before the tweek and i liked em then, i'm not surprised they are getting more use now. (just to head this off but just because i liked them doesn't make them a good weapon)

#3 N0ni

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Posted 09 February 2018 - 10:42 PM

Imo if the charge mechanic was removed from LGR keeping current stats and the max firing of 2, it'd be (almost) perfect. Would definitely see more use.

#4 The6thMessenger

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Posted 09 February 2018 - 10:48 PM

The current iteration is actually fun, but it's still pretty anemic for most cases. Don't get me wrong, it's good at a niche -- just a really extreme option.

View PostN0ni, on 09 February 2018 - 10:42 PM, said:

Imo if the charge mechanic was removed from LGR keeping current stats and the max firing of 2, it'd be (almost) perfect. Would definitely see more use.


I'd rather keep the charge mechanic for consistency, and just make it 10 damage, 2.5s cooldown and + 0.75s charge -- or 2.75s cooldown + 0.5s charge.

Edited by The6thMessenger, 09 February 2018 - 10:49 PM.


#5 JediPanther

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Posted 09 February 2018 - 10:56 PM

I don't find any guass worth the weight and ammo costs unless you use a medium or bigger mech preferably one with ballistic range and/or velocity quirks. I've used lgr a few times to try it out but for all the weight and ammo I'd rather go lasers and lrm. Charge mechanic blows when you get into a brawl. The only few mechs I use lgr on are the hbk-gi,hbk-4g,pnt-10p,shadow hawks, and the cat K2.

#6 Kaeb Odellas

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Posted 09 February 2018 - 11:10 PM

How about...

9 damage
2.6s cooldown
0.4s charge

#7 Mister Glitchdragon

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Posted 09 February 2018 - 11:23 PM

I've been using a Marauder as a test bed. The cool-down buff is good. It's fun throwing rounds that far downrange that fast; makes me miss the old GR, pre many, many, too many to count nerfs ago.

The charge-up mechanic for Gauss weapons is good and should never be removed. If you don't have the motor-skills to press down on your mouse for a second and then let go, there's a whole class of ballistics called "AC"s, just for you. Jesus, try practicing and getting good at something. You can do it; I believe in you.

Anyway, the big thing I'm trying to figure out is if it's worth it. 2xLGR is a hefty 24 tons! And that's before ammo, which you will need a lot of, because you're only doing 16 points of damage per volley so you need that ROF buff to sling as much down range as fast as possible.

Keep in mind that 2xGR is only six tons more at 30 tons. You lose some of the range and (according to Smurfy's stats) about a half a point of DPS, but that's a 30 point PPFLD hit.

Sniping is about good trades at distance, and I'm not sure the extra exposure required to squeeze off a few LGR rounds --which will be hard to put into the same hit box if you're opponent is any good at twisting-- is worth all that tonnage when you can just go twin Gauss.

This is just my initial take. Still playing with it, trying stuff.

#8 Snazzy Dragon

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Posted 09 February 2018 - 11:30 PM

They are now less bad

I guess that's something?

#9 Y E O N N E

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Posted 10 February 2018 - 12:46 AM

From the other thread:

View PostYeonne Greene, on 10 February 2018 - 12:45 AM, said:


Serviceable in QP, yes. Good, no. It's too niche to be good, and the WHM-6R and MAD-5M are really the only 'Mechs in the game that can run it okay outside of that niche. Within the niche (extreme range power position combined with ERLL), the WHM-BW/6R, RFL-3N/3C, MAD, and NSR are its top runners.


#10 ANOM O MECH

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Posted 10 February 2018 - 01:13 AM

View PostMole, on 09 February 2018 - 10:28 PM, said:

Hey guys. So I know the LGR got its cooldown significantly reduced with the last patch. Still though, 8 damage for 12 tons not including ammo as well as a chargeup mechanic still seemed like a horrible deal. I thought they surely wouldn't see any use still. But the last couple of days that I've been playing I've seen a few people actually using the weapons. I remember fighting a Warhammer today that was doing dual LGR, and I had a Jagermech on my team yesterday that was running dual LGR. Did the cooldown buff actually make them useful? I can't remember the last time I saw a LGR on a 'mech after the first couple of days of Civil War tech, and then suddenly in a span of two days I have seen them multiple times.

TL;DR: Been seeing some people using Light Gauss Rifles recently. Do they no longer suck?


There are a couple of builds that really make it work and the range is great if you can hit and hit a lot.

Especially good as a specialist role in CW where I use it most.

#11 Y E O N N E

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Posted 10 February 2018 - 01:40 AM

Yeah, Faction Play on maps like Boreal Vault or Grim Portico are where the LGauss can reliably get into situations where it can do its thing. If you've got a decently coordinated team that can keep the enemy engaged, then it also works well on Alpine, Polar, Plexus, Rubellite, and Tourmaline.

In QP, you are very much beholden to the team. I've had a lot of 800+ games with it using just two ERLL as supplements before the tweak, but it was work. It's still work.

#12 kapusta11

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Posted 10 February 2018 - 01:59 AM

What's Light Gauss Rifle? Oh you mean a gun that weights the same as clan gauss but does half the damage?

#13 PocketYoda

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Posted 10 February 2018 - 05:05 AM

12 tons for 8 damage ... yes they suck, put two large lasers on instead and double your damage instantly... see the issue..

#14 East Indy

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Posted 10 February 2018 - 07:40 AM

Light Gauss provides 15% more DPS per ton with nearly twice the rate of fire as standard Gauss.

It's not for poking, let alone on 'Mechs slower than 80kph.

#15 Snowbluff

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Posted 10 February 2018 - 08:02 AM

Doesn't the AC5 only do 5 damage for 8 tons? The Ac10 like 10 damage for 12 tons? Most ballistics do less damage than their tonnage.

I actually saw a guy stuff 4 of them into a sliepnir.

Edited by Snowbluff, 10 February 2018 - 08:05 AM.


#16 Zookeeper Dan

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Posted 10 February 2018 - 08:38 AM

One thing about Light Gauss is you can fit 2 in the same side torso and still have room for a light engine.

I run 2 light Gauss in my Cyclops 11-P and they work great. They both fit in the same torso with room for a light engine, giving great convergence! Because of the ECM you can snipe at the beginning of the match. Then as you move into a brawl the cooldown on the 2 Light Gauss Rifles synergize well with 4 MPL's. Pluss heat management during the brawl is easy due to the low heat on the Gauss. It's a lot of fun!

That said, are there other builds that would work just as well or better on the 11-P? Probably. Do I have Light Gauss on any of my other Mechs? No.

#17 NRP

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Posted 10 February 2018 - 09:44 AM

I only play in the solo queue and I haven't done extensive testing, but in my experience so far it seems like a single GR is better than 2 LGRs in most practical scenarios.

As others have said, the LGR just doesn't do enough damage. The faster fire rate is all well and good, but it requires exposure time. And you really can't afford to stare at the enemy very long these days.

#18 El Bandito

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Posted 10 February 2018 - 11:20 AM

View PostSnowbluff, on 10 February 2018 - 08:02 AM, said:

Doesn't the AC5 only do 5 damage for 8 tons? The Ac10 like 10 damage for 12 tons? Most ballistics do less damage than their tonnage.


AC5 does 5 damage every 1.66 second, and AC does 10 damage every 2.5 seconds. Meanwhile LGR does 8 damage every 3.35 seconds. LGR also explodes and is not very useful on most maps. On maps where it is potentially useful, it can't even beat CERLL in trades.

Edited by El Bandito, 10 February 2018 - 11:24 AM.


#19 Y E O N N E

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Posted 10 February 2018 - 11:26 AM

LGR does 8 damage every 3.1 seconds; the charge time is 0.5 seconds, not 0.75.

Edited by Yeonne Greene, 10 February 2018 - 11:26 AM.


#20 Alexandra Hekmatyar

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Posted 10 February 2018 - 11:42 AM

I used Gauss rifles on my Catapult K2's for a long time now but I have seen the light!
Light Gauss is the way to go, I even do better, then when I used normal Gauss and all it costed for me was 4 points alpha but my catapults are now 71KPH instead of 63,5KPH and carry 4 ER meds instead of 2 ER meds.





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