![](https://static.mwomercs.com/forums//public/style_images/master/icon_users.png)
![](https://static.mwomercs.com/img/house/merc-corps.png)
Light Gauss Rifle
#1
Posted 09 February 2018 - 10:28 PM
TL;DR: Been seeing some people using Light Gauss Rifles recently. Do they no longer suck?
#2
Posted 09 February 2018 - 10:36 PM
#3
Posted 09 February 2018 - 10:42 PM
#4
Posted 09 February 2018 - 10:48 PM
N0ni, on 09 February 2018 - 10:42 PM, said:
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
Posted 09 February 2018 - 10:56 PM
#6
Posted 09 February 2018 - 11:10 PM
9 damage
2.6s cooldown
0.4s charge
#7
Posted 09 February 2018 - 11:23 PM
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
Posted 09 February 2018 - 11:30 PM
I guess that's something?
#9
Posted 10 February 2018 - 12:46 AM
Yeonne 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
Posted 10 February 2018 - 01:13 AM
Mole, on 09 February 2018 - 10:28 PM, said:
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
Posted 10 February 2018 - 01:40 AM
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
Posted 10 February 2018 - 01:59 AM
#13
Posted 10 February 2018 - 05:05 AM
#14
Posted 10 February 2018 - 07:40 AM
It's not for poking, let alone on 'Mechs slower than 80kph.
#15
Posted 10 February 2018 - 08:02 AM
I actually saw a guy stuff 4 of them into a sliepnir.
Edited by Snowbluff, 10 February 2018 - 08:05 AM.
#16
Posted 10 February 2018 - 08:38 AM
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
Posted 10 February 2018 - 09:44 AM
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
Posted 10 February 2018 - 11:20 AM
Snowbluff, on 10 February 2018 - 08:02 AM, said:
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
Posted 10 February 2018 - 11:26 AM
Edited by Yeonne Greene, 10 February 2018 - 11:26 AM.
#20
Posted 10 February 2018 - 11:42 AM
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.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users