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Light Gauss Still Worthless

Balance Weapons

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#21 Khobai

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Posted 06 April 2018 - 01:35 PM

Quote

It's a gauss rifle. It's explodes.


it doesnt even need to explode to be a horrific flaming piece of garbage


LGR needs to be 10 damage. Thats how you fix it.

make it 10 damage, 3.25 cooldown, 0.5 chargeup, 900m optimum/1800m max range, and keep it at 20 ammo per ton

that would make it outdamage standard gauss at extreme range, giving it a niche.

Edited by Khobai, 06 April 2018 - 01:41 PM.


#22 Kanil

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Posted 06 April 2018 - 01:37 PM

It always amazes me that so many people think the light gauss is terrible, yet their solution is the extremely trivial buff of charge removal. It's still gonna be worse than the AC/10, and that's already a mediocre weapon that rarely sees use.

#23 5th Fedcom Rat

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Posted 06 April 2018 - 01:47 PM

I'm sure half of the people arguing in this thread that light gauss sucks were the same ones who convinced PGI to make heavy gauss rifles overpowered. Which they are now.

I honestly trust PGI's balance over most people's balancing opinions on this forum. And that's saying something.

Light gauss is fine right now. On mechs with gauss or ballistic cooldown quirks, dual light gauss can be quite scary to face. It just hasn't become trendy yet to boat them. But it will. Just like it did with heavy gauss, which everybody and their monkey is now using.

#24 Jackal Noble

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Posted 06 April 2018 - 01:55 PM

View PostKhobai, on 06 April 2018 - 01:35 PM, said:


it doesnt even need to explode to be a horrific flaming piece of garbage


LGR needs to be 10 damage. Thats how you fix it.

make it 10 damage, 3.25 cooldown, 0.5 chargeup, 900m optimum/1800m max range, and keep it at 20 ammo per ton

that would make it outdamage standard gauss at extreme range, giving it a niche.


I'm not entirely sure why you needed to quote me to make that point.

#25 Dimento Graven

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Posted 06 April 2018 - 01:56 PM

View PostKanil, on 06 April 2018 - 01:37 PM, said:

It always amazes me that so many people think the light gauss is terrible, yet their solution is the extremely trivial buff of charge removal. It's still gonna be worse than the AC/10, and that's already a mediocre weapon that rarely sees use.
The Light Gauss underperforms and knowing that it's best to try small incremental changes than large radical changes, the gauss charge is a suitably small and incremental change to suggest towards improving it just enough to make it as viable as any other weapon.

#26 Jackal Noble

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Posted 06 April 2018 - 01:58 PM

Also for whatever reason moving the damage threshold up to 10, just seems too much to me. This is like the 4th or 5th Lgauss buff thread I've seen and participated in. Maybe it's that it would push it too far as well as infringe upon the 10s weapon systems which also is not cool.

Charge should stay tho

Edited by JackalBeast, 06 April 2018 - 01:59 PM.


#27 PocketYoda

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Posted 06 April 2018 - 06:26 PM

It either needs 2 more damage up to 10 the same as large lasers or it needs to lose a few tonnage.. at the moment there are so many better alternatives, heat or not, the weight limits it a lot as does the low damage..

Edited by Samial, 08 April 2018 - 11:47 PM.


#28 The6thMessenger

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Posted 06 April 2018 - 06:40 PM

I prefer a 10-damage version with 2.5 CD + 0.75s damage.

#29 Alexandra Hekmatyar

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Posted 06 April 2018 - 06:45 PM

View Post5th Fedcom Rat, on 06 April 2018 - 01:47 PM, said:

I'm sure half of the people arguing in this thread that light gauss sucks were the same ones who convinced PGI to make heavy gauss rifles overpowered. Which they are now.

I honestly trust PGI's balance over most people's balancing opinions on this forum. And that's saying something.

Light gauss is fine right now. On mechs with gauss or ballistic cooldown quirks, dual light gauss can be quite scary to face. It just hasn't become trendy yet to boat them. But it will. Just like it did with heavy gauss, which everybody and their monkey is now using.


As a faction player that uses 4 catapult K2's with dual light gauss like everyday I totally agree with your statement.
Light gauss is fine were it is though I wouldn't mind that my favorite weapon system get's buffed though. :P

#30 JMBShadow

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Posted 06 April 2018 - 07:42 PM

I think the L Gauss has its own area but if they continue to change the stats it might start to bleed over onto other weapon systems.

#31 Hauptmann Keg Steiner

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Posted 06 April 2018 - 08:22 PM

It'd be nice if you could fire more than 2 of them at a time.

#32 Xetelian

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Posted 07 April 2018 - 01:15 AM

LGR needs to not have a charge up.

#33 TheArisen

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Posted 07 April 2018 - 01:19 AM

How about buff dmg to 9 & remove the charge up?

#34 Dirkdaring

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Posted 07 April 2018 - 05:40 AM

View PostLightfoot, on 06 April 2018 - 09:02 AM, said:

My thoughts are that a weapon that only does 8 damage per 12 tons does not need a charge-up delay.


SO MUCH THIS.

I tried the light gauss and removed it after 1 game. If it had no charge up I'd use it again.

#35 oldradagast

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Posted 07 April 2018 - 06:37 AM

I'm not a fan of removing the charge up, not because the weapon needs it from a power perspective, but because I just don't like having different Gauss rifles have totally different firing mechanics... which will, of course, be documented exactly nowhere except on some random patches notes somewhere.

I say keep the charge, but buff the damage to 10 and increase ammo per ton a bit. Also, maybe lower the cool-down. It should be a viable Gauss rifle, but if Gauss rifles have a wind-up charge, they should ALL have it for consistency, IMHO.

Edited by oldradagast, 07 April 2018 - 06:37 AM.


#36 kapusta11

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Posted 07 April 2018 - 09:08 AM

Maybe in a year PGI will buff its damage to 9 or reduce cooldown by 0.1 sec.

#37 Lightfoot

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Posted 07 April 2018 - 09:30 AM

View Post5th Fedcom Rat, on 06 April 2018 - 01:47 PM, said:

I'm sure half of the people arguing in this thread that light gauss sucks were the same ones who convinced PGI to make heavy gauss rifles overpowered. Which they are now.

I honestly trust PGI's balance over most people's balancing opinions on this forum. And that's saying something.

Light gauss is fine right now. On mechs with gauss or ballistic cooldown quirks, dual light gauss can be quite scary to face. It just hasn't become trendy yet to boat them. But it will. Just like it did with heavy gauss, which everybody and their monkey is now using.


You can't boat Light Gauss, you can only fire two at a time and the charge-up prevents 2 plus 2 or 2 plus 1 from working due to it's duration. You would have one set recharged for 1.5 to 2 seconds so why not wait half a second to re-fire the first two? This includes any PPCs. If you do make a 3x or 4x Light Gauss boat you have created garbage compared to just adding some lasers like you do for standard Gauss.

Light Gauss inherited the charge-up from a 15 ton, 15 damage weapon that needed to be curbed. 8 damage or max 16 damage for 24 tons, plus 4 tons ammo does not need a charge-up. However, PGI likes Gauss to have the charge-up they invented for the weapon and if that's the case it should do 10 damage due to it's plethora of drawbacks over an AC10. Light Gauss require a charge-up, they explode, they weigh 12 tons, 14 with ammo. In return they get an accuracy and minor range buff and nothing more.

Range-wise the Clan AC2 is tops at 900 meters and 2x Clan AC2's weigh 10 tons with a DPS of 5.5. Compare to 1 Light Gauss is 12 tons, 810 meter range, and after the .5 second charge is added it does about 2.6 DPS, at a straight 2.60 cooldown it does 3.01 DPS. Both weapons require as much 'face to target' time due to short recycle and charge-up times. So there goes balance out the window, you are about 2x threat level with two Clan AC2's for 10 tons and 3x with 3 Clan AC2's for just 15 tons.

That is why no one in their right mind uses the current Light Gauss. It's just wasn't calibrated for MWO with the idea that it had to compete against AC10, UAC10, and AC2. It was just thought of as 50% of a Gauss Rifle rather than a weapon that had to earn a place within the game.

#38 ShiverMeRivets

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Posted 07 April 2018 - 09:50 AM

LGR special added value (for IS mechs) is that one can fit 2 of them in a side torso with an LE engine. This gives a 16 damage weapon with a 3 sec cycle time, effective up to 1000 meters, difficult to spot the shooter, and with almost no heat. This is very good already - except that it costs 24 tons.

If PGI buffs the damage it may be very powerful, and LGR will be moved out of the unique 8 ballistic damage spot. Instead, the weight should be reduced. 8 damage for 12 tons on a 3 sec cycle weapon is too much. Reduce weight to 11 or even 10.5 tons. The charge up mechanism is fine. It charges faster than a regular gauss and you can hold it longer - really, charge up is a non issue in this gun. I like it the way it is.

TL;DR
LGR performs adequately, but is too heavy. Please lower weight to 11 or 10.5 tons.

#39 Jackal Noble

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Posted 07 April 2018 - 10:07 AM

View PostLightfoot, on 07 April 2018 - 09:30 AM, said:


You can't boat Light Gauss, you can only fire two at a time and the charge-up prevents 2 plus 2 or 2 plus 1 from working due to it's duration. You would have one set recharged for 1.5 to 2 seconds so why not wait half a second to re-fire the first two? This includes any PPCs. If you do make a 3x or 4x Light Gauss boat you have created garbage compared to just adding some lasers like you do for standard Gauss.

Light Gauss inherited the charge-up from a 15 ton, 15 damage weapon that needed to be curbed. 8 damage or max 16 damage for 24 tons, plus 4 tons ammo does not need a charge-up. However, PGI likes Gauss to have the charge-up they invented for the weapon and if that's the case it should do 10 damage due to it's plethora of drawbacks over an AC10. Light Gauss require a charge-up, they explode, they weigh 12 tons, 14 with ammo. In return they get an accuracy and minor range buff and nothing more.

Range-wise the Clan AC2 is tops at 900 meters and 2x Clan AC2's weigh 10 tons with a DPS of 5.5. Compare to 1 Light Gauss is 12 tons, 810 meter range, and after the .5 second charge is added it does about 2.6 DPS, at a straight 2.60 cooldown it does 3.01 DPS. Both weapons require as much 'face to target' time due to short recycle and charge-up times. So there goes balance out the window, you are about 2x threat level with two Clan AC2's for 10 tons and 3x with 3 Clan AC2's for just 15 tons.

That is why no one in their right mind uses the current Light Gauss. It's just wasn't calibrated for MWO with the idea that it had to compete against AC10, UAC10, and AC2. It was just thought of as 50% of a Gauss Rifle rather than a weapon that had to earn a place within the game.


The KC, Anni, Cyclops and Mauler can boat em. You are just better off using other weapons.
KC can do it ok, it's just that weapons are low slung.
Mauler and Clops end up being underengined.


#40 Exilyth

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Posted 07 April 2018 - 12:34 PM

Gauss rifles as a whole would be more usefull if chain firing them caused the full/maximum charge up and then actually fired the gun.

Chainfiring light gauss is the only way I could see them being usefull without using macros or removing charge up.





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