Navid A1, on 01 September 2018 - 11:37 PM, said:
Can a dual gauss Night Gyr brawl right now?
How many OP gauss mechs are currently popular besides the MCII?
How many mechs can effectively carry a loadout similar to the MCII? Really only the Whale and the laser vomit build is still one of the top builds.
Navid A1, on 01 September 2018 - 11:37 PM, said:
The most dangerous Gyr was a dual gauss+dual PPC mech that could jump and was nimble. Many things have changed. PPCs and Gauss now have ghost heat, Gauss cooldown has been increased.
And yet it was still the top heavy after the ghost heat was linked because it could still mount dual Gauss and lasers to be both strong at long and mid range.
Navid A1, on 01 September 2018 - 11:37 PM, said:
Destroying weapon systems only because they work has never been a good approach.
How is adding heat "destroying" a weapon system, if anything it should allow undoing years of nerfs. It does ruin the synergy it has with energy weapons a bit but that's kinda the point.
Navid A1, on 01 September 2018 - 11:37 PM, said:
The amount of heat you are suggesting for gauss are out of this world. Besides, if you remove all of the things you mentioned there, then what will be the purpose of an AC20?
First, it is equivalent to an ERML for both normal Gauss so out-of-this-world it is not. Second, the purpose of the AC20 is different from the Gauss. One can snapshot volleyballs at short range while the other has a chargeup delay and can be used at much longer ranges, and that includes the heavy gauss. They don't infringe on each others roles and never really have.
Khobai, on 02 September 2018 - 02:21 AM, said:
I disagree that chargeup makes gauss interesting.
You can say that all you want, but it forces you to use it differently which is good. That's the whole point of having different firing behaviors. Yes, it can be frustrating to have a moment where you need snapfire, but again, that's the point. Every weapon should have those sort of moment; no weapon should feel perfect in every situation and it isn't like this would be the only game to do that (TF2 was the first I noticed to kinda have that effect when I played it, but I'm sure it isn't the first).
Khobai, on 02 September 2018 - 02:21 AM, said:
I would also argue that the way chargeup is currently implemented, making the weapon unable to snapfire, direct contradicts the intended role of the weapon which is long-range sniping.
First, stop trying to bring intended role into this because there are a lot of weapons whose intended roles are dumb and infringe on other weapon roles. Second, just because you can't snapfire doesn't mean this isn't a long range "sniper" weapon. I mean it hasn't stopped top tier players from using it so I think this sounds more like a personal problem than anything.