Gauss Rifle Gh To 1, Allow More Than 2
#41
Posted 10 November 2018 - 03:14 PM
#42
Posted 10 November 2018 - 03:34 PM
Wing 0, on 10 November 2018 - 03:14 PM, said:
Between all the nerfs and long standing hit registration issues, gauss (and ballistics in general to some degree) needs improvement.
Hell just push the reliability of ballistics hit registration to 99% instead of the low 80's as it is now, and maybe that would be enough (incidentally THAT alone might fix some of the perceived weakness in AC/UAC/LBX/RAC, heck, even PPC)...
#43
Posted 11 November 2018 - 02:23 AM
The Image, on 10 November 2018 - 02:44 PM, said:
That plus the raw stats show that even though it's [sarcasm]a whole whopping 32 point alpha[/sarcasm] stat-wise, and reality based play will prove that boating AC/UAC/LBX will be FAR more effective in game. Seriously 6 AC/2's while only a 12 point alpha has a higher DPS, and almost double the DPS/T than 4 gauss, and you don't have to have strap giant explosives that never go away, to your 'mech either.
But the gun will still be nigh-useless with any less than 4.
That's the problem.
#44
Posted 11 November 2018 - 07:58 AM
The6thMessenger, on 30 October 2018 - 08:50 AM, said:
"heatpenalty": 50, (Assuming)
"heatPenaltyID": 1,
"minheatpenaltylevel": 1,
So Penalty = (Base Heat x Penalty x Multiplier)
GR
Firing 2 = (1 x 50 x 0.08) = 4 -> 2 + 4 = 6 total heat.
Firing 3 = (1 x 50 x 0.18) = 9 -> 3 + 9 = 12 total heat.
Firing 4 = (1 x 50 x 0.30) = 15 -> 4 + 15 = 19 total heat.
HGR
Firing 2 = (2 x 50 x 0.08) = 8 -> 4 + 8 = 12 total heat.
Firing 3 = (2 x 50 x 0.18) = 18 -> 6 + 18 = 24 total heat.
Firing 4 = (2 x 50 x 0.30) = 30 -> 8 + 30 = 38 total heat.
LGR
Firing 2 = (0.55 x 50 x 0.08) = 2.2 -> 1.1 + 2.2 = 3.3 total heat.
Firing 3 = (0.55 x 50 x 0.18) = 4.95 -> 1.65 + 4.95 = 6.6 total heat.
Firing 4 = (0.55 x 50 x 0.30) = 8.25 -> 2.2 + 8.25 = 10.45 total heat.
I would like to point out that GH is stacked for each weapon in the calculation:
e.g. you need to add the total heat of 2 Gauss to the 3rd Gauss total heat.
GR
Firing 2 = (1 x 50 x 0.08) = 4penalty + 2base = 6 total heat.
Firing 3 = (1 x 50 x 0.08) +(1 x 50 x 0.18) = 13penalty(4 + 9) + 3base = 16 total heat.
Firing 4 = (1 x 50 x 0.08) +(1 x 50 x 0.18) + (1 x 50 x 0.30) = 28penalty(4 + 9 + 15) + 4base = 32 total heat.
I like to use GH for reducing boating instead of increasing base heat for weapons in general.
Because this helps low-hardpoint mechs and especially light/med mechs when using the weapon (as a single weapon build) over their heavy/assault counterparts using boating of 2+ weapons.
For me GH is a useful tool (tho not perfect) which I like to see used more for controlling overall power creep of boats that does keep smaller mechs untouched.
For the Gauss classes in general, i would still combine base heat increase to GH scaling, just to also reduce the super-synergy to energy weapons that no other weapon can bring (even not the low-heat LBX) to this degree.
e.g. Base heat of Gauss = 3
GR ghost heat:
Firing 1 = 3 heat
Firing 2 = (3 x 20 x 0.08) = 4.8penalty + 6base = 10.8 total heat.
Firing 3 = (3 x 20 x 0.08) +(3 x 20 x 0.18) = 15.6penalty(4.8 + 10.8) + 9base = 24.6 total heat.
Firing 4 = (3 x 20 x 0.08) +(3 x 20 x 0.18) + (3 x 50 x 0.30) = 33.6penalty(4.8 + 10.8 + 18) + 4base = 45.6 total heat.
BUT:
For a 4-Gauss Mech (without lasers, this doesnt do much of limiting them at all.
It might take a few extra seconds to cool down without many DHS, but without any laser weapons to increase your heat further, the Gauss-only builds will not care much for the heat.
#45
Posted 11 November 2018 - 11:28 PM
What we need are ideas that find other ways to penalise excessive boating of weapons.
#46
Posted 12 November 2018 - 12:10 AM
Ghost Heat on a Gauss Rifle set wouldn't work, is not the problem with multiple Gauss+name it.
I will say 3x Light Gauss should incur no penalty and work with PPCs. Unless they bump up Light Gauss damage, it should be 9 damage.
#47
Posted 12 November 2018 - 09:15 PM
#48
Posted 12 November 2018 - 09:24 PM
For the same reason they did not go with large ghost heat limitations for the clan lasers.
Edited by lazorbeamz, 12 November 2018 - 09:25 PM.
#49
Posted 12 November 2018 - 09:44 PM
lazorbeamz, on 12 November 2018 - 09:24 PM, said:
For the same reason they did not go with large ghost heat limitations for the clan lasers.
But they did increase burn times to limit pinpoint damage. No I remember the 3 Gauss Cataphract glass cannon. It was a beast, and most likely one of the reasons they made the current limitation.
#50
Posted 13 November 2018 - 05:28 AM
Foxwalker, on 12 November 2018 - 09:44 PM, said:
But they did increase burn times to limit pinpoint damage. No I remember the 3 Gauss Cataphract glass cannon. It was a beast, and most likely one of the reasons they made the current limitation.
The real reason it was limited to two was because of the Direwolf. Which could sport 4 carry significant ammo, and still sport enough armor to be problematic.
This was one of the first major nerfs to weapons systems in an attempt to 'balance' Clan-vs-IS (hence the dual fire limit being placed AT THE SAME TIME as the Clans being released into the game).
#51
Posted 13 November 2018 - 06:48 AM
Hey, it's just a game.
#52
Posted 13 November 2018 - 06:54 AM
Dimento Graven, on 13 November 2018 - 05:28 AM, said:
The real reason it was limited to two was because of the Direwolf. Which could sport 4 carry significant ammo, and still sport enough armor to be problematic.
This was one of the first major nerfs to weapons systems in an attempt to 'balance' Clan-vs-IS (hence the dual fire limit being placed AT THE SAME TIME as the Clans being released into the game).
I stand corrected. You are right. I miss being able to use Gauss. Never could get the hang of the Press and release fire mechanic.
#53
Posted 13 November 2018 - 07:15 AM
CygnusX7, on 13 November 2018 - 06:48 AM, said:
Hey, it's just a game.
3 regular GRs do 45 alpha and weight 45 tons.
2 HGRs do 50 alpha and weight 36 tons, same cooldown.
Who is afraid of 3xGR when we have dual HGRs running around?
#55
Posted 14 November 2018 - 05:22 AM
CygnusX7, on 13 November 2018 - 06:48 AM, said:
Hey, it's just a game.
#56
Posted 14 November 2018 - 05:25 AM
Tripzter, on 13 November 2018 - 09:12 PM, said:
Tell you what... If you want to increase TTK, limiting EVERY weapon system to firing a maximum of two at a time would certainly do it! It would be boring as F, but hey, geese and ganders, what's good for one...
#57
Posted 16 November 2018 - 05:27 AM
#60
Posted 30 December 2018 - 03:53 PM
Acersecomic, on 30 October 2018 - 09:00 AM, said:
You realize the twin Heavy Gauss Rifle's 50 alpha at 440 meters is...
approximately 37.5 damage, right?
At 660 its 25 damage, at 880 its 12.5 damage. (These are approximate).
There's a 42% chance (according to smurfy its +17%, which is +17% on the base 25% for a single crit) of the Heavy Gauss Rifle slug to get a 12.5 crit damage bonus. Assuming both slugs get this single crit, and taking 15% of that to add to bonus structure damage, which is unaffected by range, then against structure...
Twin Heavy Gauss at 440 meters is approximately 41.25 damage against structure if both succeed in crits.
THG at 660 meters is approximately 28.75 damage.
THG at 880 is approximately 16.25 damage. Again these three are if both of them succeed in critical hits.
While 45 at the range of three standard Gauss Rifle at 660 might be scary, consider how easily destroyed such mechs are.
Any mech trying to run this setup is an easily destroyed glass cannon, kind of like a piranha that's slower than dog-poop, sacrificing much speed and pretty much its own dignity in order to run this.
The ghost heat would make it pretty unruly, too.
Considering how MWO treats Gauss Rifles and PPCs, this means that ghost heat will also spread to combining them with PPCs and prevent the real threat of the much harder to deal and fewer sacrifices of the twin Gauss twin PPC setup.
One more for fun.
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