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Lgr Ever Useful?


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#1 The6thMessenger

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Posted 29 March 2019 - 04:53 AM

I don't know man. I've tried 2x LGR, at this point I'd rather boat 3x AC5.

I get that long-range is it niche, but honestly paltry damage compensated with rapid-fire is being compromised by the charge-mechanic. Unless it's large maps like alpine-peaks, I just see not much use to LGR unlike GR or HGR, I even challenge the use vs AC2 and AC5 in many cases.

What do you think? Should the LGR function differently? what does it need to be more useful?

Honestly, I'd rather make it 0.75s Charge time + 5s cooldown, with 12 damage. It would have consistent charge-time with the rest of the GRs so less strain, likewise same cooldown. Basically GR on a budget, the GR would have better DPS.

Edited by The6thMessenger, 29 March 2019 - 05:03 AM.


#2 Bud Crue

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Posted 29 March 2019 - 05:03 AM

No idea what to change or how to make them better, but I have had success running 2 LGR and 6ML on a Firebrand. I know a couple of people that run a K2 with 2LGR and 4ERML and when spectating they either clean house or are a temporary pest that gets focused. I recall seeing someone recently running 4 LGRs in a GQ drop on Polar in something (I don’t recall what Mech...maybe a Mauler?), and they seemed to be having a fine ole time firing 2x2 nonstop.

#3 Lily from animove

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Posted 29 March 2019 - 05:06 AM

remove the charge, we can Pretent it is small enough to work without charge. and it's not punchy enough to cause similar balance issues as a real gauss.

#4 VonBruinwald

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Posted 29 March 2019 - 05:17 AM

LGR need's a damage boost. I love the weapon (run a pair on my Dao Breaker), but as you said, rapid-fire and charge mechanic don't mesh well.

View PostLily from animove, on 29 March 2019 - 05:06 AM, said:

remove the charge, we can Pretent it is small enough to work without charge. and it's not punchy enough to cause similar balance issues as a real gauss.


The Gauss rifle should never have had a charge mechanic. That burden should have been placed on the PPC's family to offset their lighter weight/crits and lack of ammo requirements (not to mention Gauss are permanently charged for the purpose of crits). But sadly I can't see that being rectified at this point.

#5 Dimento Graven

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Posted 29 March 2019 - 06:12 AM

Someone was in a build with quad light gauss rifles, can't remember what it was, but apparently it had significant ballistics refresh quirks. It was impressive how fast he was firing them out.

I don't recall the score, but it seemed like <gasp> fun!

#6 RickySpanish

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Posted 29 March 2019 - 06:13 AM

I saw a Fafnir run 4 LGR once on Tourmaline, he ended up being the last alive against 5 enemy players and he actually won. The guy was extremely skillful and the rest of us dead plebs called out a couple of damaged players, who came at him in a conga line. It was one of those moments that stays with you.

However, no. It's crap lol.

#7 Xeno Phalcon

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Posted 29 March 2019 - 06:31 AM

LGR has better dps than a gauss rifle but the charge mechanic severely hampers its ability to maximize its potential - combined with the fact that in a battle of skill (or hill humping) DPS falls behind frontload damage. And don't make the mistake of sticking them on a cooldown quirk mech, I thought I was gonna get carpel tunnel using one on my skilled out ENF-4R.

#8 Bud Crue

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Posted 29 March 2019 - 06:39 AM

Forgot...also a single on a Panther 10P or a stealth Phoenix Hawk can be hilarious. Not great, but pretty damn funny (especially if you make it to the end and are tying to kill that last Flea) In the PH especially if you can get a perch on Tourmoline or Mining or the wall on HPG, and stay at a distance of the main fight, you can put up some decent numbers (you’ll run out of ammo and still not do anything stellar) and just be a huge pain in the rear. When the lights come for you, it can get down right hysterical.

#9 Gas Guzzler

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Posted 29 March 2019 - 06:49 AM

Useful? I'm not sure but I have been having a little bit of fun with dual LGR builds... not huge damage machines but still kind of fun. Slight damage boost would be nice. Its a little demoralizing that dual LGR does ONE more damage than a single Gauss.

Edited by Gas Guzzler, 29 March 2019 - 06:49 AM.


#10 WrathOfDeadguy

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Posted 29 March 2019 - 07:35 AM

I can't really think of a situation where I'd rather have any number of LGRs instead of the same tonnage in ACs. They deal a truly sad amount of damage for the tonnage.

#11 Verilligo

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Posted 29 March 2019 - 07:48 AM

LGRs do have a certain benefit in the way of still sounding and feeling like getting shot with a gauss round. The only way you can really tell is how often the hits come and how little armor you lose compared to what you would expect. One or two on a Stealth mech with other weapons to use for additional damage can be good for sowing confusion, depending on the enemy team. I wouldn't rely on it for that, but it's there if you're in the mood for memes.

#12 Kubernetes

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Posted 29 March 2019 - 08:53 AM

No, they suck. It's a lot of tonnage committed for bad damage output.

#13 LordNothing

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Posted 29 March 2019 - 02:53 PM

too much tonnage and not enough boom. there are some cases when its good, like on an urbie (of course you can put a full gr on one of those just fine) or when you boat 4 of them and can run it in a dps role. even then its not great.

i do think it needs some buffage or probibly a mechanics chage. some options:

different charge mechanic. rather than a charge and hold mechanic like the others, it does have a small charge up delay but fires immediately. charge limit of 2 remains in effect.

remove charge all together. though this makes it feel less gauss like. its essentially an ac8. this would actually be boring.

ghost charge. required charge time is based on number and type of gauss rifles being charged at the time. lgr would have no charge when used singularly. add a second one and get a short charge time.

charge limit to 3. only effective on larger mechs though and doesn't make stand alone guns any better.

damage buff. would make boats really deadly though.

Edited by LordNothing, 29 March 2019 - 02:55 PM.


#14 Escef

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Posted 29 March 2019 - 03:01 PM

I've seen people get good mileage out of quad LGR Fafnirs. It's a build that's easy to underestimate until you take a few rounds from it, but you pay attention to them once you realize how much damage they can pump into you.

That said, as I joke/gimmick build, I crammed a pair of LGRs into a Grid Iron. Silly fun when it works, but it's very fragile.

#15 LordNothing

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Posted 29 March 2019 - 03:10 PM

View PostEscef, on 29 March 2019 - 03:01 PM, said:

I've seen people get good mileage out of quad LGR Fafnirs. It's a build that's easy to underestimate until you take a few rounds from it, but you pay attention to them once you realize how much damage they can pump into you.

That said, as I joke/gimmick build, I crammed a pair of LGRs into a Grid Iron. Silly fun when it works, but it's very fragile.


this is kind of why i want to stay away from an outright damage or dps buff in favor of a charge mechanic change.

#16 Ilfi

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Posted 29 March 2019 - 03:12 PM

Weighs way too much for the damage it does, especially with all of the other drawbacks mentioned.

#17 Shadowomega1

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Posted 29 March 2019 - 08:39 PM

I find it funny that people complain about the 8 damage and want it buffed to 10 to be on par with the AC 10 while the weapons has double the optimal range of an AC10, and more range and faster fire rate then the heavier standard gauss rifle, all while having same or nearly the same max range boost of all ballistic based weapons. All this on top of having the speed to cover that extreme range in a very short time frame.

LGR top out around 2500 to 3000 meters max range, while having between 2500 to 3000 meters a second projectile speed.

#18 FupDup

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Posted 29 March 2019 - 08:44 PM

View PostShadowomega1, on 29 March 2019 - 08:39 PM, said:

I find it funny that people complain about the 8 damage and want it buffed to 10 to be on par with the AC 10 while the weapons has double the optimal range of an AC10, and more range and faster fire rate then the heavier standard gauss rifle, all while having same or nearly the same max range boost of all ballistic based weapons. All this on top of having the speed to cover that extreme range in a very short time frame.

LGR top out around 2500 to 3000 meters max range, while having between 2500 to 3000 meters a second projectile speed.

It's implicit that higher damage on the LGR would beget a reduced rate of fire. The LGR also has the same velocity as the normal GR.

As for the AC/10, I've always wanted it to get a bit more velocity itself (and most other ACs with it).

#19 ShiverMeRivets

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Posted 29 March 2019 - 11:21 PM

LGR is fine in everything excet its weight.
Take 1 ton off its weight and you get a reasonable long range ballistic that is equivalent of an AC8 - thus keeping it a uniqe weapon also in its damage and gauss-like charging.

Also, all gauss should have a lower chance to explode. They are not charged all the time and therefore should not explode all the time. At max fire rate, a gauss is charged 0.75 seconds out of 5.75 seconds cycle time - that is only 13% of the time, so the chance to explode should be about the same.

#20 Y E O N N E

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Posted 30 March 2019 - 06:23 AM

It's useful on exactly one 'Mech, the NSR-9J, and only because any other mixed ballostic build results in a smaller alpha size than what you can get by using the LGR. The LGR itself is not actually good in any way.

9 damage, let's go.

View PostLordNothing, on 29 March 2019 - 03:10 PM, said:

this is kind of why i want to stay away from an outright damage or dps buff in favor of a charge mechanic change.


That's a functional cooldown reduction at the expense of the weapon's identity. Hard nope.

Edited by Y E O N N E, 30 March 2019 - 06:23 AM.






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