One thing that always bothered me was logic behind the gauss variations and their respective ammo per tone. Looking at standard physics Force(F)*Constant(C)=1/2*Mass(M)*Velocity(V)^2 with a constant to spit out damage values you will find something doenst check out (and yes I know its a game so wont necessarily follow real world mechanics). If you use the standard gauss as the base line to find the constant (13,333.3) the expected damage for the other two are way off as show below. Realistically the heavy gauss would fire the same size slug but at a higher velocity than the gauss to do more damage
Today's values:
Ammo/tone, Projectile speed, Game Damage, Expected Damage
Light Gauss: 25/tone -- 2000 -- 8 -- 6
Gauss: 10/tone -- 2000 -- 15 -- 15
Heavy Gauss: 5/tone -- 1500 -- 25 -- 16.875
Gausses don't fit in to just any build compared other weapons due to the slots, tones and they even behavior. Increasing the ammo per tone would help fit other utilities light jump jets or targeting computers. Following the logic above with tweaks to ammo and velocity would have impacts to the damage as well. See below.
New values:
Ammo/tone, Projectile speed, New Damage,
Light Gauss: 25/tone (+0) -- 2000 -- 9 (+1)
Gauss: 15/tone (+5) -- 2000 -- 15 (+0)
Heavy Gauss: 10/tone (+5) -- 2110 (+610) -- 25 (+0)
Ideally I would like to see light gauss reduced to 10 tones as well to make it easier to fit into more mechs.
side note:
Targeting computers dont do much at the moment reducing the weight of all variant by half would give more incentive.
Edited by Neogear, 19 February 2021 - 06:17 PM.