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Holy Gauss Snipers, Batman!


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#1 Skippy The Danger Squirrel

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Posted 20 April 2021 - 10:58 AM

I'm sure someone in the dev team would have thought twice before giving Gauss rifles nearly twice the range of nearly every other weapon in the pantheon..... But I suppose I expect too much.

Just finished back to back Polar Highlands, where the new cancer is the stealth gauss equipped mech, standing 2 clicks off and just shredding targets at will. I kept getting hit but could never figure out from where. By the time I saw the muzzle flash (having to use my own zoom to see it), I got ganked by all the lights and mediums hiding in the shadow of the ridges between. Nice job, PGI.

#2 pattonesque

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Posted 20 April 2021 - 11:01 AM

how much damage was he doing from 2km away

#3 Skippy The Danger Squirrel

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Posted 20 April 2021 - 11:09 AM

Enough that it was stripping armor with each shot. By the time I figured out where he was and tried to move to engage, my CT was yellow and RT cherry.

You can add Tourmoline Desert to that list. They get up in the sniper hide and rule the battlefield with impunity.

Either they need to bring back the stealth armor time out, or add an effective counter.... This walking along the map getting shredded out of nowhere kind of sucks...

#4 MyriadDigits

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Posted 20 April 2021 - 12:08 PM

maybe don't stand out in the open? Even if hard cover is at a premium on Polar, staying in the low ground will do wonders for your survival.

#5 dario03

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Posted 20 April 2021 - 12:13 PM

Gauss was given a high max range so it could do damage worth using ammo for at about 1.5k. At 2k with 5% range quirk and all range skills a single gauss is doing something like 4.5dmg. So while someone can shoot at 2k, it will take a long time and a lot of ammo to do a large amount of damage.

#6 SCRAPMETAL99

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Posted 20 April 2021 - 12:14 PM

View PostMyriadDigits, on 20 April 2021 - 12:08 PM, said:

maybe don't stand out in the open? Even if hard cover is at a premium on Polar, staying in the low ground will do wonders for your survival.


you cant teach common sence

#7 Krasnopesky

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Posted 20 April 2021 - 12:22 PM

View Postpattonesque, on 20 April 2021 - 11:01 AM, said:

how much damage was he doing from 2km away


At 2km with full range skill nodes Gauss will do 3.76 damage.

As always we are watching feedback. If the feedback is overwhelmingly in favour of reducing the maximum range we will follow through with that.

#8 Dionnsai

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Posted 20 April 2021 - 01:20 PM

also the coming agility and mech scaling will make dodging those shots easier, I like the fact that it gives some competition to the overly dominant ER Large at extreme ranges

I've been able to sit at 1500 meters with ER Large and burn people all day without them being able to do anything to stop me, I'll have to be more careful now

Edited by Dionnsai, 20 April 2021 - 01:21 PM.


#9 Monkey Lover

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Posted 20 April 2021 - 01:20 PM

View PostKrasnopesky, on 20 April 2021 - 12:22 PM, said:

At 2km with full range skill nodes Gauss will do 3.76 damage.

As always we are watching feedback. If the feedback is overwhelmingly in favour of reducing the maximum range we will follow through with that.


Reduce the sound effect :)

#10 FupDup

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Posted 20 April 2021 - 01:25 PM

I do think that Gauss should have its range (both max and optimal) reduced to somewhere between old and new values, not because of being OP but so that the Light Gauss can have a truly noticeable range advantage over it.

Right now you have to get out past 2000 something meters for the LGR to have an edge, which hardly happens outside of FP which is a meme mode. IMO the LGR should have the unique niche of being the extreme-range sniper (maybe the HVAC/2 can join in the fun if we ever get it).

Edited by FupDup, 20 April 2021 - 01:57 PM.


#11 Gas Guzzler

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Posted 20 April 2021 - 02:44 PM

View PostFupDup, on 20 April 2021 - 01:25 PM, said:

I do think that Gauss should have its range (both max and optimal) reduced to somewhere between old and new values, not because of being OP but so that the Light Gauss can have a truly noticeable range advantage over it.

Right now you have to get out past 2000 something meters for the LGR to have an edge, which hardly happens outside of FP which is a meme mode. IMO the LGR should have the unique niche of being the extreme-range sniper (maybe the HVAC/2 can join in the fun if we ever get it).


Have you heard of the 2 LG, 3 ER PPC NSR-9J? Seems pretty extreme-range snipey to me.

#12 Vlad Ward

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Posted 20 April 2021 - 02:50 PM

Gauss is the only purpose-built sniper rifle in the game. I have no issues with it being able to hit targets at long range.

#13 FupDup

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Posted 20 April 2021 - 03:15 PM

View PostGas Guzzler, on 20 April 2021 - 02:44 PM, said:

Have you heard of the 2 LG, 3 ER PPC NSR-9J? Seems pretty extreme-range snipey to me.

I'm comparing LGR vs. GR specifically. Bringing ERPPCs into the comparison highlights the LGR not being able to stand on its own very good, basically just acting as an accessory for PPC mechs.

#14 Quandoo

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Posted 20 April 2021 - 04:52 PM

i have a ecm marauder with 2 gauss and lrg lasers. average damage 600-1200. streaks will teach lights manners Posted Image

Edited by Quandoo, 20 April 2021 - 04:52 PM.


#15 PocketYoda

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Posted 20 April 2021 - 06:51 PM

Rofl

#16 Y E O N N E

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Posted 20 April 2021 - 09:08 PM

View PostFupDup, on 20 April 2021 - 03:15 PM, said:

I'm comparing LGR vs. GR specifically. Bringing ERPPCs into the comparison highlights the LGR not being able to stand on its own very good, basically just acting as an accessory for PPC mechs.


This is not the case. The LGR has the boon of not being connected to the PPC family of weapons in terms of ghost heat. While Gauss and Light Gauss do step on each other, the latter has a distinct niche when combined with ER PPCs that the standard Gauss simply cannot fill. If you want to PPFLD from long range, LGR is the way to go. If you want to mix ERLL and Gauss, then both forms of the Gauss can be used equitably and I would say Light Gauss typically comes out ahead for any amount of tonnage spent on weapons until you get to the very top (3ERLL + 2Gauss).

If anything, the standard Gauss does not come into its own until mid-range, where the superior damage-to-weight ratio of all weapons involved allows larger alphas than what can be achieved if you use the Light Gauss.

Edited by Y E O N N E, 20 April 2021 - 09:08 PM.


#17 Meep Meep

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Posted 21 April 2021 - 02:41 AM

Relevant.



#18 Skippy The Danger Squirrel

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Posted 21 April 2021 - 06:05 AM

What I am seeing is a lot of dual gauss and even triple gauss, stealth snipers, sitting on the ridges and peppering players as soon as they come over the hill. There is no heat penalty for the stealth, or the gauss so they can dual fire/triple fire all day long. Even at only 4dmg at extreme range, that's 8/12 dmg combined with each volley.

#19 Gas Guzzler

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Posted 21 April 2021 - 06:08 AM

View PostFupDup, on 20 April 2021 - 03:15 PM, said:

I'm comparing LGR vs. GR specifically. Bringing ERPPCs into the comparison highlights the LGR not being able to stand on its own very good, basically just acting as an accessory for PPC mechs.


I mean you can’t just compare one weapon to one weapon, you have to consider the possible load outs that work with it.

#20 Gas Guzzler

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Posted 21 April 2021 - 06:11 AM

View PostSkrapiron, on 21 April 2021 - 06:05 AM, said:

What I am seeing is a lot of dual gauss and even triple gauss, stealth snipers, sitting on the ridges and peppering players as soon as they come over the hill. There is no heat penalty for the stealth, or the gauss so they can dual fire/triple fire all day long. Even at only 4dmg at extreme range, that's 8/12 dmg combined with each volley.


Sorry who can triple fire Gauss?


Also if 8 damage every 5 seconds is giving you trouble and you don’t know how to deal with it, I don’t know what to tell you. I’ll give you a hint, don’t poke that spot again.





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