

#1
Posted 24 November 2022 - 11:39 PM
What are it's benefits? Shoots far, fast projectile, crits internals on open components, ammo doesn't explode, no heat generated, shakes cockpit with a unique more ominous sound. Seems the negatives outweigh the benefits. Considering you can fire 4 erppc's in some cases why cant we get some quirks for the gauss rifles?
I could understand limiting heavy gauss to 2 (though technically the max is 2 anyway) but why gauss and light gauss? its only 30-40 damage every 3 to 4 seconds, there are plenty of ppfld builds that do just as much at nearly the same range with a basically heat and ammo explosions being the only negatives.
#2
Posted 24 November 2022 - 11:54 PM
DoRkcHoPs, on 24 November 2022 - 11:39 PM, said:
Thats always the biggest negative for large alpha builds is heat. Gauss generates little heat and with its long range at least for the smaller versions thats basically a penalty free sniping dps monster if you could boat them. Most ppfld builds have a visible beam or projectile trail to follow even boated ac but gauss rounds are nigh invisible and the muzzle sparks don't stand out too much. So yeah there had to be some way to keep them from taking over the wallflower sniper role.
#3
Posted 24 November 2022 - 11:56 PM
Edited by DoRkcHoPs, 25 November 2022 - 12:01 AM.
#4
Posted 25 November 2022 - 12:05 AM
Edited by I LOVE ANNIHILATORS, 25 November 2022 - 12:05 AM.
#6
Posted 25 November 2022 - 12:15 AM
DoRkcHoPs, on 24 November 2022 - 11:56 PM, said:
It's high enough that you can quickly core out most mechs if you can just sit and fire away especially if you have tasty rear armor to shoot.
#8
Posted 25 November 2022 - 12:29 AM
Meep Meep, on 25 November 2022 - 12:15 AM, said:
It's high enough that you can quickly core out most mechs if you can just sit and fire away especially if you have tasty rear armor to shoot.
extremely rare, and its damn near impossible to core anything with gauss these days, shoot twice and 90% of the team has cored you out at almost any range.
#9
Posted 25 November 2022 - 12:32 AM
DoRkcHoPs, on 25 November 2022 - 12:29 AM, said:
If you are shooting twice with anything other than heavy gauss and getting return fire then I think it might have more to do with positioning than the actual weapon.
#10
Posted 25 November 2022 - 12:36 AM
Meep Meep, on 25 November 2022 - 12:32 AM, said:
If you are shooting twice with anything other than heavy gauss and getting return fire then I think it might have more to do with positioning than the actual weapon.
erppc and er ll is very common along with ac/2 and ac/5, unless you are playing on a mech with ecm its really quite easy to be swarmed by lights or mediums after 1 or 2 shots.
Edited by DoRkcHoPs, 25 November 2022 - 12:42 AM.
#11
Posted 25 November 2022 - 12:47 AM
#12
Posted 25 November 2022 - 12:54 AM
Meep Meep, on 25 November 2022 - 12:47 AM, said:
sure sure with ecm its less of an issue but more gameplay options is better, only a few mechs can hold 4 gauss and of those i dont think any have ecm so why not give them a quirk to be able to fire faster or +2 to hsl?
#14
Posted 25 November 2022 - 01:33 AM
Meep Meep, on 25 November 2022 - 01:09 AM, said:
This is about the only mech I know that can do quad light gauss with ecm and the only others to pull it off are the anni, nightstar and king crab. So not really all that much variety to choose from.
but they could have gauss rifle quirks to make them more different from each other
#15
Posted 25 November 2022 - 01:58 AM
I see something similar to this more than a quad light gauss fafnir since you can alpha it with no penalty.
cp-11-p
#16
Posted 25 November 2022 - 02:13 AM
#17
Posted 25 November 2022 - 02:28 AM
DoRkcHoPs, on 25 November 2022 - 02:13 AM, said:
https://mwo.nav-alph.../mechlab/hbk-gi
#18
Posted 25 November 2022 - 02:29 AM
Get rid of the charge up and gauss would be great as is.
#19
Posted 25 November 2022 - 02:43 AM
GoatHILL, on 25 November 2022 - 02:29 AM, said:
Get rid of the charge up and gauss would be great as is.
Not really, they just require more skill to use well, to anticipate enemy movement.
IMO charge is good way to balance gauss.
#20
Posted 25 November 2022 - 03:59 AM
the reason that the Gauss rifles explode and the ammo doesn't is in the nature of the weapon. the ammo are just solid slugs with no propellant so nothing to go boom. as for the weapon itself it has a number of capacitors that feed the weapon. its those that explode. (if you have ever seen a heavy capacitor blow its rather spectacular). mind you those capacitors only fail spectacularly when fully charged. for simplicity's sake they just made it always go so they didn't have to program in a function that only explodes if charging (in TT and lore the weapons were just charged up and left that way until the weapon was fired only need to charge again after being fired). think of it this way
standard IS Gauss
slots-7
tons-15
dmg-15
heat-1
cooldown (not including charge time)-4.25 sec
optimum range-810
ammo per ton-12
now compare that to the closest other IS ballistics damage wise (just going with the standards and not the LBX and UAC since they have their own advantages and disadvantages just in the nature of the system)
AC/10
slots-7
tons-12
dmg-10
heat-2.5
cooldown-2.25 sec
optimum range- 450
ammo per ton-23
AC/20
slots-10
tons-14
dmg-20
cooldown-5 sec
optimum range-270
ammo per ton-8
now its easy enough to see that the gauss has better range and heat than both. its only 1 ton heavier than the AC/20 but takes up the same crit space as the AC/10. the damage sits dead in between. now you can get better damage on the AC front with UACs but keep in mind they take up 1 more ton and 1 more crit slot as well as producing more heat and don't forget that UACs have a nasty habit of jamming when you need them most. so the biggest advantage of the Gauss rifle over other ballistics is their range and dmg per heat. ( EDIT: also the Gauss rifle has more ammo per ton than the AC/20 but not as much as the AC/10)
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