Jump to content

Gauss Rifles

Gameplay Weapons

87 replies to this topic

#21 chaosshade2638

    Member

  • PipPipPipPipPip
  • The Predator
  • The Predator
  • 102 posts
  • LocationAround

Posted 25 November 2022 - 06:18 AM

There's quite a few mechs that have gauss perks to affect the cooldown, the MDD-C, BAS-Prime, and Slepnir come to mind immediately. Put four light gauss on a Snepnir and you can absolutely POUND enemy mechs because of the cooldown bonuses plus range.

#22 RockmachinE

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,221 posts

Posted 25 November 2022 - 04:21 PM

I agree, gauss got the short end of the stick.

It used to be way more meta, its the cooldown that killed it. I forget when, but at some point it got drastically increased and guass has fallen out of favor since. Its pretty much not worth fielding it unless you enjoy using it, but if youre looking for optimal performance gauss sucks on most builds.

Simply reducing the cooldown would make it useful again, but I don't think it will happen.

Edited by Louis Brofist, 25 November 2022 - 04:23 PM.


#23 DoRkcHoPs

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 180 posts
  • LocationFederal Way, WA

Posted 25 November 2022 - 05:20 PM

I like the charge mechanic and its very easy to get used to almost to the point where its available to fire at a moments notice 90% of the time and it would make way more sense if the weapon would explode while it's in a charged state so maybe that needs to be reworked. Most of you miss the point. Sure there are 18 mechs with gauss cooldown quirk and two of those have velocity boosts for ballistics which make gauss crazy accurate at long range but thats not the point. The point is gauss needs more love and more perks to make it more appealing to use. Right now its just a niche weapon with few uses outside of sniping.

if not mech quirks how about skills. missles have 6, lasers have 5, gauss has 2 maybe expand that to 5 for even shorter charge time or reduce chance of explosion

#24 GoatHILL

    Member

  • PipPipPipPipPipPip
  • The Formidable
  • The Formidable
  • 406 posts
  • LocationA dark corner

Posted 26 November 2022 - 02:36 AM

1v1 match at 1000m 1 mech dual gauss the other dual ERPPC.

Which do you choose?

I'll take the ERPPCs every time even with less damage.

Now no charge up which do you take?

#25 Bud Crue

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 9,995 posts
  • LocationOn the farm in central Minnesota

Posted 26 November 2022 - 05:19 AM

View PostCurccu, on 25 November 2022 - 02:28 AM, said:



I've always thought they should do something like this (the Gauss cool down, plus) on the Panther 10P to give it some true light Gauss potential (or regular Gauss for the truly bold). As it is running 2 AC2 or a single AC10 in this meta is just a stupid choice. The changes they made in terms of quirks to the Gridiron (and unrelated, but see also the LBX quirks for the Cent-D) give useful flavor and/or a role without making the thing OP. There are more mechs that could use these kinds of quirks, but it certainly isn't a need for any that are capable of mounting 4 Gauss rifles or even Light Gauss.

BTW, OP, have you tried a Kodiak with 4 Gauss? The thing is pretty brutal in the right hands; no extra quirks needed.

Edited by Bud Crue, 26 November 2022 - 05:20 AM.


#26 martian

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 8,865 posts

Posted 26 November 2022 - 07:23 AM

View PostGoatHILL, on 25 November 2022 - 02:29 AM, said:

Gauss rifles are meant to be long range sniper weapons, the charge up mechanic ruins it for that role.

Sniper has usually enough time to carefully line up his shot. So charging up his Gauss Rifle is not such big problem.


View PostGoatHILL, on 25 November 2022 - 02:29 AM, said:

Get rid of the charge up and gauss would be great as is.

I do not think that such weapon, that functions pretty much like AC-20 with the 810 m range, very fast projectile and only slighty less powerful shot than AC-20, would be good for the balance of MWO.

#27 Weeny Machine

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,014 posts
  • LocationAiming for the flat top (B. Murray)

Posted 26 November 2022 - 10:57 AM

View PostDoRkcHoPs, on 24 November 2022 - 11:56 PM, said:

40 damage is not high alpha by any stretch of the imagination and with 4 light gauss you pretty much can't fit anything else into the mech.


Play a light and get hit by 40 pinpoint damage. Then talk again

#28 DoRkcHoPs

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 180 posts
  • LocationFederal Way, WA

Posted 26 November 2022 - 04:12 PM

View PostBud Crue, on 26 November 2022 - 05:19 AM, said:

BTW, OP, have you tried a Kodiak with 4 Gauss? The thing is pretty brutal in the right hands; no extra quirks needed.


Not sure about brutal but it did scare the pants off some people. Similar effect with quad light gauss in other builds. But it's no dual ac/20 3x or 4x snub build.

View PostWeeny Machine, on 26 November 2022 - 10:57 AM, said:

Play a light and get hit by 40 pinpoint damage. Then talk again


Well that's the risk you take playing a light but you have small size, speed and netcode on your side.

View PostGoatHILL, on 26 November 2022 - 02:36 AM, said:

1v1 match at 1000m 1 mech dual gauss the other dual ERPPC.

Which do you choose?

I'll take the ERPPCs every time even with less damage.

Now no charge up which do you take?


are we peaking or just full out brawl? I would pick Gauss, you would easily run out of cool shots and heat capacity before i run out of ammo. If we are peaking, its about even. You simply start the charge before peaking out and release when your crosshairs are on the target.

#29 RockmachinE

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,221 posts

Posted 26 November 2022 - 04:15 PM

Just got a Grid Iron, 50% cooldown on Gauss. Totally worth it, been having so much fun.

#30 Sawk

    Member

  • PipPipPipPipPipPip
  • Star Captain
  • Star Captain
  • 402 posts

Posted 26 November 2022 - 04:28 PM

hmm well i guess i have to bring out some of MY GAUSS builds now, only thing YOU need to worry about what the 2ND weapon system i have ---- woot

SAWK CLANNER

#31 DoRkcHoPs

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 180 posts
  • LocationFederal Way, WA

Posted 29 November 2022 - 03:13 AM

take this build for example.
dwf-b

You can 30dmg alpha strike this every second at 800m+, add a couple coolshots and you'll run out of ammo before you overheat. so why is gauss so nerfed but this is fine?

Or this
dwf-b
16 damage alpha every .5 seconds at 1100m+

but yet we can only fire 2 gauss at a time every 4.5 seconds at 900m. Perhaps what gauss needs is a mechanic where the size of the engine determines the charge time. So a beefy Standard 350+ engine will reduce the charge time to zero but if you want to bolt on 4 gauss maybe you can only run a Light/XL 250 and you have a 2.5 second charge time.

#32 Curccu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 4,623 posts

Posted 29 November 2022 - 04:11 AM

View PostDoRkcHoPs, on 29 November 2022 - 03:13 AM, said:

Perhaps what gauss needs is a mechanic where the size of the engine determines the charge time. So a beefy Standard 350+ engine will reduce the charge time to zero but if you want to bolt on 4 gauss maybe you can only run a Light/XL 250 and you have a 2.5 second charge time.

How does this help balancing game? It just makes already strongest assault (and some heavies) class stronger.
kdk-3? Where does this sit? with less ammo and some leg armor stripping 325 STD goes in pretty comfortable also.

I agree that gauss is bit weak at the moment and could some kind of buff (maybe CD?) but messing up with charge IMO isn't correct solution, it keeps it unique style of weapon.

#33 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,650 posts

Posted 29 November 2022 - 05:06 AM

View PostDoRkcHoPs, on 29 November 2022 - 03:13 AM, said:

take this build for example.
dwf-b

You can 30dmg alpha strike this every second at 800m+, add a couple coolshots and you'll run out of ammo before you overheat. so why is gauss so nerfed but this is fine?

Or this
dwf-b
16 damage alpha every .5 seconds at 1100m+

but yet we can only fire 2 gauss at a time every 4.5 seconds at 900m. Perhaps what gauss needs is a mechanic where the size of the engine determines the charge time. So a beefy Standard 350+ engine will reduce the charge time to zero but if you want to bolt on 4 gauss maybe you can only run a Light/XL 250 and you have a 2.5 second charge time.


Balancing does not work when done onedimensionally. You can't just look at DPS and range for balance purposes. Compare these loadouts with their other aspects:
6 AC5:
  • 6 ballistic slots necessary
  • 42 tons used for weaponry - no ammo included
  • 7.3 heat/alpha
8 AC2
  • 8 Ballistic slots necessary (only one mech can do this)
  • 40 tons used for weaponry - no ammo included
  • 3.9 heat/alpha
2 Gauss
  • 2 Ballistic slots necessary
  • 24 tons used for weaponry - no ammo included
  • 2 heat/alpha

now, in combination with gauss, the most competitive builds are possible. For example:
https://mwo.nav-alph...=485e2361_DWF-C

do you really think, that with such comibinations possible, Gauss needs a buff?

#34 LordNothing

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 17,733 posts

Posted 29 November 2022 - 08:39 AM

i feel like the hard 2-rifle limit should be dynamic based on what guns are installed. allow up to 3 lgr and 2lgr+sgr configs to be used and have a charge limit quirk for some mechs (such as the quad lgr fafnir).

charge time should also be dynamic where the charge time stacks. you can buff charge time for single guns (say 0.375 for an sgr) while keeping the dual charging the same (0.75). again charge time quirks on select mechs. id like to see a 0.5s quirk on some mechs, which would allow a single lgr to instant-charge. more guns more charge time.

Edited by LordNothing, 29 November 2022 - 08:46 AM.


#35 DoRkcHoPs

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 180 posts
  • LocationFederal Way, WA

Posted 29 November 2022 - 11:50 AM

View PostCurccu, on 29 November 2022 - 04:11 AM, said:

How does this help balancing game? It just makes already strongest assault (and some heavies) class stronger.
kdk-3? Where does this sit? with less ammo and some leg armor stripping 325 STD goes in pretty comfortable also.

I agree that gauss is bit weak at the moment and could some kind of buff (maybe CD?) but messing up with charge IMO isn't correct solution, it keeps it unique style of weapon.


you can fit like 4 tons of ammo and you would get cored out even faster so there is still a balance. the rifle would still have a 4 second cooldown, just little to no chargeup.

View PostAidan Crenshaw, on 29 November 2022 - 05:06 AM, said:

do you really think, that with such comibinations possible, Gauss needs a buff?


Yes, you're shooting that build 2 or 3 times and overheated. also the long burn of the LL makes it inefficient. i am not trying to perfect sniping with gauss im just trying to make gauss more useful in more situations.

Edited by DoRkcHoPs, 29 November 2022 - 11:56 AM.


#36 Curccu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 4,623 posts

Posted 29 November 2022 - 12:05 PM

View PostDoRkcHoPs, on 29 November 2022 - 11:50 AM, said:


you can fit like 4 tons of ammo and you would get cored out even faster so there is still a balance. the rifle would still have a 4 second cooldown, just little to no chargeup.


kdk-3 quad gauss std325
I can fit like 6 tons of ammo which is worth 900 damage before skilltree
my torso armor is 100% maxed out. just stripping some of the legs and arms and head fully.
every 4 seconds 60 damage 100% velocity synced PPFLD alpha. I don't know how much you play lights but 1 touch from this and game over and it's not that hard to hit with that velocity, doesn't feel balanced to me.

You can somewhat compare it to MAD-4L BUT this mech has low slung arms, can alpha about 3 times without starting to cooldown, weapon velocities are not perfectly synched and bit smaller alpha.

#37 Darian DelFord

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,342 posts
  • LocationFlorida

Posted 29 November 2022 - 02:14 PM

View PostGoatHILL, on 25 November 2022 - 02:29 AM, said:

Gauss rifles are meant to be long range sniper weapons, the charge up mechanic ruins it for that role.

Get rid of the charge up and gauss would be great as is.




Under no circumstance should that ever happen again. I played prior to the gauss having a charge up mechanic. There is a reason it got it. Otherwise that is all you would see. The fact that an ECM Stealthed Heavy Assault can fire at over 900 meters with near impunity is nuts. And its just effective at 900+ meters as it is at 50 meters.



View PostDoRkcHoPs, on 26 November 2022 - 04:12 PM, said:



Well that's the risk you take playing a light but you have small size, speed and netcode on your side.




There are so many things wrong with that statement its not even funny.

#38 DoRkcHoPs

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 180 posts
  • LocationFederal Way, WA

Posted 29 November 2022 - 09:40 PM

View PostDarian DelFord, on 29 November 2022 - 02:14 PM, said:

There are so many things wrong with that statement its not even funny.


ive seen lights taking fire from an entire team and surviving, gaurantee if you put an assault into that position its dead within .25 secnods Sure the damage is spread across most components instead of just CT and sure half of those shorts missed due to bad aim but still the amount of abuse a light can take is impressive Makes the assaults look weak. Dont get me wrong I have one shot many lights that came to play with me but ive been cored out from behind more times than i've one shot them.

Edited by DoRkcHoPs, 29 November 2022 - 09:46 PM.


#39 Darian DelFord

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,342 posts
  • LocationFlorida

Posted 29 November 2022 - 09:55 PM

View PostDoRkcHoPs, on 29 November 2022 - 09:40 PM, said:


ive seen lights taking fire from an entire team and surviving, gaurantee if you put an assault into that position its dead within .25 secnods Sure the damage is spread across most components instead of just CT and sure half of those shorts missed due to bad aim but still the amount of abuse a light can take is impressive Makes the assaults look weak. Dont get me wrong I have one shot many lights that came to play with me but ive been cored out from behind more times than i've one shot them.


Maybe 8 to 10 years ago. Hit Reg is no where near the problem people make it out to be. Yes from time to time it does act up. But it is by far the exception vs the rule. I would like to see the video of a light taking fire from the entire team and surviving.

Even when i am in my Flea 20 with Masc and stealthed evading like a champ I get crunched. As do most other light pilots. Does it take a bit more aim to hit the light vs an assault...... yes, but all it takes usually is one hit. Which if the entire team is firing at the light and the light is not 1000 meters away.... they are toast and thats just how it is. Matter of fact i am working on a video on how just easy it is to one shot a light in this current 60+ Alpha meta.

Coring out an assault from behind is something completely different than a light mech being invulnerable.

Edited by Darian DelFord, 29 November 2022 - 09:57 PM.


#40 Aidan Crenshaw

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,650 posts

Posted 29 November 2022 - 10:51 PM

I can't believe you made me post D A T A's videos:









1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users