Ap Gauss
#1
Posted 12 October 2024 - 03:01 PM
#2
Posted 12 October 2024 - 03:36 PM
Seriously, that gauss charge mechanic was one of the worst decisions PGI has made in this game and don't give me that bull about 30 pin point damage a dual gauss build being able to do as being OP because I can easily boat a bunch of lasers and alpha out a 50+ point damage volley of lasers that will easily manage to do at least 30 of that 50+ points of damage to whatever section I am aiming at because the lasers wander off target.
Honestly, so many things have had the fun nerfed out of them because slight advantages in certain circumstances that it is ridiculous.
#3
Posted 13 October 2024 - 06:40 AM
Jelan, on 12 October 2024 - 03:01 PM, said:
If you look at the leaked upcoming patch notes they are getting nerfed. Albeit it is only a .2 second addition to cooldown. I honestly don't think its going to be enough, but its a wait and see scenario.
#4
Posted 13 October 2024 - 06:51 AM
#5
Posted 13 October 2024 - 03:55 PM
There's any number of ways to change either the weapons themselves or the few problem mechs to rein in those mechs without hurting the weapon for every other mech that actually use them as the supplementary weapon they are supposed to be.
#6
Posted 13 October 2024 - 06:29 PM
.
#7
Posted 14 October 2024 - 09:48 AM
Angel of Annihilation, on 12 October 2024 - 03:36 PM, said:
Seriously, that gauss charge mechanic was one of the worst decisions PGI has made in this game and don't give me that bull about 30 pin point damage a dual gauss build being able to do as being OP because I can easily boat a bunch of lasers and alpha out a 50+ point damage volley of lasers that will easily manage to do at least 30 of that 50+ points of damage to whatever section I am aiming at because the lasers wander off target.
Honestly, so many things have had the fun nerfed out of them because slight advantages in certain circumstances that it is ridiculous.
A lot of stuff in this game still dies on the altar of double ppc gauss jump snipers being too strong literally 11 years ago.
That said, its definitely possible to make a slingshot style weapon with a wind up fun to use and fun to fire. Its a question of tactile feedback among other things, and gauss rifles in this game have very little.
#8
Posted 14 October 2024 - 11:54 AM
Angel of Annihilation, on 12 October 2024 - 03:36 PM, said:
Seriously, that gauss charge mechanic was one of the worst decisions PGI has made in this game and don't give me that bull about 30 pin point damage a dual gauss build being able to do as being OP because I can easily boat a bunch of lasers and alpha out a 50+ point damage
yeah, the gauss thing was before a lot of power creep got introduced. Personally I think it's time to get of JJ shake and put Gauss back given all the blue laser vomit
#9
Posted 14 October 2024 - 01:02 PM
pbiggz, on 14 October 2024 - 09:48 AM, said:
A lot of stuff in this game still dies on the altar of double ppc gauss jump snipers being too strong literally 11 years ago.
That said, its definitely possible to make a slingshot style weapon with a wind up fun to use and fun to fire. Its a question of tactile feedback among other things, and gauss rifles in this game have very little.
This.
I've also definitely misjudged my charge and released the fire button prematurely and the sound doesn't always match up so having a cue that you can use to know you are good to fire on top of the sound would be really nice, one that also doesn't get drowned out when you are taking dakka/missiles to the face.
#10
Posted 16 October 2024 - 03:16 AM
And besides, the SBG exists with its super quick charge-up (and faster cd) now, and projectile spread aside, tuning the charge time to be that short while it does make using it feel a lot better, doesn't really make it perform that much better than an LB10 either, especially for how much heavier it is which is kind of a proof that shortening or even removing charge time isn't really that much of a game changer you ask me other than making them more viable outside of sniping which they aren't even particularly exceptional at now that 2UAC2/AC2s have similar performance without its downsides/has more versatility, or even running UAC5s/AC5s instead.
And hitting a medium/more agile heavy can be rather challenging at sniping ranges even with its velocity, not to mention bad ammo/ton making every miss for it more wasteful than other weapons trying to do the same, and the rendering for CryEngine being rather jank too at these distances to add to the challenge.
If nothing else they can just remove charge time but add 0.3-0.5s cooldown on Gauss, Light Gauss, SBG, and C-Gauss, and most people would probably be happier to use Gauss even if it's still underpowered.
As for APG/MGauss, they're really only annoying on Warthog (doing almost 30 pinpoint damage back-to-back comparable to an AC20 Hunchback but way more agile and faster)/FLE-19s (fast, faster velocity, small hitbox, good weapon placement for it), outside of those two they're not really that much more of a deal than your average 3LPPC lights or something.
Edited by Ttly, 16 October 2024 - 03:57 AM.
#11
Posted 17 October 2024 - 07:40 AM
#12
Posted 19 October 2024 - 07:18 AM
Quote
That translates to: whoever wanted an effective nerf lost the argument.
Folks, folks. It's not the weapon, it's the bunch of them. Always has been.
#13
Posted 20 October 2024 - 11:30 PM
East Indy, on 19 October 2024 - 07:18 AM, said:
Folks, folks. It's not the weapon, it's the bunch of them. Always has been.
And honestly, I wish we didn't have to have a ridiculous boating problem to make a brawling mech scary when close in. The "oh no my meta" posts have been over the top. Something to challenge the golden child blue laser meta is a positive for this game.
#14
Posted 31 October 2024 - 09:06 PM
They need more cumulative penalties that kick in once a certain # are equipped. 2.2 cooldown for most mechs and something like 2.5 if running more than 8, 2.6 if more than 10 and a 38.6 second cool down if running 14.
#15
Posted 01 November 2024 - 02:28 PM
#16
Posted 01 November 2024 - 02:57 PM
Edited by foamyesque, 01 November 2024 - 03:28 PM.
#17
Posted 01 November 2024 - 03:17 PM
#18
Posted 02 November 2024 - 09:30 PM
Damage potential compared to my R5K or FLE-17 is lower, but the ability to gimp a mech is much higher while maintaining a competitive average damage. Legging a light mech or coring out the torso on bigger mechs means more to me than splashing damage all over the place. Also not having to be within 300 meters is also kind of a bit much.
Overall I don't think it's the most blatantly over powered thing ever added to the game. It's only really useful on a handful of mechs as either boating them or mixing them with PPCs. I just don't like pinpoint damage and think it's cancer.
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