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Reverting The Gaussrifles


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#1 KirbyCrasher

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Posted 14 July 2025 - 03:39 PM

In the light of SilverBullet Gauss and it's advantages over all others (ammunition per ton, almost negative spread, and most importantly charge up), i believe that the charge time of gauss as a whole weapon class is unnecessary, and that they should be reverted to how they were earlier in the game's life (when it fired in the same manner as every other ballistic.).
As far as devtime is concerned there would only be changes to two things, the 'Gauss Charge' skill in the skilltree, and the nightgyr-H Trialmech, who possesses that skill.

#2 KursedVixen

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Posted 14 July 2025 - 04:08 PM

View PostKirbyCrasher, on 14 July 2025 - 03:39 PM, said:

In the light of SilverBullet Gauss and it's advantages over all others (ammunition per ton, almost negative spread, and most importantly charge up), i believe that the charge time of gauss as a whole weapon class is unnecessary, and that they should be reverted to how they were earlier in the game's life (when it fired in the same manner as every other ballistic.).
As far as devtime is concerned there would only be changes to two things, the 'Gauss Charge' skill in the skilltree, and the nightgyr-H Trialmech, who possesses that skill.
wouldn't this require an increased cooldown to compensate? such a change might require a requirking of the gausszilla and maybe blood asp prime. As much as I like this idea i don't feel like it will happen without sacrificing something else in exchange.

Edited by KursedVixen, 14 July 2025 - 04:09 PM.


#3 KirbyCrasher

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Posted 14 July 2025 - 04:16 PM

Addendum 1: 'Magshot Gauss' also lacks a chargetime while still hosting the moniker of 'Gauss'. If a third of gauss weapons have either minimal or no charge time, why force the charge mechanic on the Gauss family while making exceptions for newer weapons?

View PostKursedVixen, on 14 July 2025 - 04:08 PM, said:

wouldn't this require an increased cooldown to compensate? such a change might require a requirking of the gausszilla and maybe blood asp prime. As much as I like this idea i don't feel like it will happen without sacrificing something else in exchange.

Yes that makes sense, but at the same time guass goes from one~two second charge and four seconds cooldown to six or seven seconds cooldown without charge.

#4 KursedVixen

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Posted Yesterday, 06:46 AM

View PostKirbyCrasher, on 14 July 2025 - 04:16 PM, said:

Addendum 1: 'Magshot Gauss' also lacks a chargetime while still hosting the moniker of 'Gauss'. If a third of gauss weapons have either minimal or no charge time, why force the charge mechanic on the Gauss family while making exceptions for newer weapons?

magshot and Ap gauss have very low range and low damage despite many lighter mechs carrying a bunch of them. perhaps that is why.

#5 KirbyCrasher

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Posted Yesterday, 03:48 PM

View PostKursedVixen, on 15 July 2025 - 06:46 AM, said:

magshot and Ap gauss have very low range and low damage despite many lighter mechs carrying a bunch of them. perhaps that is why.

Every weapon of a family is supposed to share certain traits, ACs are short to medium range projectiles, lasers are hitscan, machineguns are damage over time, and gauss weapons are supposed to have a charge (for balancing they said). But two out of three 'recently' introduced gauss weapons (SB, Magshot, and HA-Gauss), they've either reduced the charge time until it was nigh non-existent, or removed it entirely. To me it seems as if they want to remove the charge, but for some reason haven't.

As far as your concern about Magshots go; why not give them a charge? They're already a straight upgrade as compared to MGs with their range and pinpoint damage, so why not give them a slight nerf to make them more like other gauss weapons and closer to MGs?

I would like for one of two things to happen:
A; the charge is universally removed, buffing all gauss weapons.
Or B; Magshots and SBGauss get charge times equal to all other gauss weapons, thus nerfing two weapons that are strictly better than their competition.

I would love to have A but i'd understand B.

#6 KursedVixen

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Posted Yesterday, 07:26 PM

View PostKirbyCrasher, on 15 July 2025 - 03:48 PM, said:

Every weapon of a family is supposed to share certain traits, ACs are short to medium range projectiles, lasers are hitscan, machineguns are damage over time, and gauss weapons are supposed to have a charge (for balancing they said). But two out of three 'recently' introduced gauss weapons (SB, Magshot, and HA-Gauss), they've either reduced the charge time until it was nigh non-existent, or removed it entirely. To me it seems as if they want to remove the charge, but for some reason haven't.

As far as your concern about Magshots go; why not give them a charge? They're already a straight upgrade as compared to MGs with their range and pinpoint damage, so why not give them a slight nerf to make them more like other gauss weapons and closer to MGs?

I would like for one of two things to happen:
A; the charge is universally removed, buffing all gauss weapons.
Or B; Magshots and SBGauss get charge times equal to all other gauss weapons, thus nerfing two weapons that are strictly better than their competition.

I would love to have A but i'd understand B.
i wish they would return hyper gauss to it's second patch change... i miss the damage, increase the spread for all i care slow down the pellets more, anything other than making it another splash weapon...

Unlike machine guns the Ap gauss and mag shot are not constant firing hitscan weapons with no heat....

standard mg's actually out dps Ap gauss an magshot within 2 seconds of firing.... the only thing ap gauss and magshot have over the mg is instant 2 point damage and range.
https://mwo.nav-alph...uipment/weapons

I'm not dissagreeing with you on anything I'm just pointing out what i see from the stats

Edited by KursedVixen, Yesterday, 07:29 PM.


#7 martian

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Posted Yesterday, 09:18 PM

View PostKirbyCrasher, on 14 July 2025 - 03:39 PM, said:

In the light of SilverBullet Gauss and it's advantages over all others (ammunition per ton, almost negative spread, and most importantly charge up), i believe that the charge time of gauss as a whole weapon class is unnecessary, and that they should be reverted to how they were earlier in the game's life (when it fired in the same manner as every other ballistic.).
As far as devtime is concerned there would only be changes to two things, the 'Gauss Charge' skill in the skilltree, and the nightgyr-H Trialmech, who possesses that skill.

If that Silver bullet Gauss rifle is such outlier that outperforms all other Gauss rifles, as you say, would not be better and healthier to tone that one outperforming weapon down, rather than to introduce a game-wide power creep?





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