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Nerf Gauss Now!

v1.0.142

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#21 Nacon

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Posted 18 November 2012 - 03:36 AM

Oh for crying out loud. No minimum range for Gauss Rifle.

It's like saying slingshot need minimum range of 1 foot because below that won't hurt.

It's a physical-mass ballistic, unlike energy ballistic (PPC)... get over it.

#22 RragnarR40k

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Posted 18 November 2012 - 03:47 AM

Hmm, why use AC20 x 2, when you can load up 6 x srm6 and do three times the damage...???

An srm6 is prettymuch the equivalent of an Autocannon LB/X 20 - So on an srmpult you are spoting 6x20 damage instead of 2x20...

#23 WeekendWarrior

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Posted 18 November 2012 - 05:12 AM

View Postluckyhobbit, on 17 November 2012 - 10:10 AM, said:

No minimum range, no heat, too much damage. When you bring in mechs that can mount gauss in the arms its only going to get worse. Other weapons seem fairly well balanced now apart from the terrible aiming issues with ballistics when you are moving, but gauss still seems silly...


Running a Centurion with a Gauss Rifle, i really wonder what you're talking about...
Dragon can mount one too.
Besides, with the convergence problems we have currently, torso mounts are much better.

And while its true that the Gauss has a minimum range of 2 hexes (60 meters) on the TT, people seem to misunderstand the concept of that "minimum range". It doesn't make a weapon less effective or powerfull (like the MWO PPC), it just makes hitting harder. Which is pretty much already implemented in the game, try hitting a moving target at close range with an arm mounted Gauss sometimes...

#24 John MatriX82

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Posted 18 November 2012 - 05:15 AM

View PostRragnarR40k, on 18 November 2012 - 03:47 AM, said:

Hmm, why use AC20 x 2, when you can load up 6 x srm6 and do three times the damage...??? An srm6 is prettymuch the equivalent of an Autocannon LB/X 20 - So on an srmpult you are spoting 6x20 damage instead of 2x20...


Artemised Srm6 are good, otherwise i prefer vanilla srm4s.

#25 Elder Thorn

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Posted 18 November 2012 - 05:16 AM

gauss itself is fine - you also lose it pretty fast.

what isn't fine imo is the dual gaus pult - it will get better if mechs with gauss's in arms come, because you can actually aim for the arms and knock the Gauss out of order. Which you can pretty easy do to an Atlas as well but not to the Catapult.

But well.. it's not that Gausspults are unbeatable

#26 Av3nGer

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Posted 18 November 2012 - 05:23 AM

Delete thread now!

Oh well... looks like nobody is listening to me too :(

#27 Frisk

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Posted 18 November 2012 - 05:47 AM

View Postluckyhobbit, on 17 November 2012 - 10:10 AM, said:

No minimum range, no heat, too much damage. When you bring in mechs that can mount gauss in the arms its only going to get worse. Other weapons seem fairly well balanced now apart from the terrible aiming issues with ballistics when you are moving, but gauss still seems silly...


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#28 Stingz

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Posted 18 November 2012 - 06:33 AM

View PostPurplefluffybunny, on 18 November 2012 - 01:53 AM, said:

I have noticed that when mounted on the Atlas the Gauss rifle has a tendency to blow up and take out the mech straight away. There seems to be some error that results in a critical hit nearly every time I take out the side torso where the ballistic mounts are located.


Is it only the Trial AS7-K? Since it runs an XL, the side torsos have 3 engine slots in each torso. 3 engine hits and you are done.

Edited by Stingz, 18 November 2012 - 06:34 AM.


#29 Raeven

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Posted 18 November 2012 - 06:38 AM

Gauss is SUPPOSE to be the most powerful weapon in the game.

It's not broken.

#30 Eggs Mayhem

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Posted 18 November 2012 - 06:39 AM

I would normally join in the GR are OP discussion (and on that side), but with all the buffs and nerfs coming soon I'll just wait. OPs reasons aren't exactly the best for explaining why it's OP, but the weapon is numerically superior to most of its direct competitors.

I did the math for it back in the closed beta forums, but basically swapping out the AC/20 in the Atlas-D for a GR makes the Ds sustained DPS go up by 2 in short range, and 3.75 at long range for a very minor trade off of 1.25 less burst DPS. I realize that this is only a single example, but it looks like this for every loadout with a GR.

But like I said, all the buffs and nerfs are coming soon, hopefully tuesday but not counting on it. We'll have to see how it sits after all that.

#31 Elder Thorn

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Posted 18 November 2012 - 08:48 AM

View PostStingz, on 18 November 2012 - 06:33 AM, said:

Is it only the Trial AS7-K? Since it runs an XL, the side torsos have 3 engine slots in each torso. 3 engine hits and you are done.


doesn't have anythign to do with the number of engine hits...

if you are running an XL engine and your side torso gets blown into pieces, your mech dies, doesn't matter if it took 20 hits or a single one

#32 Stingz

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Posted 18 November 2012 - 09:09 AM

View PostElder Thorn, on 18 November 2012 - 08:48 AM, said:

doesn't have anythign to do with the number of engine hits... if you are running an XL engine and your side torso gets blown into pieces, your mech dies, doesn't matter if it took 20 hits or a single one


I have ran an XL in my Raven, taken several engine hits before, and still lived.
I know the XL engine got dinged since it read 82%, and I had to pay several thousand C-Bills just for engine repair.

Edited by Stingz, 18 November 2012 - 09:09 AM.


#33 Ragor

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Posted 18 November 2012 - 09:13 AM

IMO an increase in the cooldown of the gauss wouldn't change much since it would still be a dangerous brawler.

I for myself would love to see no firing delay at all for all kind of ACs but a firing delay for gauss.

-> AC would be easier to aim in brawls.
-> A firing delay for a sniper (who is anyway leading his target constanly or is aiming for a stationary target) would not harm him that much while he is doing his job of long range sniping. But firing from the hip like in a brawl would be much harder for him that way.

#34 luckyhobbit

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Posted 18 November 2012 - 09:14 AM

Thanks for the replies - i agree the guasscat is one of the main cheesy-mech problems here - im also a bit unsure as to how crits work as ive seen guasscats killing a lot of mechs that seem to have a lot of armour left? Most other large damage-dealing weapons also seem to have at least one disadvantage, either minimum range (lrms and ppcs) or insane amounts of heat (er ppcs) or the jamming of ac/ultras. I was just adding my two pennies worth and wondering who else thought they were a bit overpowered at the moment. I must admit i like to have a good scrap with other mechs that last more than a couple of seconds, blowing off the odd limb etc - its what sets this game apart from all the other shooters out there with those one-shot kills... i look forward to the next patch and see how that goes...

#35 WeekendWarrior

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Posted 18 November 2012 - 09:32 AM

View PostEmperorMyrf, on 18 November 2012 - 06:39 AM, said:

but the weapon is numerically superior to most of its direct competitors.

Thats the catch though, at the current (3049, FoundTech age) techlevel there are no direct competitors.
Only the ER-PPC comes any close to the Gauss, but suffers mostly from the heat issues in MWO, not any weapon stats.
And even with the stuff that comes in the later years (RACs, HPPC, bigger Ultras, Light and Heavy Gauss), the good old Gauss Rifle is still one of the best guns in the game, and nearly every bigger Mech has a variant that carries one. Or two.
Or three. Thunder-, Thunder-, THUNDERHAWK! *cough*
And if you think its overpowered, just remember that 15 damage means it can headcap any Mech on the TT with one shot.



View PostElder Thorn, on 18 November 2012 - 08:48 AM, said:

doesn't have anythign to do with the number of engine hits...

Sure it does, at least once more tech is introduced.
Clantech XL and the LFE will survive a blown side torso.

#36 Locan Ravok

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Posted 18 November 2012 - 09:49 AM

I would lower the Gauss damage a bit, to 12.5 points of damage per shot.

I don't think it is OP, but it need an adjust to be on par with other point and shoot weapons.

And for the DPS of the AC2... really... have you ever used it with ping greater than 40? I play at ping 135 in good days and I can't hit the ground with it. The Gauss, in other hand, works fine.

#37 Eggs Mayhem

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Posted 18 November 2012 - 01:04 PM

View PostWeekendWarrior, on 18 November 2012 - 09:32 AM, said:

Thats the catch though, at the current (3049, FoundTech age) techlevel there are no direct competitors.

So I worded that wrong, I meant compared to long range direct-fire weapons. ERPPC is way underpowered on top of the GR being where it is, so clearly there's a large gap between the two. UAC/5 is the only thing that's capable of outdoing the GR even without double firing once but you need some good consistent aim in order to match or surpass it. Again, balancing pass coming soon so we'll see then how it sits with the rest.

#38 aelfkins

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Posted 18 November 2012 - 01:06 PM

View PostRragnarR40k, on 18 November 2012 - 03:47 AM, said:

Hmm, why use AC20 x 2, when you can load up 6 x srm6 and do three times the damage...??? An srm6 is prettymuch the equivalent of an Autocannon LB/X 20 - So on an srmpult you are spoting 6x20 damage instead of 2x20...


AC20 does 20 damage(hence the name)
An SRM6 does 2.5 to 15 damage(6 missiles x 2.5 damage each)
So 2 AC20s could do 40 damage(spread over 1 or 2 locations), 6 SRM6 could do 2.5 to 90 damage(spread over 8 possible locations)

#39 Elder Thorn

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Posted 18 November 2012 - 01:10 PM

View PostStingz, on 18 November 2012 - 09:09 AM, said:

I have ran an XL in my Raven, taken several engine hits before, and still lived. I know the XL engine got dinged since it read 82%, and I had to pay several thousand C-Bills just for engine repair.


this doesn't change the fact, that your mech dies in a match, when your side torso is destroyed and you run an XL engine.
Doesn't have anything to do with the number of hits. If someone is killing your side torso with 2k machine gun hits, then you die after those 2k hits, not after 3

exception migth be critical hits, but 1 critical is enough then.

View PostWeekendWarrior, on 18 November 2012 - 09:32 AM, said:

Sure it does, at least once more tech is introduced. Clantech XL and the LFE will survive a blown side torso.

jesus.. i was talking about the current state and the Trial Atlas-K is for sure NOT running a Clan XL Engine. It WILL die when the side torso get destroyed. not after exactly 3 shots to the side torso without armor (given, 3 shots with a weapon that deals not enough damage to kill it with 3 hits)

Edited by Elder Thorn, 18 November 2012 - 01:14 PM.


#40 repete

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Posted 18 November 2012 - 03:04 PM

View PostDirus Nigh, on 18 November 2012 - 01:02 AM, said:

Oh this again.


I think you mean:

Posted Image





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