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Gauss Rifle Online

Balance

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#1 Lege

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Posted 22 November 2012 - 08:49 AM

We had LRM online for a couple days after the Artemis patch, but then LRMs got nerfed so hard within two days they were as bad as they have ever been.
But gauss rifle online is fine and we are going to do it for months?
How about bumping DHS up to 1.6 and seeing if people use gauss rifles any less?
Maybe just reducing heat on PPCs by 2 could work.
Medium lasers heat should be reduced to 3.5 too, since large lasers have a higher damage to heat ratio now.

#2 theta123

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Posted 22 November 2012 - 08:59 AM

to these i say=Aye


i love ballistic weapons but i despise the gauss rifle.....these things ruin MWO

#3 dal10

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Posted 22 November 2012 - 09:03 AM

gauss rifles are not hard to out damage, dual ultra 5 triple srm 6 works pretty well on a D-DC atlas.

#4 Ceesa

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Posted 22 November 2012 - 09:04 AM

The gauss has some pretty significant disadvantages. Limited ammo, huge gun (space and tonnage), very fragile. Yes, it's frustrating to play a light and get one-shotted in the back by a gausscat, but that shouldn't be where this complaint is coming from. Adjust your playstyle to beat the gausscats. The guass itself is fine.

#5 Lee

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Posted 22 November 2012 - 09:09 AM

Hate gauss?

-Don't stop moving.
-Don't run at them in a straight line.
-Don't skimp on armor.
-Don't give them a clean shot.
-Have your team focus fire on gasspults.
-Have your lights harass the living hell out of anyone with gauss.

I rarely get hosed by a gasspult unless I'm being an *** or they catch me by surprise. They fire so slowly, you can often harass the hell out of the pilot and get them missing all over the place. I've used gauss on my Altas builds, and it's okay. Sucks as a short range weapon against fast-moving targets. It also weighs 15 tons and you only get 10 shots per ton, making it a gigantic target for anyone who sees you firing it. Boom goes the Atlas' torso when other pilots recognize you're firing gauss.

#6 Thorn Blackwell

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Posted 22 November 2012 - 09:41 AM

This is what I see wrong with this community. Only the whiners seem to get any of the devs attention, because they spam the boards with an incessant drone.

I want the gauss back to the way it was four or five patches ago, or remove it from the game. It's not balanced the way it is, as it doesn't make sense as a battlefield weapon. No real unit of soldiers would take anything so fragile into battle. Its never been OP regardless of what the whiners say.

Most of the issues in game balance have stemmed from the double armor and hits not registering correctly. That aside everything could have been balanced by adjusting cooldown times. Once they used anything else as an adjustment they screwed themselves. The game existed as a TT game and a really old turn based computer game for years and proved its balance. That is with the pre 3060 tech everything later for TT screwed the game royally.

#7 Corvus Antaka

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Posted 22 November 2012 - 09:49 AM

yeah the fragility seems like an odd solution to me too. still, it is not a bad idea per say. I still think recycle time could go up 1 second without heavily impacting the gun and make it slightly less OP.

the core issue however still is the heat ratio. we see this problem with small guns like ssrm 2's/medium lasers & DHS as well, as these guns can be DHS stacked to compensate.

the easiest solution may still be to add heat to the gauss rifle.

#8 Lightfoot

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Posted 22 November 2012 - 10:07 AM

My suggested solution continues to be fix the PPC so it works like it did in MW4 or as Battletech says, "The lethality of the PPC rivals that of a higher-caliber autocannon". Then the Gauss Rifle is just another weapon and players would drop one to add a PPC or two, but then they would have heat issues.

It's weird that MWO would go with 1 ton MLAS doing 5 pin-point damage but not let 7 ton PPCs do 10 pin-point damage at 540 meters. (MWOs PPCs almost always do area damage to 4 to 5 sections, similar to LRMs.) Maybe you want to shrink head hitbox sizes or buff-out 'mech CTs somehow, but the only way to balance the Gauss Rifle is make PPCs work. Then you wouldn't have to make the Gauss Rifle specially fragile, which only serves to ruin gameplay for it's users and really balances not a thing.

Edited by Lightfoot, 22 November 2012 - 10:07 AM.


#9 chewie

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Posted 22 November 2012 - 11:20 AM

Folks who can run a Gauss rifle or 2 will always run them.

They are the best weapon, for weight and damage against heat generated, bar none.

In TT, they are THE BEST WEAPON, for putting the hurt on an opponent in 1 hit.

In MWO, the LRM is only king, because you can get so many in (hard points allowing), that they have the chance to inflict the most damage in 1 hit.

LRMs do 1.7 per hit. a 20 rack will do 34 damage, if they all hit.
'Course, as per TT, they don't always all hit (well, ok, because the target is running as fast as he can to get out the way or using ams and so not all hit)


Leave the Gauss alone please folks. Its fine as it is. If they make it more fragile, then it becomes pointless. Why should a Gauss rifle have an even greater chance of being critted than any other weapon.


You hear folks say *but MWO aint TT*.
So then DON'T implement the TT weakness of the thing having a CHANCE to explode when a crit is recorded, and make it a crit hit whenever that location is hit rather than recording a crit on the structure or another adjacent bit of kit.

That's right, a chance.
Not an out and out destruction at the first crit received.
TT critical hit rules.
2d6 roll score:
2-7 No critical hit scored.
8-9 One critical hit scored
10-11 Two Critical Hits scored
12 Three Critical hits scored

You have a 2/3 chance of your weapon not getting blown to hell and back. But in MWO, 1 crit, and its gone. Heck, take a heat sink or something else for a change rather than always the Gauss.

Whenever people see a Gauss toting mech, they all shoot for it (the gauss and its location) first to try and take it out of the game because they know its easy to do.
Make it more fragile, and people will have to remove it altogether because it will be as good as useless. Then we really will become LRM/Ssrm Online.

LRM's are still and always will be the problem. Not the Gauss.


You get 75% free reload (apparently. I don't use em much), and they aren't as likely to get taken out by a lucky crit hit, unless you touch off the ammo. And we all know no-one keeps the ammo in the same place as the launcher......

Make it 50% free reload perhaps, make it so that the cost of the reloads prevent OTT use of the LRM.

With this in mind, can I have 75% free reloads on my Gauss rounds please.

I (like a lot of people) run 3-6t depending on the mech config.

But I still get to pay for all the ammo I use.

Edit

Heck, if your gonna wreck my Gauss, I want a Bombast laser or X-Pulse laser to replace it....

Edited by chewie, 22 November 2012 - 11:22 AM.


#10 xXBagheeraXx

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Posted 22 November 2012 - 11:26 AM

There is NOTHING wrong with the gauss...it was always historically a deadly weapon...in just about every game any mech boating a pair of these and a pair of PPC's would be a very dangerous opponent. However if they are going to uneccisarilly nerf the gauss, at the very least actually make PPC's useful now...

#11 Black Ivan

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Posted 22 November 2012 - 12:02 PM

The problem is that balastic weapons and SSRms run rampart against any other weapons combo.

PGI made lasers and PPCs useless with their broken head management system. They overheat a Mech too quickly while ballistics don't have any draw backs at all.

IMO the game is in need of a serious revamp of all weapons and the head systems. Otherwise MWO has no good future.

#12 Firewuff

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Posted 22 November 2012 - 02:59 PM

Just put a min range on the gauss, or slow the tracking when it is selected so it is not so deadly at point blank range... no problem with snipers but when a gaus cat sneaks up on my in C5 on the forrest map it ***** me that a) I cant hear them coming and :) I'm dead before I know that they are there. If there was a min range then the weapon wound be much more balanced, PPCs are ineffective up close , why not the gauss.

Simply put there is NO tatic that works against a gauss at any range that allows you to survive other than speed.

#13 Aidyan Pryde

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Posted 22 November 2012 - 04:28 PM

Gauss rifle is fine? No it really isnt, as most Gauss users would free'ly admit the Gauss is a nice weapon, its heavy, it costs a bit, and it has a relativley slow reload time (could be longer) but at the moment they really are glass weapons. People have sneezed at mechswith Gauss in them and the weapon blows up. I think the patch has introduced the higher chance for Gauss to blow up... and that higher chance is now 95%.

I have taken videos of friends firing small lasers at my gauss hard points. On 1 video, it was a single hit from the Jenner small laser bank. that was it Gauss gone. Almost no significant damage to the rest of the mech. The longest they lasted was 5 hits from the Jenner. There are other things PGI could have done to Nerf the Gauss. Increase the timer, put heat increase on it... power drains.. something, just not make them fragile paper mache weapons that they currently are.

#14 w0rm

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Posted 22 November 2012 - 04:48 PM

Gauss are fine. They break if someone farts in his cockpit.

#15 Conraire

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Posted 22 November 2012 - 05:39 PM

Here's the problem, it's not the Gauss rifle. The problem is that it's being fit in ways that it wouldn't have been used in TT for one. For example, the Catapult K2. If I remember correctly, battletech and mechwarrior RPG were based around a 10 second turn. Which inlcuded movement, and combat. If I remember combat was one firing of weapons, etc.

If my memory serves me correctly, all of the older MW PC games are based off of either a 5 second or 10 second turn as well, where it takes that amount of time for all weapons to recycle unless they were otherwise meant to be slower. PGI has instead tried to balance the game improperly. In TT for example, the AC 2 wasn't meant to be a dps weapon. Weapons were progressive, as in MG<AC2<ac5<AC10<AC20. The Hybrid weapons were LBX10, and Gauss, and the UAC5. These weapons in tabletop and other games had advantages and penalties as their tradeoffs. LBX10 spreads dmg around multiple sections, but more expensive than the AC10, taking up. The Gauss was very large thus taking up a lot of tonnage and crit slots, didn't produce much heat, but fragile to counter the none exploding ammo. And of course the UAC's double tap, but have good chance of jamming.

From what I've seen of the stats they've stayed close to table top stats on all weapons except for the missiles and AC's, outside of making some out of balance by making them fire much faster. Obviously since TT was balanced said 10 second turn, this made battles go far faster than intended. And even now they still do, even with doubled armor.. Because of the effects of giving AC's and missiles way more damage per second than what TT had them balanced for. The other side of the problem is not limiting the prebuilt mech frames, by what can be mounted on them. The K2 is another great example, with people taking out the machine gun (single crit slow small weapon) from the side torsos and putting Gauss or AC20s in their place. Which is absurd because then you're basically firing a 200mm shell through a .50cal (14mm) gun port.

It's coming to the point where instead of giving a mech x amount of hardpoints per weapon type, they're going to have to give them x amount of slots per weapon type, which would change depending on the variant. And even then they could still limit the number of hardpoints to keep people from mounting something silly like 3 medium pulses in place of 1 PPC. Which would create other balance issues.

And they really need to decide on setting a set turn/time lapse for weapon refire rate. Otherwise it's still going to be out of balance.

#16 Least Action Jackson

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Posted 22 November 2012 - 06:08 PM

I am so tired of people complaining about the Gauss Rifle. It's fine. I can count on one hand then number of times I've been killed by a Gaussapult, and using one singly on an Atlas, Dragon, or some such is balanced to the point where it just gets lost in the mix of weapons fire on my screen.

Honestly, people, stop complaining about a weapon because you can't stand still in front of it Marcus-of-Queensbury style and win shootout.

#17 The Crow2k

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Posted 22 November 2012 - 07:27 PM

Gauss is not the issue. The AC20 being all wrong is the issue, its heat should be dropped to 4 & possibly 1 more round per tonne in ammo. Side by side as it stands you'd be daft to pick AC20 OVER Gauss & that just sucks.

Gauss is not the issue. The AC20 being all wrong is the issue, its heat should be dropped to 4 & possibly 1 more round per tonne in ammo. Side by side as it stands you'd be daft to pick AC20 OVER Gauss & that just sucks.

#18 Kobura

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Posted 22 November 2012 - 07:35 PM

Ladies and gentlemen, I regret to present to you, the facts:

https://docs.google....5QRHd5Wnc#gid=0

#19 AC

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Posted 22 November 2012 - 08:22 PM

The simplest way to bring the Gauss into balance is to increase the recycle time. The issue is that other weapons are heat balanced for the most part. (even UAC 2's right now) But gauss don't have that issue. Never needing to worry about heat means the fire as fast as they reload. And in general the reload times in MWO are WAY lower than in the previous MW game. Simply adding a second to the recycle time would balance the gauss.

#20 maxx2504

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Posted 22 November 2012 - 08:25 PM

Hi !

This whining in these threads are awesome. This time its Gausswarrior Online, next time its LRM Online, then AC20 Online....

What you want ?????????????????





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