The gauss cannon is not supposed to have less dammage than other railgun cause it have a better range/projectile speed ?
Allowing players who using it to be less exposed to riposte?
The gauss cannon is not supposed to have less dammage than other railgun cause it have a better range/projectile speed ?
Allowing players who using it to be less exposed to riposte?
tldr: i already mentioned all this in previous posts…
T2 you can still get a minimum of 33% on overcharge mk1 i believe and and 17% from gauss, and 10% from implant. so 60%…
the problem is it doesn’t matter if it’s 90%… your ‘abilities’ only last for 1/4 of their cooldown, meaning you only get that buff 1/4 of the time. meaning you’re good for 15 secs, and then it’s utter uselessness…
furthermore, you can use gunship and get those crit buffs with other weapons, which will literally send them through the roof to 5000+ dps. compared to your 2500.
even with max, 2 gunships with gauss, 7200 per shot, hit both shots, 14.4k damage, minus roughly 30% resistances = 9500 damage. assuming they crit… not even enough to alpha most intys who run 16k+ on kinetic… (more on this later)
in fact, you’d have to hit 3 on the inty (out of 4 shots spread across 2 players), and wait 3 seconds for the second charge. because hitting all 4 shots on an inty is almost impossible due to other factors in your own ability to hit targets that fast and that far (aim/accuracy).
ie: i always have a kinetic resist on intys (on top of my implants), my shield builds are 120 kinetic resist… the reasoning is simple: mostly you’re trying to defend against fast projectiles with range: rails, gauss… or in some cases mortars… the thermal weapons are pretty poop (party because theyre a huge target marker saying: im here, come kill me)… i still see people using lasers sometimes, almost no blasters (rate of fire and delay is too odd)… and resistances wont help you much in an inty vs the sheer aoe+dps of a singularity up close.
in any case, gunship was the first ship i tried gauss on… it doesn’t work vs skilled opponents as one would expect. as stated: each fighter/inty has a counter to alpha…
255k damage? done on a harpy T4: [http://forum.star-conflict.com/index.php?/topic/20803-disintegrator-damage/?p=215403](< base_url >/index.php?/topic/20803-disintegrator-damage/?p=215403) which recently got a 10% disintegrator buff… fine maybe for higher tiers, broken in lower tiers.
In MechWarrior Online they originally allowed up to 8-man squads to face random teams (when the game was still 8v8). Obviously it was a slaughter. So they ended up going with the separate queues as you suggest. The result was that players voluntarily reduced their squad sizes to face off against randoms again instead of having to run cookie-cutter setups to survive in the premade queue, so the premade queue ended up being rather deserted. And MWO had more players than SCon and no tiers or PVE to further segregate them.
In other words: While a separate competitive queue is a good thing to have, most players probably don’t actually want to play there.
Just hope that IF it gets implemented the whole forum hates me, but I will talk Gaijin language :
Separate tiers or separated queues are extra effort for no extra money.
Make the separation of ques a booster module for GS.
You want to play only with your own tier ? PAY ! PER MATCH !
R12 ships can compete quite well with R15s. Specially after the nerf to the R13 empire implant. R10 and R11s are going to have a bad time though.
You know … Not all my T4 ships are R12. If I fly 12 11 11 10 I am matched with R15 again …
Gauss is pretty darn boring (same as old Stabz)
Gauss after projectile dmg buff is very useful weapon with certain builds
If you can not make it work it doesn’t the rest of us can not either, it looks like you were trying to make Gauss work the same way as assaults or singularity, while it has completely different game style/positioning/builds
Yet again you backup your theories by raw dps numbers completely ignoring all the variables/mechanics in the game
As one person said much earlier here to someone else - Repeating wrong things over and over again will not make them right.
- If you can not make it work it doesn’t the rest of us can not either, it looks like you were trying to make Gauss work the same way as assaults or singularity, while it has completely different game style/positioning/builds
I should try this for the Mortar 
Just hope that IF it gets implemented the whole forum hates me, but I will talk Gaijin language :
Separate tiers or separated queues are extra effort for no extra money.
Make the separation of ques a booster module for GS.
You want to play only with your own tier ? PAY ! PER MATCH !
It won’t solve anything, actually it will even make things worse, why? Because there is not enough player base in this BETA yet, and servers are not even capable of holding 1.5+k players simultaneously.
Separate balanced queues are not possible with no players online, all of this that is in the game atm are limitations caused by current player base, period.
- If you can not make it work it doesn’t the rest of us can not either, it looks like you were trying to make Gauss work the same way as assaults or singularity, while it has completely different game style/positioning/builds
no, i actually found the best use for gauss is on a tackler with +100% range.
sit back and snipe people to assist your team in kills. still, the pathetic DPS just means that if the enemy kills your team, they are coming for you next… then it’s basically time to cloak and head back to your spawn/beacon…
you’re basically not helping your team much in prolonged engagements, which can last 2+ minutes… since you have no constant DPS.
i always say, a dead team member is a team member contributing ZERO DPS… well in this case, you’re just a useless member contributing 50% DPS… :\
As one person said much earlier here to someone else - Repeating wrong things over and over again will not make them right.
repeating an idiom in the wrong context, without providing counter-evidence doesn’t make it right…
here’s a nice little example for you: 4v4… let’s say you manage to alpha one of them down (questionable) while they’re engaging… it’s now 4v3… oh but wait… since they closed the distance, and have double the DPS and close range weapons it’s actually a 4v6… and… that was the end of that…
not to mention cloaks, camo, combat reboot, diffusion shields, microwarp, warpgates, or tons of other junk that will allow them to close the distance.
no, i actually found the best use for gauss is on a tackler with +100% range.
sit back and snipe people to assist your team in kills. still, the pathetic DPS just means that if the enemy kills your team, they are coming for you next… then it’s basically time to cloak and head back to your spawn/beacon…
you’re basically not helping your team much in prolonged engagements, which can last 2+ minutes… since you have no constant DPS.
A tackler is meant to get in there and tackle targets of opportunity or targets which are a threat to your team. If you’re sitting back long-range sniping, you’re doing it wrong.
The Gauss is far more suited for a Gunship or Command, which can sit back and still contribute to their team within their designated role. (E.g. provide damage or provide buffs, respectively.)
:facepalm:
For a command ship.
That all, same range as it buff module. Security + good support fire.
A tackler is meant to get in there and tackle targets of opportunity or targets which are a threat to your team. If you’re sitting back long-range sniping, you’re doing it wrong.
The Gauss is far more suited for a Gunship or Command, which can sit back and still contribute to their team within their designated role. (E.g. provide damage or provide buffs, respectively.)
:facepalm:
if you’re not tackling from 6.5km, YOURE doing it wrong :\
plus, you do realize that being able to tackle a target and provide resistance reduction is better than a gunship’s crit rate… right?
if you’re not tackling from 6.5km, YOURE doing it wrong :\
What if I told you not every tackler have +100% bonus range on tackler modules?
no, i actually found the best use for gauss is on a tackler with +100% range.
sit back and snipe people to assist your team in kills. still, the pathetic DPS just means that if the enemy kills your team, they are coming for you next… then it’s basically time to cloak and head back to your spawn/beacon…
you’re basically not helping your team much in prolonged engagements, which can last 2+ minutes… since you have no constant DPS.
i always say, a dead team member is a team member contributing ZERO DPS… well in this case, you’re just a useless member contributing 50% DPS… :\
repeating an idiom in the wrong context, without providing counter-evidence doesn’t make it right…
here’s a nice little example for you: 4v4… let’s say you manage to alpha one of them down (questionable) while they’re engaging… it’s now 4v3… oh but wait… since they closed the distance, and have double the DPS and close range weapons it’s actually a 4v6… and… that was the end of that…
Dmg on Gauss is sufficient enough to:
a) Kill a frigate under overdrive and overcharge (granted you have to know how to position yourself to have an angle on an enemy and don’t get killed) from 5-6 k Away
b) While your overdrive/overcharge are on CD, dmg spikes are enough to apply strong pressure on Federation Gunships/all interceptors from 4-6k away, effectively forcing them to retreat or overextend
c) 3x Charged shots (having 40% crit with no buffs) comes as an unexpected dmg spikes to an enemy, usually that makes it easier to hit because enemy is not actively dodging YOUR dmg.
d) That range + accuracy allows you to provide assistance to your teammates that are engaged in close combat far from you, where you would never be able to make in time with singularity cannon
Gauss is not really meant to be used as close ranged brawl weapon, so you can not use it to the max efficiency on every map/mod, for example Beacon hunt mode and Deserted Outpost map are not very good choices for this type of role.
no, i actually found the best use for gauss is on a tackler with +100% range.
sit back and snipe people to assist your team in kills. still, the pathetic DPS just means that if the enemy kills your team, they are coming for you next… then it’s basically time to cloak and head back to your spawn/beacon…
you’re basically not helping your team much in prolonged engagements, which can last 2+ minutes… since you have no constant DPS.
i always say, a dead team member is a team member contributing ZERO DPS… well in this case, you’re just a useless member contributing 50% DPS… :\
This is such a dumb statement… If you only contribute 50% dps of what you should do, you are not killing as fast as the ennemy team, and thus you are losing in kills. Your 50% half-useless dps guys is making your teamates die by not contributing enough dps, its easy to understand isn’t it? So he’s not more useful than a guy going in, dishing all he can do and dieing really fast in the process. Because it means that in a 4v4 situation for example, your three other teamates are dealing full dps while you are being focused down. In your silly situation, one of your three teamates is being focused down, and instead of dealing 300% dmg, you and your two friends with close range weapons are only dealing 250% thus losing the dps race. So you’ll die last, but you made your friends die for this to happen and lose the engagement.
What if I told you not every tackler have +100% bonus range on tackler modules?
what if i told you that the only ones that matter do?
Dmg on Gauss is sufficient enough to:
a) Kill a frigate under overdrive and overcharge (granted you have to know how to position yourself to have an angle on an enemy and don’t get killed) from 5-6 k Away
b) While your overdrive/overcharge are on CD, dmg spikes are enough to apply strong pressure on Federation Gunships/all interceptors from 4-6k away
c) 3x Charged shots (having 40% crit with no buffs) comes as an unexpected dmg spikes to an enemy, usually that makes it easier to hit because enemy is not actively dodging YOUR dmg.
but WHERE IS THE PROOF? ← anime quote, guess which one.
if you’re not tackling from 6.5km, YOURE doing it wrong :\
No.
What if I told you not every tackler have +100% bonus range on tackler modules?
This.
what if i told you that the only ones that matter do?
You’d be wrong.
But you’re about to tell us (players with vast quantities of more experience) that we’re wrong and not playing the game correctly. Meanwhile, you consistently lose your matches and complain about balance and people having better equipment than you and how this is unfair.
Perhaps you should look inward and start taking some advice from the kind people here who have spend a great deal of time explaining the game mechanics and current meta to you.
As far as the patch notes and the relevance of this discussion go, Gauss cannons have a role to play in the current meta, it’s actually a pretty darned good weapon as long as you use it under the right circumstances. E.g. for newer players, the opposite of what betatrash has posted.
but WHERE IS THE PROOF?
In the game?
← anime quote, guess which one.
who cares
if you’re not tackling from 6.5km, YOURE doing it wrong :\
plus, you do realize that being able to tackle a target and provide resistance reduction is better than a gunship’s crit rate… right?
No.
No? so it’s better to provide yourself with a small 10-20% dps boost in crits, over providing your entire team increased damage on the target with painters?
I am now beginning to realize how your logic works…
plus, 6.5km allows you to avoid white noise and ecm modules. because currently, every inty has a counter to tacklers… but this allows you to eliminate some of them.
furthermore, you can tag bomb carriers, protect your bomb carrier, protect your frigs from coverts regardless of their location, etc… in fact you can sit halfway between spawn and mid and control that entire portion of the map… since tacklers are about control.
what if i told you that the only ones that matter do?
You’d be wrong.
see explanation above. plus, you can get 450m/s AB speed, and more than enough energy regen.
But you’re about to tell us (players with vast quantities of more experience) that we’re wrong and not playing the game correctly. Meanwhile, you consistently lose your matches and complain about balance and people having better equipment than you and how this is unfair.
how do i consistently lose? have you even looked at my stats? obviously not. i’ve looked at yours.
oh wait, this must be about that game xKostyan recorded… let me ask you… did he actually use that as his crowning achievement?..
well, that would come as no surprise… someone is obviously trying to stroke something.
for the record… they lost B beacon in that game, then failed to take it, then lost A as well… the only reason we won that game is because i scouted B and C beacons and kept 3-4 ships busy, taking them out of the battle. it was the only way i saw of salvaging that game.
Perhaps you should look inward and start taking some advice from the kind people here who have spend a great deal of time explaining the game mechanics and current meta to you.
as far as i’m concerned, nobody has yet ‘explained’ or ‘demonstrated’ or ‘proven’ anything of the sort. they’ve just said ‘no because… i say so…’
that isn’t a proper way to conduct a discussion. hence you can understand my reaction.
edit: next you’re going to tell me the enemy has no right to sit behind beacons, static barriers and rocks to avoid your sniper fire…
We can all argue about this until we’re blue in the face.
You will never accept the argument of the users here, and they won’t accept yours. No minds or opinions will be changed here, no matter how long this debate continues. Therefore, it is better to move on and continue a more productive line of discussion as this is wasting your time, my time and above all; everyone else’s time who are interested in the actual patch contents.