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I find the most effective way to use gauss is to pair it with long range energy like Large Lasers or PPC's. The energy weapons have better dps, but the gauss has better pin point and it can reliably be fired even when your heat is high.
Gauss as a primary weapon is bad due to its dps, but when supporring other high heat high dps weapons, it actually makes quite a good pairing weapon at this time.
Then gauss is simply the best at range. Unless you want to look at missiles (mixed effectiveness) or lasers/ppc's.
Other long range option is AC2, but they are slow and not really damage dealers.
Ultra-AC5 is decent, but a bit difficult to aim without proper reflexes and shorter range than AC2.
All other hard hitting ballistics are close range.
It's only with the recent nerf that reduce the Gauss from "Best of all Ballistics" to "Harder to use up-close".
The problem is there are toooooooo many "IF's". (Which is why as much as I love this mech, I only play it within faction combat)
If you are playing pickup matches then you really need to go in with a well rounded Mech and watch your own back.
Yes, you can have matches with a specialized Mech, such as a Dual Gauss Jaeger and do well, but overall, you'll average far fewer satisfying matches. (Specialized mechs are just too vulnerable in pickup matches because you're playing in PuGs, with people who are usually gong to charge in and not coordinate, leaving you in most cases to fight solo.)
Where a specialized mech such as the one mentioned above really shines is in true tactical type team play with friends or a good Faction team.
Because then you are more likely to have teammates who have and know their own specific roles, allowing you to really step into the role of long Range Sniper.
And of course knowing the cooldown and charge up times of all your weapons is a given.
Personally, I've been a Founder of MWO since day 1. I have watched the game go from an unplayable stutter/lag fest to the Gem it is today and I couldn't be prouder of the devs and community.
I own 3 Jaeger mechs in my permanent stable.
1 is armed with 6 AC2's, Beastly if played right with a decent team, or solo if you get lucky. (Unlike what other players say, I never worry about backup lasers on this mech. If I've survived long enough with this beauty to run my ammo well dry, then I know I'm usually the last man standing, or at the very least, I'll die knowing I got mutliple kills, and tons of damage done to the other team)
1 is Armed with various loadouts I change often.
1 is my Dual Gauss Sniper. Played only in faction combat as my first drop. (In the thousands upon thousands of hours logged into this incredible game I've never had a sniper mech with such devasting ability, and such a steep learning curve. But its well worth it if sniping is your goal.)
Another important that might not have been mentioned. In all of my Mechs that have long range capability, I always use the "4x Magnification" mod. It really allows me to find other snipers, scouts, lone sheep, etc, and pick them apart.
Important to say again, and again, because I would hate for players to give up on this game because they are having trouble sniping.
This game really forces a team dynamic. Even in Pugs. (Where team dynamics are scarce)
If your goal is truly to be a sniping pilot, then I recommend finding a good clan quickly, making friends, and focusing on Faction Combat, where you will more often encounter players who communicate via Voip, and allow you to assume the role you desire without getting killed from behind in the first 2 minutes of play by a raven with ECM and Large pulse laser.
Have fun, and welcome to MWO everyone.
Ronin Ghost
If you have 2 AC and 2 UAC5 on chain fire you can be a serious threat if you can get a target at 800 meters or so .
For doing that you'll need to learn how to use Gauss's with that slight delayed fire it has then install an advance zoom mod followed by learning how to lead your target and where the head is for each mech..
the Gauss is a technical weapon but in the right hands can do a lot when paired with other weapons, hell i ran a shadowhawk 2d2 with a gauss and 4 or 5 LRM 5s. launch LRMS, makes target stop and go for cover, shoot em in the CT, Missles often hit CT as well, and i just did almost 40 damage right there at 800m.
another one i ran LOOOOONG ago (build probably not meta anymore) is a catapult K2, 2 ER PPC and a single Gauss, 35 damage alpha and with how i fired, 25 Damage per shot.
nowadays if you running gauss your in a clan mech, but there are a few IS mechs that can use gauss rifles well, Gridiron hero has a 50% cooldown on it, can only hold 1 gun but still, might as well have 2 lol.
Are we talking fire support, sniping, big mechs, fast mechs, etc.?
AC5 and AC2 are really excellent at range in my opinion. 2AC5 is better than 2 UAC5 in my personal opinion.
6 AC2 on a King Crab can be dangerous but it's a specialized boating build.
AC10 is great, but anything beyond about 600 meters it really starts to fall off in terms of velocity and drop.
It just depends on your mech and build and role your'e wanting to fill more than anything else honestly. Maulers are great ballistic mechs if you want that beefy assault mech.
Phracts, Orions, and Jags are good ballistic platforms in the heavy range
HB, Enforcer come to mind for mediums
Anything below mediums and you're not going to get much "bang" for ballistics. Energy and missiles are generally a better option for anything under 40 tons, with the exception of machine guns.
Porportion relegates heat,
Distant regrets speak