Author Topic: Hit Damage anolomies?  (Read 443 times)

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Offline Squibby

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Re: Hit Damage anolomies?
« Reply #15 on: November 27, 2011, 09:21:15 PM »
Also Gauss seems to have a stupid ridiculous damage fall off in this patch.

I've noticed it with the Demo A, I've shot at a stationary uziel at 500m out and expended around 10-12 shots (6 volleys) to core him out through the side torso (empty mech).

In the same match I was shooting at a Morrigu scalpel at 720m or so (to keep out of their range) I expended most of ammunition possibly around 30 rounds or so trying to bust it through it's turret before it slowly trundled out of range.

And finally yesterday during the epic 14v14 match, I was unloading round after round into a knifefighting Thor's arm only to have it take roughly 7 hits at 200m to drop off...

Light gauss isn't even worth shooting at max range doing laughable damage. The Cgauss fares a bit better due to it's inceased damage, but I feel it's also got less damage falloff.

The only IS gauss weapon that seems to do what it says on the box is the Hgauss, which funnily enough does more damage than a regular gauss at 700m (absolute max range).

Seems incredibly ass backwards if you ask me, Why have a heavy slow firing weapon that is intended for sniping with really aggressive damage drop off at range? In this patch you're better off running up and gaussing people at point blank range to get any usable damage out of it Hguass style :/

I'm going to run some tests and try to get more definitive results but from what I've experienced I feel the damage fall off for gauss is a little extreme.