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GunslingerMongoose

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Everything posted by GunslingerMongoose

  1. GunslingerMongoose

    IMPORTANT! Why won't you move Tanki X accounts to TO?

    In case any of you were wondering, this is how you get banned. In case OP was wondering, it's faster to just ask to be banned from the forum than to actually try to get banned.
  2. GunslingerMongoose

    Problem with controls on pc tanki version

    Alternatively, using your mouse will prevent keyboard ghosting from happening since aiming and firing your turret are done with the mouse, meaning the most keys you'll press simultaneously is 3 (WASD and Shift or a supply), preventing keyboard ghosting.
  3. GunslingerMongoose

    Ideas for Augments!

    Kinda hard to explain this one. Basically, think of it like this: You are roaming around, waiting for a target. You obtain a lock on on a target that was behind a 2 meter thick surface at a medium distance. You have exactly 5 seconds after obtaining a lock on to fire at that target (I.E. come into line of sight) or else the lock on disappears and you cannot get another lock on on that target for a few seconds. Basically at M4, a Gauss would do this: Obtain Lock-On (1.7sec) Maintain Lock-On until Fired or Expired (5sec) Same Target Lock-On Delay (3sec) For Long-Rod, the rank you put it at would mean that players are popping repair kits and DA's as soon as they take any significant damage. This makes the secondary set of damage virtually irrelevant, however I understand what you mean. Perhaps the splash radius with the alteration could be reduced by 50%, to prevent dealing massive damage to players who were just hit by a penetrating shot and then by splash damage. Also, sorry about the ranks thing. I'm not clear on how TO put what modifications at which ranks and at what prices, but I knew the old system and that was more familiar to me. Things have changed after I left and came back lol. I'm also saddened by the fact that my M1 Thunder no long has a more orange-ish tint to its explosions now because of that change to shell colors. T^T They should have left ballistic turrets alone since they don't have color mods.
  4. GunslingerMongoose

    Ideas for Augments!

    PinPoint: One of the key selling features of Gauss's Sniper Mode is the absurdly large splash radius of 20 meters. That's 1 meter smaller than Magnum's. I think instead of outright removing it, it would make more sense to cut the splash radius in half (to 10 meters), while still maintaining the potential critical hit effect. Critical hits can only effect the tank that the shot hit, and cannot affect tanks within the splash radius. Small Fire Rounds: I don't see a point to adding self burning damage to shots when the damage is being reduced by 20%. Ideally, reducing the damage by 20% would be enough to overall balance an alteration like this. Shockwave Rounds: God. Please. NO. Gauss has insanely high impact force in Sniper Mode. This is because its impact force is actually a culmination of 2 impact force ratings. The first is the rating of the initial shot impacting the target. This is 700 at M4. The second is the rating of the explosion's impact in Sniping Mode. This is 900 at M4. Combined, these two values make for 1,600 Impact force, the highest in the game. Your proposal would apply 300 more impact force, at 1,900. This can and likely will flip M4 medium hulls in a single shot. Considering M4 Gauss's turret rotation speed is 90 degrees per second, a reduction to 45 degrees per second would not be sufficient to balance the fact this turret could outright flip medium hulls in a single shot. Destroyer: This literally provides no appreciable down sides for a massive gain in damage. Sniper Mode shots are hitscan only, and an increase to charging time of 50% would make M4's Gauss's lock on time 2.55sec, harder an issue for players who can aim or are using heavy hulls. Black Hole: Again, this provides a massive gain in damage with no appreciable downside. At 250m/s, the shell velocity of Gauss is hardly difficult to work with, It just takes some practice to become accustomed to it. With 150% the potential damage, this would see M4 Gauss oneshotting M4 heavy hulls without DD, and that's not accounting for applicable splash damage, would could comfortably kill mediums and lights. Sniper Modification: I would actually use this. I find poor utility in the arcade shots short of finishing off tanks that didn't die to a sniper shot (pesky light hulls), however I would ask that an accompanying bonus also be an increase of 10% to damage. \ ColdFire: Just use Freeze...
  5. GunslingerMongoose

    Let's Discuss Hunter!

    Well, if it's any consolation you can hold LMB to infinitely fire weapons that have to aim otherwise (Shaft and Gauss) so you have that as an advantage. Also, Viking is a stable enough hull that it doesn't have as rough a time being knocked around as say, Hornet or Wasp.
  6. GunslingerMongoose

    Gauss 1 shots anything

    Instead of being mean, realize that I'm back after a long break (close to a year and a half) and inform me that such things as Duplet exist. The key difference between a Duplet Hammer and Gauss is that Gauss has infinite range in sniping mode and three or four times the range of Hammer in Arcade mode. But in terms of raw damage performance, Gauss is like a Duplet Hammer. Gauss also reloads significantly faster and doesn't have a potential to miss pellets and thus damage since Sniper mode deals all damage in one large chunk.
  7. GunslingerMongoose

    Ideas for Augments!

    What if, purely for the sake of simplicity, the healing function worked like Isida? I.E. aiming at an ally causes healing, and aiming at an enemy causes damage. There's no need for 2 buttons and this overcomplex feature. I should also mention the concept of a Shafsida has existed for a longgggg time, and has been turned down or ignored virtually everytime it was brought up. You should search for Shafsida in the forum search function, because if I'm not mistaken, I was the one who originally coined the term. /shrug EDIT: I forgot that the term is actually in Ideas for Turrets!, rather than actually here. Either way, it exists. EDIT 2: Here's the link to the post I made with the term. It's the only post with the term in the thread. http://en.tankiforum.com/index.php?showtopic=249967&page=125&do=findComment&comment=6292939
  8. GunslingerMongoose

    Let's Discuss Hunter!

    Roughly 5 or 6 kills + a 20sec wait. That's not bad considering the alternatives that TO could have added (no bonuses for getting kills and assists, and no drones that amp OD timers, as well as Dictator's OD not counting as a nuclear power supply for others around it) 1 sec charge time still exists, dingus. That 1sec charge means you're only going to fire 3 shots in that course of time. In a 1v1 Viking OD brawl, literally ANY other turret would win. And Railgun can only reliably oneshot light hulls, since almost everyone has DA up nowadays, making the DD effect from Viking's OD virtually irrelevant.
  9. GunslingerMongoose

    Let's Discuss Hunter!

    The few times I've used Viking's OD in a TDM or CTF with defenders, I've been able to land consistent quadra and penta kills. Viking's OD is also an instant "I win button" in a 1v1 brawl if you're using any single shot turret that isn't railgun.
  10. GunslingerMongoose

    Most interesting chat conversations

    Protip: you can right click Imgur images and then select an option that says something like copy image address and use it in the image embed function here on the forum, rather than posting a link.
  11. GunslingerMongoose

    Ideas for Turrets!

    Has practical applications for parkour and base defending (knocking attackers away/off bases and points). It's called Hunter overdrive. Grenade launcher would be neato
  12. GunslingerMongoose

    Gauss 1 shots anything

    If hammer could unload two shells in one shot, yes.
  13. GunslingerMongoose

    Ideas for Augments!

    I think when he says charging speed he means energy consumption. Just like Shaft when it's readying a shot, Gauss "consumes" energy in the gun in order to lock on and fire a shot. This energy is always 100 points, regardless of whatever turret has energy consumption. Because Shaft's one alt that increases energy consumption makes it charge faster, charging speed on Gauss would refer to its lock on speed, or in this case with lock on removed, energy consumption. For the exact numbers: M0 Gauss requires 2.2 seconds to lock and fire. This is an energy consumption of 45.45 NRG/sec M1 Gauss requires 2.05 seconds. 48.78 NRG/sec M2 Gauss requires 1.97 seconds. 50.76 NRG/sec M3 Gauss requires 1.82 seconds. 54.94 NRG/sec M4 Gauss requires 1.7 seconds. 58.82 NRG/sec. With a 20% buff to energy consumption, this results in: M0: 54.54 nrg/sec M1: 58.53 nrg/sec M2: 60.91 nrg/sec M3: 65.92 nrg/sec M4: 70.58 nrg/sec These result in a charging time of: M0: 1,83sec ~ M1: 1,7sec ~ M2: 1,64sec ~ M3: 1,51sec ~ M4: 1,41sec ~ Overall, +20% energy consumption is about a solid 0.3sec boost to the charging time for Gauss.
  14. GunslingerMongoose

    Let's Discuss Supplies...

    5 M2s for a F2P vs. 10+ M2+'s for a buyer See the problem here
  15. GunslingerMongoose

    Gauss 1 shots anything

    Gauss can oneshot many things But not everything. Gauss's average sniping damage at M1 allows it to kill M0 light hulls in a single shot, and M1 light hulls with one sniper shot and a second arcade shot. It can't even oneshot M0 medium hulls without DD, and even M0 heavy hulls can sometimes survive a DD sniper shot. That's an M1 turret being unable to pwn an M0 heavy hull, WITH A DD active. If anything it needs a buff <_<
  16. GunslingerMongoose

    Ideas for Turrets!

    While it's difficult to think of ideas for turrets anymore that don't borrow from concepts seen in current turrets (Thunder is a fat Smoky) or turrets that are amalgamations of turrets (Gauss is a Shander [shaft Thunder]), I feel like certain ideas can still be birthed that, while seeming similar to current turrets or directly borrowing concepts, are still unique in their own way. For example: Heavy Rifle Visually resembles the turret of the T114 tank destroyer from War Thunder ( I suck at drawing so don't ask me to draw it). This tank gun fires medium caliber projectiles at a medium rate of fire from a 10 round magazine. Possesses minor explosive damage and splash radius. M0 Damage (Single Shots): 75-125 Damage (Full Magazine): 750-1250 Inter-magazine Reload: 0.5 sec Full Magazine Reload: 10 sec Damage Range (Max): 40 meters Damage Range (Min): 45 meters Splash Radius: 1.5 meters Impact Force: 80 Rotation Speed: 75 degrees/sec M1 Damage (Single Shots): 105-175 Damage (Full Magazine): 1050-1750 Inter-magazine Reload: 0.4 sec Full Magazine Reload: 8.5 sec Damage Range (Max): 47.5 meters Damage Range (Min): 52.5 meters Splash Range: 2 meters Impact Force: 95 Rotation Speed: 85 degrees/sec M2 Damage (Single Shots): 135-225 Damage (Full Magazine): 1350-2250 Inter-magazine Reload: 0.3 sec Full Magazine Reload: 7 sec Damage Range (Max): 55 meters Damage Range (Min): 60 meters Splash Range 2.5 meters Impact Force: 110 Rotation Speed: 95 degrees/sec M3 Damage (Single Shots): 165-275 Damage (Full Magazine): 1650-2750 Inter-magazine Reload: 0.2 sec Full Magazine Reload: 6.5 sec Damage Range (Max): 62.5 meters Damage Range (Min): 67.5 meters Splash Range: 3 meters Impact Force: 125 Rotation Speed: 105 degrees/sec M3+/M4 Damage (Single Shots): 195-325 Damage (Full Magazine): 1950-3250 Inter-Magazine Reload: 0.1 sec Full Magazine Reload: 5 sec Damage Range (Max): 70 meters Damage Range (Min): 75 meters Splash Range: 3.5 meters Impact Force: 140 Rotation Speed: 115 degrees/sec Advantages: Provides a unique burst DPS at higher modifications Capable of one clipping medium hulls past M2 Long range Splash Damage Fast turret rotation Low profile turret means the tank is harder to hit Disadvantages: Long inter-magazine and full magazine reloads leave user vulnerable between reloads Low minimum damage means that you can potentially barely kill a light hull of equal modification Mediocre impact force Medium-high recoil Extremely limited downwards autoaim angle due to low profile Yay/Nay? Lemme know.
  17. GunslingerMongoose

    Ideas for Augments!

    For ITT, I sorta explained it odd and I do apologize. The idea is that, after obtaining a Lock-On through a prop, that lock on will only last for five seconds before disengaging. This is to prevent literal spawn sniping (I.E. locking onto to someone then shooting them as soon as they appear from their spawn) Long Rod, I agree that it would require changing how the animation works. However, for a brief second after each shot, a railgun-esque tracer appears. This tracer could be used for the animation of penetrating hulls. HVA can be toned down from +75% to +40% and still provide a hefty gain to damage without completely wrecking balance. Keeping the -50% min damage would further balance it. Alternatively, keep the +75% max, and reduce the potential minimum by 90%. This leave M0 Gauss with 64 minimum damage, barely higher than Vulcan's bullets or Firebird's napalm. ALS is the same case, where simply toning down the damage more would balance it better. Or reducing the reload bonus, either way. Also, I'll touch up on the reload speed thing. Before I left, Alterations were locked behind modification level. Each modification level unlocked more unique alts. Railgun's Large Caliber Ammo mod was locked behind M2, for example. There were rumors that M3 alts would completely change how the turret works while keeping its core stats and functions. So, make of that what you will. For what modification level these alts would have unlocked at under the previous system (and this should roughly translate to rank unlocks), they would be: M1 AltsSabot Shells Shot Stabilization M2 AltsAutomatic Loading System Hypervelocity Ammunition M3 AltsLong-Rod Penetrator Infrared Target Tracking
  18. GunslingerMongoose

    What am I missing?

    I own an M1 Thunder that's like 5/20 or some such, it can 4 shot other M1 medium hulls just fine without protections. W/ protections it only takes 2 shots extra, tops. But that's 25% not 40%.
  19. GunslingerMongoose

    TO Mobile on... A Chromebook?!

    Yup figured out the spoiler thing pretty quick. Also, I'll place Skill Screenshots in a second.
  20. GunslingerMongoose

    TO Mobile on... A Chromebook?!

    So! With all the media attention that TO HTML5 and TO Mobile have been receiving, coupled with Google's devout hatred of Flash and the fact I unironically own a Chromebook, I decided to see if TO Mobile can work on a Chromebook in an ultimate ironic twist. Well, fear not ladies and gentlemen, TO Mobile does indeed work on Chromebooks. But not well. TO Mobile works fabulously fast on a Chromebook, hitting a flat 60 FPS on mid decent graphics. It also refrains from hanging and stuttering like the browser version. However, TO Mobile lacks a key ingredient to be super good on Chromebooks: Keyboard & Mouse (KBM) support. As a result, players are forced to play with touchscreen controls on non touchscreen Chromebooks, like mine. Fear not however! Chromebooks that do have touchscreens can enjoy the sweet luxury of playing TO Mobile with ease, all it takes is access to the google play store (a few clicks in the settings menu). So, what does this mean? It means that ironically, Google hates Tanki but also supports it on their app store. It also means that those who do not own a super powerful smart phone but do own a touchscreen Chromebook can try out TO Mobile for themselves. I would like to implore the developers to look into adding KBM and controller support for TO Mobile for us Chromebook users who lack touchscreens but have access to KBM or controllers. And if you do add KBM and controller support, don't forget to add custom key mapping, since I'm sure various users remap their keys constantly. Well folks, that's all I've got to say. Feel free to discuss this development. EDIT: As an added bonus, I'll submit screenshots in here of the TO Mobile interface for those who haven't seen it yet. It should also be noted that TO Mobile's UI loads significantly faster than Browser, and includes handy features not present on Browser, such as an estimated skill level for turrets, and an average DPS rating. Your PC account is also automatically linked to Mobile, meaning there's no loss of progress (Yay!) You are also able to receive a single free "supply crate" containing a few resources such as a small crystal pack (I got 150) along with a few drugs. These supply crates replenish every 6 hours, meaning you can receive 4 in a day. They are completely free, and because progress is linked between Mobile and Browser, this means you can receive free drugs with little effort for use on Browser :o And now for the UI screenshots. On request of @TheCongoSpider, screenshots of each turret's skill rating: My thoughts overall of Turret Skill ratings: Magnum's recommended Skill is much higher than expected. This may be due to the fact the game is on mobile. Thunder's recommended skill is lower than expected. Likely for the same reason. Firebird, Freeze, and Isida, just like on Browser, are considered the easiest weapons in the game to handle. Smoky and Thunder range not far behind Firebird, Freeze, and Isida, but are solid shot weapons instead. Striker interestingly enough has a balanced combination of Damage, DPS, firerate, range, and skill. Rather odd. Shaft, Magnum, and Gauss are the leaders in damage per shot, range, and recommended skill. EDIT #2: So, apparently, Micro Upgrades can be accelerated on Mobile by 20 minutes by watching an ad. Depending on what your take on this is, this provides a massive advantage for F2P players that we did not have before, especially since we can micro upgrade and accelerate on mobile, and use the equipment on browser. These 20min accelerations seem to have no restrictions (After using 6 accelerations, I have found you need to wait 4hr before using them again. This is still 2hr reduction from MU timer), allowing you to use it as many times as need be. MU Speed Ups begone! This also opens an opportunity for Browser that allows you to watch a short video ad for various rewards, as well as speeding up MUs. This would cut back on the amount of microtransactions that would be needed to achieve a similar effect using crystals.
  21. GunslingerMongoose

    Let's Discuss Supplies...

    So, I've been playing again, and I must admit, the game still sucks. "But why?" Well, for two reasons. As a F2P player, I do not have the luxury of dumping $300+ on crystals, kits, and drugs. We'll swing round to drugs in a minute. Being F2P also means I'm behind the equipment curve at any rank, regardless of how hard I grind. Because buyers in this game are treated like kings, us F2Ps almost never get listened to, and are written off as the minority party. In a free game. Wat. But now it's time to talk about the title of this topic: Supplies, more commonly referred to as drugs. For the uninitiated, supplies are items (or pick-ups in battle) that boost the characteristics of your tank in certain ways or repair all damage received. These supplies are: Repair Kit (RK), which heals 1000 hitpoints upon initial use and 100 at the same rate of an Isida's heal for... I believe 2 seconds after. Double Armor (DA), these decrease the damage received from all sources (yes including self splash damage) by 50%. These are incredibly obnoxious as it effectively halves the DPS of any turret shooting at it. Double Damage (DD), these double your damage per shot (1000 becomes 2000), and also counteract the effects of DA. A DD combined with a DA is nigh on unstoppable if they're super upgraded. Speed Boost, these are mostly irrelevant. They include a hodgepodge of stats related to turning, speed, and power on your hull and turret. So, why are drugs worth such note? Because basically, they ruin the game. Big time. Drugs create a massive imbalance in characteristics that cannot be overcome by any amount of skill. How massive an imbalance? Imagine if you will, 2 M4 Thunder/Hunter combos at equal ranges from each other. We'll ignore damage spread RNG for the sake of simplifying this example and say that Thunder M4 deals 900 damage flat, per shot. Hunter M4 has 3000 hitpoints. This means Thunder requires 4 shots to kill Hunter M4. 4 shots takes just over 9 seconds. Now, give one of the Thunders a DD. Now Thunder deals 1,800 damage per shot. This means that Hunter is dead in TWO SHOTS. Now that Thunder has effectively double the DPS with DD compared to its non drugged counterpart, let's halve the DPS of the non-DD'd Thunder as well. Yup, you guessed it. It takes 15.3sec to kill a drugging M4 Hunter with a non drugged M4 Thunder, one of the strongest single shot turrets in the game. And that drugging Hunter takes a whopping 4.6sec to kill you. That's how bad drugging is. And the problem is only worse with Drones that increase damage, drug effectiveness, or reload speed. God forbid you use a Viking M4 while its overdrive is active. You can borderline oneshot M4 heavy hulls. So I ask this simple question. Why are drugs still in the game or at least as broken overpowered as they are. And before you pissants who say "Just buy a propass", how well do you think that really works? You create a pro battle, and everyone sees you have drugs turned off. "Guess I'll go play somewhere else". Really. Why do they still exist? Why have they never been genuinely nerfed I.E. effectiveness reduced to crap so that the discrepancy between a drugger's and non drugger's performance is minimal at best? Anyways. Discuss.
  22. GunslingerMongoose

    The stupidest sight in tanki today

    Contradictory statements ruin a good argument. It shows incompetence and weakness when you can't support your main point without contradicting it somehow. I'd also like to point out that I doubt anyone here cares abut what you were called or by who. The basis of the argument is the fact that a statement was made, followed by an argumentative point, followed by a baseless claim and counter argument, and then a pissing match ensued. I would also like to note that if you were called these things in PMs, I'd like to see screenshots confirming as much (preferably from parties not biased your own benefit, I.E. Nicola and Wolf).
  23. GunslingerMongoose

    The stupidest sight in tanki today

    Oh geez. Last 2 pages in a nutshell: Nicola and HBTY having a pissing contest with each other over whether or not some random has the right to tell someone else to leave. Well, lemme just put my two cents in the machine since mods don't seem to want to come moderate in here right now. Players have the right to be as ******ed, rude, stuck up, racist, facist, etc as they want They just better be prepared to deal with the negative consequences as a result, such as being called a ******, being muted from chat for being a dickhead in chat, being banned for sabotage because you're too stubborn to let someone else do something, and being account banned for being a racist or facist. Also, from what little I can gather of this topic, HBTY seems to lack the human decency to just walk away from an argument or conversation when it has gone too far (and too far it has indeed gone). Nicola, this also goes for you. As ironic as it sounds for someone like me, a dedicated internet troll, to tell other people to stop flaming: Stop. Flaming. Also, forum blacklists exist for a reason. If you two have such a problem with one another, use the tools you have been given.
  24. GunslingerMongoose

    Ideas for Augments!

    This page gets lost a lot. You guys should pin it. Alteration ideas for Gauss. It has none so far, and I have some ideas for some alterations that borrow from concepts found in Railgun's and Thunder's alterations list, as well as a couple of more unique ideas. Gauss: Sabot Shells (Removes Gauss splash damage while increasing projectile velocity using arcade shots and damage upon impact.) Removes Splash Damage Damage (Sniping/Arcade): +20% Shell Velocity (Arcade): +150% Gauss: Shot Stabilization (Provides similar effects to Railgun's "Shot Stabilization"; minimizes damage spread providing consistent damage.) Minimum Damage (Sniping): +25% Maximum Damage (Sniping): -20% Gauss: Long-Rod Penetrator (Gauss will possess hull penetration. However, shells will not deal explosive damage until the shell hits its penetration limit {3 vehicles} or collides with a solid surface such as a wall or tank corpse. Hull penetration effect only applies in Sniping Mode.) Sniping Mode Hull Penetration: +50% Target Limit of Hull Penetration: 3 Gauss: Infrared Target Tracking (Allows Gauss to acquire and lock onto targets through solid surfaces not thicker than 2 meters. Decreases Lock On time. Locked on targets will not be fired at through surfaces until direct line of sight is acquired. However, Lock On will only last 5 seconds.) Allows Lock-On through solid surfaces Duration of Target Lock-On: 5 seconds Lock-On Speed: +30% Gauss: Hypervelocity Ammunition (Increases Gauss's damage significantly at the cost of increased reload time and reduced minimum damage. Cannot be used with Shot Stablization. Only applies in Sniping Mode.) Maximum Damage (Sniping): +75% (+40% Alternate) Minimum Damage (Sniping): -50% Reload: +50% Gauss: Automatic Loader System (Increases Arcade Shot reload speed at the cost of slightly reduced damage.) Reload: -20% (+10% Alternate) Maximum Damage (Arcade): -10% (-20% Alternate) Minimum Damage (Arcade): -5% (-15% Alternate) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Before any of you say that the qausi wallhack alt would be broken overpowered, bear in mind that the number of surfaces that are 2 or less meters thick in Tanki numbers in the double digits, of thousands of objects.The only advantage you will regularly gain from it is the +30% locking speed, which reduces the locking time of M4 from 1.7sec to 1.19sec, just a tad longer than Railgun's charge sequence. EDIT: Alternate stat options for Automatic Loader System and Hypervelocity Ammunition
  25. GunslingerMongoose

    Let's Discuss Game Balance

    Welp, back to playing this game. I don't miss the P2W nor the drugging, but I wanted to test Gauss After playing with it for a few hours (mind you, super low rank, M0 unupgraded), I've come to some conclusions: The average damage of the sniping mode is around 850. It rarely rolls 1k, but it almost never rolls below 700 either. Sniping mode is ridiculously hard to lock on with, even with pixel sniping mouse controls. Couple that with long lock on timer at M0, and you can rarely get a good sniper shot off unless it's a heavy hull or stationary. The arcade shot mode is a lackluster combo of Shaft and Thunder. It lacks the umph of Thunder and the DPS of Shaft. Gauss's splash radius is ENORMOUS. It rivals Magnum. Gauss's range is extremely good. Its average arcade shot damage is roughly 370 So, it's a Shaft Thunder combo. OK. But it feels lackluster. It cannot oneshot medium hulls, and even struggles to oneshot light hulls (despite its max damage being 1070). I feel like the first thing that should be looked into for balancing this thing is increasing the sniping damage, but the lock on has to be reworked first. I suggest either 2 things: Give Gauss a scope and a laser, like Shaft. This means you can pinpoint target enemies with your shots at the cost of the stealthiness of Gauss's lock on mode Give Gauss a scope but keep lock on mode. This lets Gauss retain its sneakiness but makes aiming it slightly easier. After that, the damage would need to be touched up. Sniping Damage (M0) 640-1070 > 800-1100. A smaller damage spread means more opportunities to land oneshot kills on Light Hulls Arcade Damage (M0) 290-420 > 350-450. Same as with sniper damage, a smaller damage spread leads to more consistent (and increased) Arcade DPS. These changes to the damage are hardly game breaking. Since Gauss requires a lock on time that requires direct line of sight and a longer charge time than Railgun, the damage being higher won't harm anything. Shaft will have slightly less DPS in Arcade than Gauss, but compensates for this with the ability to oneshot Medium hulls at infinite range. Lemme know what you guys think of all this. I'll also be posting a few alteration ideas for Gauss in the Ideas for Alterations topic (assuming it still exists). Be sure to check there as well.
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