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Which playing style do you prefer when playing with Gauss?  

17 members have voted

  1. 1. Which playing style do you prefer when playing with Gauss?

    • Attack
      8
    • Defence
      6
    • Support
      11
    • Parkour
      0
  2. 2. Which Gauss augments do you prefer?

    • Standard
      2
    • Electromagnetic salvo
      9
    • Armor-piercing salvo
      9
    • Adrenaline
      2
  3. 3. Which skin for Gauss do you prefer?

    • Standard
      1
    • XT
      9
    • Ultra
      7
    • Prime
      0


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When Gauss turret is released, here comes armies of Owl module in every battle...

IF   they release them simultaneously.   No reason they can't now that all modules are single...

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It is an awful concept; mix of thunder and striker. Very uninventive, but quite good in-game. They could have just made an alteration for striker and it would literally be this weapon, it doesn't serve a purpose to exist, it just takes the spotlight off two existing weapons and anyone who doesn't have it and can't afford to have it would just have to stick with thunder. Saying thunder because it's more like thunder than it is striker in terms of gameplay, even though it uses more striker mechanics than thunder ones.

 

So I don't know how to answer this poll. I like the gameplay, just don't think it justifies itself existing when it can literally just be an alteration for striker.

Edited by DeathIsImminent
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After playing with it at M1 for more than 10 battles, it's quite fun to use and is quite satisfying to land that sniping shot when you could barely see the enemy or keep track of them. Not having a laser is also a disadvantage.

 

Gauss-in-Serpuhov-ASL.png

 

For some reason, I couldn't post this photo since it wasn't supported by the forum. For some reason, it's supported now?

 

I can one-shot barely upgraded M1 medium hulls with that. Looking forward to micro-upgrading this to M2. If any balance changes come and it's nerfed heavily, I'll have Vulcan there. 

Edited by TheCongoSpider

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After playing with it at M1 for more than 10 battles, it's quite fun to use and is quite satisfying to land that sniping shot when you could barely see the enemy or keep track of them. Not having a laser is also a disadvantage.

 

I can one-shot barely upgraded M1 medium hulls with that. Looking forward to micro-upgrading this to M2. If any balance changes come and it's nerfed heavily, I'll have Vulcan there. 

I disagree on viewing a weapon's capabilities based on what they do on DD against an unprotected hull, the chance of that happening becomes less and less the higher in the ranks you go.

 

However I can say it currently is an upgraded version of small caliber loading machine thunders (Even faster reload) with the possibility of using the sniper shot once the enemy is weakened enough (Don't use it unless you're outright sniping or you're sure to oneshot the enemy, else the slow recovery time will nail you).

 

However you can also view it as an arcade mode shaft (Compare them, they're practically identical reload/damage wise) with splash damage and slightly bigger range, except shaft fares much better at sniping people. Idk. Most likely mobile shaft does better than gauss.

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I disagree on viewing a weapon's capabilities based on what they do on DD against an unprotected hull, the chance of that happening becomes less and less the higher in the ranks you go.

I am aware that this should not be the primary factor but it is a factor nonetheless. It can seem balanced when you're on equal footing with the enemy but if you have double damage and they don't have double armour, it may potentially pose some problems. 

 

Since it's able to one-shot medium hulls of its respective tier, it means that for a sniping shot, it would take away just above 50% of its medium-hull target's HP. Considering that it has no laser and the shot is instant, it would make sense for it to not one-shot the enemy medium hull if they're on equal footing. This is where protection isn't involved. A turret shouldn't be rendered useless if protection against it reaches 50%. It must be powerful when not facing protection but still viable when facing either many protections or high % number of protections. 

 

It's able to one-shot the medium hulls when unprotected but when it's protected (by protection modules), you wouldn't be able to one-shot them. So they're on the edge of balanced. 10% protection can enable you to survive a Gauss shot. 

 

__________________________________________________________________________________________________________

Gauss' statistics are out on the Russian Wiki. 

Edited by TheCongoSpider

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So, today I was playing a match on Iran and the whole enemy team were using Gauss and I am just here to complain on how does it not have a Nerf I want to see it get an Nerf and also if someday if we get a team thing like you can chose for a team you can only have 2 of each turret and on matches of death match it doesn't have a limit.

-Maroony

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I am aware that this should not be the primary factor but it is a factor nonetheless. It can seem balanced when you're on equal footing with the enemy but if you have double damage and they don't have double armour, it may potentially pose some problems. 

 

Since it's able to one-shot medium hulls of its respective tier, it means that for a sniping shot, it would take away just above 50% of its medium-hull target's HP. Considering that it has no laser and the shot is instant, it would make sense for it to not one-shot the enemy medium hull if they're on equal footing. This is where protection isn't involved. A turret shouldn't be rendered useless if protection against it reaches 50%. It must be powerful when not facing protection but still viable when facing either many protections or high % number of protections. 

 

It's able to one-shot the medium hulls when unprotected but when it's protected (by protection modules), you wouldn't be able to one-shot them. So they're on the edge of balanced. 10% protection can enable you to survive a Gauss shot. 

 

__________________________________________________________________________________________________________

Gauss' statistics are out on the Russian Wiki. 

Well shaft can oneshot unprotected heavy hulls of higher grades than it is, also without a beam unless it sits there for several seconds, shoot at the same rate as gauss in arcade mode, and has similar arcade mode damage... You know where I'm getting at.

 

Also devs claim gauss is long range... And striker is medium... But striker has some 500m range, and gauss has 100m. :huh:

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Well shaft can oneshot unprotected heavy hulls of higher grades than it is, also without a beam unless it sits there for several seconds, shoot at the same rate as gauss in arcade mode, and has similar arcade mode damage... You know where I'm getting at.

Differences between Shaft and Gauss:

 

For arcade shots, Shaft has a short range while Gauss has a longer range. At M4, Shaft's minimum damage range is 70 metres. Gauss' minimum range is 150 metres (same as Smoky and Thunder). Shaft's weak damage % is 25% while Gauss' weak damage % is 50%. So overall, Gauss is the better choice for arcade shots. It has higher damage, the same reload speed, and a farther range + higher weak damage. 

 

Shaft is the primary Sniper in the game. It's able to one-shot medium hulls when they're on equal footing. Gauss cannot. It would take two sniping shots to kill the medium hull. That's an advantage Shaft has over Gauss. Shaft is able to take off 82.5% of an M4 light hull's HP (when they're using double armour) without double damage. Gauss would be able to take off roughly 47% of an M4 light hull's HP (when they're using double armour) without double damage. Shaft is the better sniper.

 

So based on statistics, Gauss is better at arcade shooting than Shaft while Shaft is better at sniping than Gauss. 

 

 

Also devs claim gauss is long range... And striker is medium... But striker has some 500m range, and gauss has 100m. :huh:

Let me clear this up immediately:

 

Striker's missiles' damage does not depend on the range of the target like Thunder and Smoky's projectiles do. As long as it hits the target directly, it will do the damage within the distribution (which would be 790-970 for M4). That "500m" you're seeing there is the maximum range the missiles can fly at before they automatically explode. Shoot your Striker out in the distance and you'd see that it explodes for itself. That meant that it reached its maximum range. 

 

Gauss' projectiles, however, work like Thunder and Smoky's own. They have a minimum and maximum damage range value. The "100m" you're seeing on the upgrade screen is showing you its minimum damage range. Anything past that range and the damage becomes reduced to the turret's weak damage % which in this case, for Gauss, is 50%. 

 

Gauss' projectiles have no maximum range like Striker's missiles do. 

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Based on what I saw during battles, the information on the WIki is correct. Especially than explosion impact force from the sniping shot. 

 

I remember seeing a Titan Smoky with a Wasp Isida behind healing him while being stationary. I locked on to the back of the Titan and when I shot it, the Wasp Isida slid backwards a good bit. It was funny because the Isida almost fell off of the bridge with that. 

 

I counted that it took around 4.8 seconds to recharge after an M1 sniping shot and it was that. 

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Differences between Shaft and Gauss:

 

 

 

For arcade shots, Shaft has a short range while Gauss has a longer range. At M4, Shaft's minimum damage range is 70 metres. Gauss' minimum range is 150 metres (same as Smoky and Thunder). Shaft's weak damage % is 25% while Gauss' weak damage % is 50%. So overall, Gauss is the better choice for arcade shots. It has higher damage, the same reload speed, and a farther range + higher weak damage. 

 

Shaft is the primary Sniper in the game. It's able to one-shot medium hulls when they're on equal footing. Gauss cannot. It would take two sniping shots to kill the medium hull. That's an advantage Shaft has over Gauss. Shaft is able to take off 82.5% of an M4 light hull's HP (when they're using double armour) without double damage. Gauss would be able to take off roughly 47% of an M4 light hull's HP (when they're using double armour) without double damage. Shaft is the better sniper.

 

So based on statistics, Gauss is better at arcade shooting than Shaft while Shaft is better at sniping than Gauss. 

 

 

Let me clear this up immediately:

 

Striker's missiles' damage does not depend on the range of the target like Thunder and Smoky's projectiles do. As long as it hits the target directly, it will do the damage within the distribution (which would be 790-970 for M4). That "500m" you're seeing there is the maximum range the missiles can fly at before they automatically explode. Shoot your Striker out in the distance and you'd see that it explodes for itself. That meant that it reached its maximum range. 

 

Gauss' projectiles, however, work like Thunder and Smoky's own. They have a minimum and maximum damage range value. The "100m" you're seeing on the upgrade screen is showing you its minimum damage range. Anything past that range and the damage becomes reduced to the turret's weak damage % which in this case, for Gauss, is 50%. 

 

Gauss' projectiles have no maximum range like Striker's missiles do. 

 

 

Did you mention that you need to lead with Gauss arcade shots?  They are not immediate hits like smoky or thunder or even Shaft arcade.

 

Makes a big difference on getting hits.

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Did you mention that you need to lead with Gauss arcade shots?  They are not immediate hits like smoky or thunder or even Shaft arcade.

 

Makes a big difference on getting hits.

I use those shots in close-mid range but yeah, I should have mentioned that. 

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I just realized owl m2 doesn't unlock at the same rank as gauss m2. That's an anomaly in the usual system of modules.

I was just about to say this. Took the screenshots and all. 

 

Second-Lieutenant.png First-Lieutenant.png

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I just realized owl m2 doesn't unlock at the same rank as gauss m2. That's an anomaly in the usual system of modules.

Congrats on ranking! You getting targeted by Shafts yet?

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Who else gets confused as to whether you're dealing with a gauss or a thunder every time you encounter one, until they shoot or show Fox ears?

 

Happens to me more than it should TBH.

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