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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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1 hour ago, DieselPlatinum said:

Why would you let a twins get that close to you for?

They can sneak. It's the same way Ricochets, Hammers, and the melee turrets get to you. When I'm using Hornet, my legs become jello and I turn into a blushing klutzy mess whenever a Twins engages me. Extra klutzy if they're a Stable Plasma Twins. 

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7 hours ago, DieselPlatinum said:

Thunder once had an instant hit feature, but Gauss shots can fly across the map almost as fast, which already made thunders feature somewhat less unique. And then thunders instant hit got replaced by projectile, so now Gauss is basically an upgraded version of thunder.

 

Striker has two modes, one that deals average damage and one that deals high damage, but with a laser. But so does Gauss minute the laser, also has a longer grace period, and it can do it in one swift shot. So Gauss makes striker obsolete.

 

Magnum has the ability to produce the largest explosion that a turret can produce, and so can Gauss but it's much more deadly. Bye bye magnum, hello Gauss.

 

Shaft can be stealthy for like 0.2 seconds, but it has to put in a lot of effort to do so, Gauss on the other hand can be stealthy for 2 or more seconds, and without any effort at all. Gauss takes the cake here.

 

With the addition of Gauss, these four turrets lost something unique.

 

Why would you let a twins get that close to you for?

 

The maps need to adjust for magnum.

Of the 4 turrets you mention only Thunder is similar - but none of them really lose their uniqueness because of Gauss. It's not Gauss' fault Devs decided to ruin Thunder by taking away the instant hit.

And still not sure how that aspect affects your gameplay.

 

For Twins?  Sandal and Sandbox say hello.  Plus maps like Molotov make it easy for them to engage you up close as well.

 

Magnum and maps?  It's funny that the last time they adjusted maps... they made them better for magnum - all those silly barriers...

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8 hours ago, TheCongoSpider said:

1) They can sneak. It's the same way Ricochets, Hammers, and the melee turrets get to you. When I'm using Hornet, my legs become jello and I turn into a blushing klutzy mess whenever a Twins engages me.

2) Extra klutzy if they're a Stable Plasma Twins. 

1) but at least those close to short ranged turrets deserve to be able to sneak in. Gauss can just sneakily kill you from the other side of the map without effort.

2) that's a problem with alterations, not stock twins itself.

1 hour ago, wolverine848 said:

1) Of the 4 turrets you mention only Thunder is similar - but none of them really lose their uniqueness because of Gauss.

2) It's not Gauss' fault Devs decided to ruin Thunder by taking away the instant hit.

 

3) And still not sure how that aspect affects your gameplay.

 

 

4) Magnum and maps?  It's funny that the last time they adjusted maps... they made them better for magnum - all those silly barriers...

1) ignorance, ignorance, ignorance is all I see in this first part. 

2) I never said it was.

3) I never said it did.

4) that's a "devs being incompetent" problem. You want to put a roof over all the maps?

 

Funny that you kept saying that "the game isn't designed for indirect fire" but then in terms of gameplay, I don't see any evidence to suggest that. So what if it can shoot over walls? That alone doesn't make it a top weapon in the game.

 

I have a new saying that "the game isn't designed for stealth based attacks from afar". And so far I'm seeing a lot of evidence that suggests it to be true.

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3 minutes ago, DieselPlatinum said:

1) but at least those close to short ranged turrets deserve to be able to sneak in. Gauss can just sneakily kill you from the other side of the map without effort.

2) that's a problem with alterations, not stock twins itself.

1) ignorance, ignorance, ignorance is all I see in this first part. 

2) I never said it was.

3) I never said it did.

4) that's a "devs being incompetent" problem. You want to put a roof over all the maps?

 

Funny that you kept saying that "the game isn't designed for indirect fire" but then in terms of gameplay, I don't see any evidence to suggest that. So what if it can shoot over walls? That alone doesn't make it a top weapon in the game.

 

I have a new saying that "the game isn't designed for stealth based attacks from afar". And so far I'm seeing a lot of evidence that suggests it to be true.

Well you point out how Gauss is "taking away uniqueness" of some turrets.  If it does not affect you - who cares?

 

12 of 13 turrets need LOS to hit an enemy.  Maps have plenty of cover for 12 of 13 turrets.  But the maps offer very little cover from Magnum.

Ever hear of the saying "one of these things does not belong"?

 

As for your last note... you'd remove Rail & Shaft and Magnum then?  Cuz all three of those can kill you instantly as you spawn.  All 3 can also kill you without any warning.

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2 hours ago, wolverine848 said:

1) Well you point out how Gauss is "taking away uniqueness" of some turrets.  If it does not affect you - who cares?

 

2) 12 of 13 turrets need LOS to hit an enemy.  Maps have plenty of cover for 12 of 13 turrets.  But the maps offer very little cover from Magnum.

Ever hear of the saying "one of these things does not belong"?

 

3) As for your last note... you'd remove Rail & Shaft and Magnum then?  Cuz all three of those can kill you instantly as you spawn.  All 3 can also kill you without any warning.

1) just because the uniqueness aspect doesn't affect our gameplay, doesn't mean that those of us that care about should stop caring. That's like saying we should give up on life and go jump off a bridge.

 

2) so you basically want a gigantic roof over all the maps.

 

3) rail can still be knocked off aim, just like shaft and magnum but shaft is immobile while magnum is unable to vertically rotate without the alt.

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1 hour ago, DieselPlatinum said:

1) just because the uniqueness aspect doesn't affect our gameplay, doesn't mean that those of us that care about should stop caring. That's like saying we should give up on life and go jump off a bridge.

 

2) so you basically want a gigantic roof over all the maps.

 

3) rail can still be knocked off aim, just like shaft and magnum but shaft is immobile while magnum is unable to vertically rotate without the alt.

1) That is such an odd thing to say...

2) No.  Do we have solid walls everywhere that prevent LOS turrets?  No.  But there are pelnty of walls that give cover.  We currently have almost no overhead cover. that is where the issue lies.

3) All those camper turrets can one-shot kill a spwaning tank or a tank that is not aware of them.  The weaknesses you suggest only apply if you are aware of them.

 

Guass being the Chimera of turrets does not make it less worthy to be in the game than turrets like Magnum.  Another thing we'll have to agree to disagree on.

Edited by wolverine848

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1 hour ago, wolverine848 said:

 

1) Guass being the Chimera of turrets does not make it less worthy to be in the game than turrets like Magnum. 

2) Another thing we'll have to agree to disagree on.

1) yeah because it's a tailor made weapon specifically for exploiters. And we all know how much the devs love exploiters.

2) fine

1 hour ago, wolverine848 said:

No idea.  I'm worried smoky is next ?

That's because it is. They even mentioned it a couple vlogs ago. Now the only turrets that'll have the instant hit feature would be shaft, railgun, and hammer since its almost instantly.

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35 minutes ago, DieselPlatinum said:

1) yeah because it's a tailor made weapon specifically for exploiters. And we all know how much the devs love exploiters.

2) fine

That's because it is. They even mentioned it a couple vlogs ago. Now the only turrets that'll have the instant hit feature would be shaft, railgun, and hammer since its almost instantly.

Will likely stop playing with this account then...  they truly are ruining the game.

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On 12/29/2019 at 8:18 AM, Alklines said:

Are there any known plans for alterations for Gauss?

TBH, I think Gauss is literally an alteration for thunder, striker, or shaft. But an overpowered one.

 

Don't know why the devs decided to go the extra length to make it a turret.

 

I would've been fine with it as an alteration that unlocked really late for a high price.

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1 hour ago, TheCongoSpider said:

I believe this should be directed at Magnum and not Gauss? Since Gauss is just like the other "line-of-sight" turrets. 

Magnum is no where near as efficient as Gauss is. And unlike gauss, magnum actually has a unique ability and disadvantage. The "indirect fire" complaint isn't even a problem.

 

Magnum is only a problem with hornet, but that's an OD issue. Gauss is a problem despite what hull it's using but some aid Gauss more than others.

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This ModifiKation update gave me a new least favorite turret to go against. That turret is Gauss (especially Mk7). It gets on my nerves like no other. Why? They are literally everywhere, and its charged shot does a significant amount of damage, even on my Hunter Mk6 8/10.

 

Looks like it's time to dust off my Owl module and get some upgrades.

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35 minutes ago, GrayWolf8733 said:

This ModifiKation update gave me a new least favorite turret to go against. That turret is Gauss (especially Mk7). It gets on my nerves like no other. Why? They are literally everywhere, and its charged shot does a significant amount of damage, even on my Hunter Mk6 8/10.

 

Looks like it's time to dust off my Owl module and get some upgrades.

I was thinking of getting owl myself. But first I have to wait till hornet OD is nerfed my way. I hate it's stealth ability. That ability and long range and high damage output should not go together.

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59 minutes ago, DieselPlatinum said:

I was thinking of getting owl myself. But first I have to wait till hornet OD is nerfed my way. I hate it's stealth ability. That ability and long range and high damage output should not go together.

It's like pre-2014 Shaft, but without the main disadvantages of Shaft (tunnel vision and no mobility). And I'm pretty sure it has faster reload.

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3 hours ago, DieselPlatinum said:

I was thinking of getting owl myself. But first I have to wait till hornet OD is nerfed my way. I hate it's stealth ability. That ability and long range and high damage output should not go together.

I got Owl on 4 of my 5 accounts. My default modules used to be Thunder/Railgun/{insert other upgraded module I had (usually Firebird)}, but now it's Thunder, Railgun/Gauss. 

 

Their presence is too common and their collateral damage is too high for me not to equip it. It allows me to survive a sniping shot with 5-20% of my HP most times, but their maximum damage is still high enough to one-shot me, just like Magnum. But the worst feeling is being collateral damage. You lock on to one person and you only see that person, and then you see 3 red damage numbers around the target you shot. 

 

It doesn't make much sense using the mid-rank protection on a light hull in the mid-ranks. It doesn't help you if you don't have DA and the Gauss has DD. But for the other hulls, it's a good boost in survivability. 

Edited by TheCongoSpider
Fixed a word.

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1 hour ago, TheCongoSpider said:

I got Owl on 4 of my 5 accounts. My default modules used to be Thunder/Railgun/{insert other upgraded module I had (usually Firebird)}, but now it's Thunder, Railgun/Gauss. 

 

They're presence is too common and their collateral damage is too high for me not to equip it. It allows me to survive a sniping shot with 5-20% of my HP most times, but their maximum damage is still high enough to one-shot me, just like Magnum. But the worst feeling is being collateral damage. You lock on to one person and you only see that person, and then you see 3 red damage numbers around the target you shot. 

 

It doesn't make much sense using the mid-rank protection on a light hull in the mid-ranks. It doesn't help you if you don't have DA and the Gauss has DD. But for the other hulls, it's a good boost in survivability. 

This all goes back to the stealth ability. That Gauss just needs one target. And it's usually the one that's moving around. If the player that's being locked on by Gauss is notified that they're being locked on, they'll be able to react. The collateral damage won't even be much of an issue. And Gauss would actually be balanced.

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6 hours ago, DieselPlatinum said:

This all goes back to the stealth ability. That Gauss just needs one target. And it's usually the one that's moving around. If the player that's being locked on by Gauss is notified that they're being locked on, they'll be able to react. The collateral damage won't even be much of an issue. And Gauss would actually be balanced.

What if a laser and slightly faster lock on was added, and an alteration removes the laser and slows the lock on but deals no splash damage? 

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4 hours ago, 123tim456back said:

What if a laser and slightly faster lock on was added, and an alteration removes the laser and slows the lock on but deals no splash damage? 

I'd rather remove the turret and make it an alteration for thunder. But with an indicator.

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