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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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2 minutes ago, TheCongoSpider said:

That's bad luck rather than skill. You can't manipulate the way enemies move in a group, especially when you give no indication that you're locking onto one of the members. 

 

May be bad luck but it's also an inherent weakness in the turret.  Same for striker.  Team-mates and other enemies can interrupt lock-on and make it take significantly longer than base amount of time.

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Just now, wolverine848 said:

May be bad luck but it's also an inherent weakness in the turret.  Same for striker.  Team-mates and other enemies can interrupt lock-on and make it take significantly longer than base amount of time.

And this is where Gauss is superior to Striker. It has a 2-second grace period. You just need to fill a frame of the acquisition to reset the grace period. Shouldn't be hard to slowly fill it in using the nooks between the group members. Eventually you'll get them if they don't move to another location. Same can't be said about Striker. You need a whole second more time total to acquire the target and you only have a 1-second grace period. 

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Just now, TheCongoSpider said:

And this is where Gauss is superior to Striker. It has a 2-second grace period. You just need to fill a frame of the acquisition to reset the grace period. Shouldn't be hard to slowly fill it in using the nooks between the group members. Eventually you'll get them if they don't move to another location. Same can't be said about Striker. You need a whole second more time total to acquire the target and you only have a 1-second grace period. 

Well yeah - most players would agree striker needs some kind of buff.

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2 hours ago, At_Shin said:

I have occasionally encountered an annoying problem while using gauss; that while aiming at a particular tank in a group of 3or4 tanks, it is hard to latch onto the enemy for the full aiming time without any interruptions. This requires some skills. What happens is that my Gauss leaves aiming at the particular enemy in question and starts preparing for aiming at another enemy in the same group. ( the amount of time this process takes is equal to Gauss's aiming recovery time.)  

Therefore, it does take some skills to do a monster kill with Gauss, it's grace period being the main hindrance at a completely automatic shot. I think if it's grace period were reduced, it would latch onto another target much quicker. 

One way that I have learnt to quickly change my targets is that I let go of the spacebar aim at another tank and snipe. This method is counter-intuitive at first but it does allow me to snipe them faster.

And how often do you see 3-4 players clumped up in a battle? Also, this only affects a specific situation, but not so much when just targeting lone enemies.

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1 hour ago, At_Shin said:

Right, but Gauss deals 'okay' damage to single targets. It becomes too op only because of its large splash area and high damage distribution, which enable it to monster kill.  Sometimes, I get unlucky and am not able to snipe-kill a wasp, sometimes I am lucky and snipe-kill a titan.

Which brings us back to the question. How often are you seeing 3-4 enemies all clumped together? In my experience, most of my Gauss kills were lone players. They simply didn't stand a chance.

1 hour ago, At_Shin said:

This was because the enemy did not realise my position and I was being stealthy and aiming from a small gap inbetween buildings.

It's not like they can anyway. Worst thing about it is that you won't know that it's locking on to you until it's too late.

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4 minutes ago, At_Shin said:

Au contraire, I believe that lone players have a better chance of surviving a Gauss sniper shot. This is because after being shot ( but not destroyed) they can gauge the approximate direction of the Gauss and dive into cover

That is if they even do survive the shot. But it won't even matter anyway, just one shot and that person is already at a massive disadvantage, they'd have a choice of wasting their repairs or just be an easy kill for the Gauss.

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20 minutes ago, At_Shin said:

The same can be said for any turret that deals high damage.  Equip owl module. It reduces Gauss' damage a lot and makes it very hard to get kills.

lets see-

1. railgun :has a massive loading and charging time .u can see the trail very clearly after the shot 

2.shaft :laser indicator and immobility .also the scope creates a blind spot in the sides 

3.magnum :hard to aim and u can see the trail clearly .splash is more self -damaging than gausses 

4. gauss :2 modes .sniping and arcade shots .no indicator ,massive splash and doesnt do much self damage unless its a close range sniping shot .has full mobility during salvo mode and can see the whole map ,leaving no blind spots .

5.striker :unless u have a massive skill regarding its use ,its basically crap

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10 hours ago, At_Shin said:

Very true. I think it's aiming recovery time should be 2 seconds like Gauss'.

To minimize interruptions during aiming, a Gauss user needs to adjust his aim by slight corrections of the turret in the direction of the enemy. Moreover, when the Gauss user is moving and aiming at an enemy, he needs to aim properly while driving in the right direction or else he will never snipe the target at all. While I am not so skilled to pull off snipes while moving with high efficiency, even shooting at a target while I am stationary requires some skills ( like stopping aiming at an enemy who just went behind cover to start aiming at another exposed target).

You're a good Gauss player, just that playing on a mobile phone is tough... (I remember your gameplay vid ? )

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8 minutes ago, At_Shin said:

Gauss: direction can be gauged from direction of thunder-esque projectile during normal shots, for sniper ones, we have to rely on direction of sniper shot-beam.

shot beam is very short lasting and if ur caught unaware ,it's hopeless trying to find out where it came from .also the impact is much higher than a thunders hence making shots easy to knock off

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6 minutes ago, At_Shin said:

That is all true. I do believe it's sniper shot effect should last a bit longer. 

almost like the railgun trail...

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42 minutes ago, SHREYA88 said:

almost like the railgun trail...

Coz Gauss in sniping mode is slightly more potent than a Railgun shot, without DD.

I have Railgun Mk3-10, and Gauss Mk3-8. I can surely tell you guys that my Gauss is better than my Railgun when it comes to damage without DD. (Gauss is more consistent)

Ofc, Rail has a short firing delay, which is analogous to the locking-on of Gauss, and that locking-on requires both time and skill, but the final effect is more rewarding for Gauss.

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6 minutes ago, SHREYA88 said:

Coz Gauss in sniping mode is slightly more potent than a Railgun shot, without DD.

I have Railgun Mk3-10, and Gauss Mk3-8. I can surely tell you guys that my Gauss is better than my Railgun when it comes to damage without DD. (Gauss is more consistent)

Ofc, Rail has a short firing delay, which is analogous to the locking-on of Gauss, and that locking-on requires both time and skill, but the final effect is more rewarding for Gauss.

I agree. Gauss is more preferred over all due to it's final shot. It's decent even without the snipe. That's what makes it good. However, if used well Railgun can rival a Gauss. However, Gauss is much easier to master than Railgun making it the more used mid-long range turret.

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Here are all the advantages that Gauss has:

·Long range.

· No indicator when being locked on by it.

· Splash radius is the size of magnums but amplified when sniping.

· Arcade splash radius is smaller than that of ricochet.

· Sniper shot is almost instantaneous and the trail disappears immediately after.

· Short lock on time and super long aiming recovery time.

· Snipe shots are equivalent to that of LCR railgun and arcade shots are between smoky and thunder in terms of damage.

· Extremely easy to use, is really user friendly, and versatile.

 

All this is what makes it a hybrid among its fellow mid and long range turrets.

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I know I talk about it a lot, but its really an OP turret,

In every game the snipers turret are hard to use and require some skills of player to handle it

but in Tanki they make a easy sniper turret that named Gauss, with obvious advantages than others like,

No laser like (Striker-Shaft) - less Lock-on time than (Striker) - automatic hits (omg thats what every sniper player dream about) - strong shots (stronger than Railgun some equal to Magnum) - Hybrid turret - High Impact force than Railgun less Recoil - Highest turret in Splash Damage

Maybe you wonder why I compared it to the Striker while its a sniper turret,,, Its a hybrid and have some similar to Striker in some things

Guys after all the advantages I write it here, I think it some obvious that its OP or more than OP..

I think no need of this turret in the game, I think they should not just nerf it I think they must to remove it.. 

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On 9/22/2020 at 6:15 AM, asem.harbi said:

I know I talk about it a lot, but its really an OP turret,

In every game the snipers turret are hard to use and require some skills of player to handle it

but in Tanki they make a easy sniper turret that named Gauss, with obvious advantages than others like,

No laser like (Striker-Shaft) - less Lock-on time than (Striker) - automatic hits (omg thats what every sniper player dream about) - strong shots (stronger than Railgun some equal to Magnum) - Hybrid turret - High Impact force than Railgun less Recoil - Highest turret in Splash Damage

Maybe you wonder why I compared it to the Striker while its a sniper turret,,, Its a hybrid and have some similar to Striker in some things

Guys after all the advantages I write it here, I think it some obvious that its OP or more than OP..

I think no need of this turret in the game, I think they should not just nerf it I think they must to remove it.. 

At least it functions same as of the other turrets. Magnum can shoot over walls without getting hurt even a bit. 

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21 minutes ago, E_polypterus said:

At least it functions same as of the other turrets. Magnum can shoot over walls without getting hurt even a bit. 

Magnum also requires you to aim....

You don't have the big red fire and hit outline for Magnum.

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