Jump to content
EN
Play

Forum

Let's Discuss Gauss!


 Share

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


Recommended Posts

1 minute ago, TheCongoSpider said:

The sniping shot has no damage fall off, hence it does not have a minimum and maximum damage range (in metres).

why did they mention min/max (1080-1781) damage if range does not decrease dmg. beside my turret is not doing max(1781) damage that is why I checked.

Share this post


Link to post
Share on other sites

Is there any way to be protected from the electromagnetic salvo augment? My supplies are being wasted and all those idiots have to do is sit, camp and shoot! Quite OP, don't you think? When I checked on the forum, the drawbacks were pretty weak compared to the strengths. They need to nerf that augment.

  • Agree 1

Share this post


Link to post
Share on other sites

1 hour ago, The_one_and_only said:

Is there any way to be protected from the electromagnetic salvo augment? My supplies are being wasted and all those idiots have to do is sit, camp and shoot! Quite OP, don't you think? When I checked on the forum, the drawbacks were pretty weak compared to the strengths. They need to nerf that augment.

It is OP.  Drawbacks are indeed weak. Should never have been introduced to the game.

It's ridiculous they removed the splash damage from the arcade shot as "a drawback". In many ways that is actually a bonus.

At the very least they should have removed splash damage from the snipe.  After all it's an EMP shot - not a high-explosive shot.

Edited by wolverine848
  • Like 1
  • Agree 9

Share this post


Link to post
Share on other sites

1 hour ago, At_Shin said:

You will need to equip the EMP Immunity Hull Augment to protect yourself against Gauss EMP Salvo.  I suggest you wait for a challenge with that augment....

Ohh... Never knew that. Guess, I learnt something new today :) 

Edited by At_Shin
sarcasm eh? Well I hate that augment too and turret as well.

Share this post


Link to post
Share on other sites

5 hours ago, wolverine848 said:

It is OP.  Drawbacks are indeed weak. Should never have been introduced to the game.

It's ridiculous they removed the splash damage from the arcade shot as "a drawback". In many ways that is actually a bonus.

At the very least they should have removed splash damage from the snipe.  After all it's an EMP shot - not a high-explosive shot.

Decrease sniping damage by 50% v increase reload time v decrease time of supply-reset to 3 sec or severly decrease splash radius or remove it entirely. I have been playing with EM-salvo for a while and I can only consider it overpowered, no debate - its stat-changes literally make no sense at all too. There are plenty of ways to nerf this augment and it disturbs me that nothing is done to rework this augment. 

  • Agree 1

Share this post


Link to post
Share on other sites

Yes it have a lot of illogical and legendary things. It deserve a huge nerf, but to write the meta things, that at least every single of it need a rework

First, haven't you played someday and you zapped suddenly your supplies turned off to 5 seconds? though no one shoots you? this because the incredibly 20m splash damage, you are in the furthest point in Splash radius, so you wont feel for the damage, but your supplies 5 seconds out of existence... in this point at least EMP should be depended on the distance, so if you are from 15-20 of splash radius. your supplies turned off just 1 second.

Another contradiction.. the EMP effect, should Gauss take it also when it in the Splash damage radius. But that what not happens. (I know if that happens, it consider as a big nerf, as we all know it has a huge OP splash radius)

The nerf on Regular splash damage radius, thank you Tanki for the nerf, let's take a look at its radius... oh oh it's 2m, 2m honestly didn't need a nerf, wont affect any other player than the target. But it just help the Gauss user when someone is close enough to him. so it's considered as a buff, another contradicta.

Sniping reload -50% ops ops why? this made Gauss can destroy your supplies and immediately with another sniping to disable your supplies and your teammates more. -50% reload and +50 projectile in arcade, this literally allow it to compensate the -25% damage, by killing you with arcade shot after sniping.

Those are just a correctness for the contradicts in this turret. But now let's talk about the turret completely with no pity.

First why EMP? is the -25% consider as a nerf? do you know guys EMP for 5 seconds, alone is enough to consider as a whole turret(a spreader for EMPs)?  not just an Augment with -25% nerf. I think the logical nerf is -75%. though it shouldn't be existed from initials.

The combination of nerfs and buffs (regardless of EMP) deserve to considered as an Augment, and maybe some players will consider it as an OP, that just without EMP. But with the EMP (current state) No comment tbh.

?-50% sniping reload - +50% arcade shot ---- ?-25% sniping damage. deserve to considered as an Augment alone.

But as it's written, its price 47$. I could understand something why

Edit: The most OP turret, I created a full topic about it if anyone remember. get the most OP Augment. Nothing made EMP more stronger than combined with Gauss.. And to remember you my points about Gauss again: Moving while sniping - No laser - Incredible Splash radius - Hybrid - Automatic hits. And what EMP did is taking all of these advantages, with EMP, and less reload time.

Edited by asem.harbi

Share this post


Link to post
Share on other sites

15 hours ago, asem.harbi said:

Yes it have a lot of illogical and legendary things. It deserve a huge nerf, but to write the meta things, that at least every single of it need a rework

First, haven't you played someday and you zapped suddenly your supplies turned off to 5 seconds? though no one shoots you? this because the incredibly 20m splash damage, you are in the furthest point in Splash radius, so you wont feel for the damage, but your supplies 5 seconds out of existence... in this point at least EMP should be depended on the distance, so if you are from 15-20 of splash radius. your supplies turned off just 1 second.

Another contradiction.. the EMP effect, should Gauss take it also when it in the Splash damage radius. But that what not happens. (I know if that happens, it consider as a big nerf, as we all know it has a huge OP splash radius)

The nerf on Regular splash damage radius, thank you Tanki for the nerf, let's take a look at its radius... oh oh it's 2m, 2m honestly didn't need a nerf, wont affect any other player than the target. But it just help the Gauss user when someone is close enough to him. so it's considered as a buff, another contradicta.

Sniping reload -50% ops ops why? this made Gauss can destroy your supplies and immediately with another sniping to disable your supplies and your teammates more. -50% reload and +50 projectile in arcade, this literally allow it to compensate the -25% damage, by killing you with arcade shot after sniping.

Those are just a correctness for the contradicts in this turret. But now let's talk about the turret completely with no pity.

First why EMP? is the -25% consider as a nerf? do you know guys EMP for 5 seconds, alone is enough to consider as a whole turret(a spreader for EMPs)?  not just an Augment with -25% nerf. I think the logical nerf is -75%. though it shouldn't be existed from initials.

The combination of nerfs and buffs (regardless of EMP) deserve to considered as an Augment, and maybe some players will consider it as an OP, that just without EMP. But with the EMP (current state) No comment tbh.

?-50% sniping reload - +50% arcade shot ---- ?-25% sniping damage. deserve to considered as an Augment alone.

But as it's written, its price 47$. I could understand something why

Edit: The most OP turret, I created a full topic about it if anyone remember. get the most OP Augment. Nothing made EMP more stronger than combined with Gauss.. And to remember you my points about Gauss again: Moving while sniping - No laser - Incredible Splash radius - Hybrid - Automatic hits. And what EMP did is taking all of these advantages, with EMP, and less reload time.

But here's the thing, no one spends $47 on a game, they probably get it through ultra containers, they should remove it from ultra containers otherwise it is pretty easy to obtain it....

Share this post


Link to post
Share on other sites

15 hours ago, asem.harbi said:

Yes it have a lot of illogical and legendary things. It deserve a huge nerf, but to write the meta things, that at least every single of it need a rework

First, haven't you played someday and you zapped suddenly your supplies turned off to 5 seconds? though no one shoots you? this because the incredibly 20m splash damage, you are in the furthest point in Splash radius, so you wont feel for the damage, but your supplies 5 seconds out of existence... in this point at least EMP should be depended on the distance, so if you are from 15-20 of splash radius. your supplies turned off just 1 second.

Another contradiction.. the EMP effect, should Gauss take it also when it in the Splash damage radius. But that what not happens. (I know if that happens, it consider as a big nerf, as we all know it has a huge OP splash radius)

The nerf on Regular splash damage radius, thank you Tanki for the nerf, let's take a look at its radius... oh oh it's 2m, 2m honestly didn't need a nerf, wont affect any other player than the target. But it just help the Gauss user when someone is close enough to him. so it's considered as a buff, another contradicta.

Sniping reload -50% ops ops why? this made Gauss can destroy your supplies and immediately with another sniping to disable your supplies and your teammates more. -50% reload and +50 projectile in arcade, this literally allow it to compensate the -25% damage, by killing you with arcade shot after sniping.

Those are just a correctness for the contradicts in this turret. But now let's talk about the turret completely with no pity.

First why EMP? is the -25% consider as a nerf? do you know guys EMP for 5 seconds, alone is enough to consider as a whole turret(a spreader for EMPs)?  not just an Augment with -25% nerf. I think the logical nerf is -75%. though it shouldn't be existed from initials.

The combination of nerfs and buffs (regardless of EMP) deserve to considered as an Augment, and maybe some players will consider it as an OP, that just without EMP. But with the EMP (current state) No comment tbh.

?-50% sniping reload - +50% arcade shot ---- ?-25% sniping damage. deserve to considered as an Augment alone.

But as it's written, its price 47$. I could understand something why

Edit: The most OP turret, I created a full topic about it if anyone remember. get the most OP Augment. Nothing made EMP more stronger than combined with Gauss.. And to remember you my points about Gauss again: Moving while sniping - No laser - Incredible Splash radius - Hybrid - Automatic hits. And what EMP did is taking all of these advantages, with EMP, and less reload time.

Or here's what they should change: When someone gets shot by it, it should only remove supplies from that tank only. Any allies near it won't have their supplies removed rather a cooldown will be imposed on the supplies so they will still have a better chance in battle overall

Share this post


Link to post
Share on other sites

On 12/27/2020 at 12:12 AM, The_one_and_only said:

Any allies near it won't have their supplies removed rather a cooldown will be imposed on the supplies so they will still have a better chance in battle overall

Even this is too much.  There should be no splash with EMP snipe since it replaces the high-explosive shell.

  • Like 1
  • Agree 2

Share this post


Link to post
Share on other sites

On 12/26/2020 at 9:28 PM, Spy said:

Yesterday I got the 'Armor-Piercing Salvo' augment for Gauss. It is really good, even overpowered if used correctly but many of my kills get stolen.

Yes I noticed that, I exploit it stealing the kills from Freeze AP in my team. I think those are more a teambased Augments than a self benefiting.

  • Agree 1

Share this post


Link to post
Share on other sites

12 hours ago, wolverine848 said:

Even this is too much.  There should be no splash with EMP snipe since it replaces the high-explosive shell.

But if you hide and wait for 5 sec you'll skip the 30 sec recharge of the supplies.

Share this post


Link to post
Share on other sites

  • Head Administrator
6 hours ago, asem.harbi said:

Yes I noticed that, I exploit it stealing the kills from Freeze AP in my team. I think those are more a teambased Augments than a self benefiting.

I totally agree with that. You can take Railgun AP for example, on its own it is a very bad augment due to its low damage and slow reload, but every time you hit your opponent you apply the AP status effect on them, that gives your teammates the opportunity to kill with ease. 

Share this post


Link to post
Share on other sites

7 hours ago, The_Voltage said:

But if you hide and wait for 5 sec you'll skip the 30 sec recharge of the supplies.

It recharges so fast you are usually dead before then.  And the splash has such a ridiculous radius that even tanks hiding unseen get the EMP unless there's a wall between them and the target that was hit.

Any way you slice it the augment is obscene.

Share this post


Link to post
Share on other sites

2 hours ago, wolverine848 said:

It recharges so fast you are usually dead before then. And the splash has such a ridiculous radius that even tanks hiding unseen get the EMP unless there's a wall between them and the target that was hit.

Any way you slice it the augment is obscene.

New feature of the OP augs that they rare and can be fully devastated by hull augs. And maybe I'm a noob, but Hammer in my hands does more than EMPauss)

Share this post


Link to post
Share on other sites

On 12/31/2020 at 10:15 PM, The_Voltage said:

New feature of the OP augs that they rare and can be fully devastated by hull augs. And maybe I'm a noob, but Hammer in my hands does more than EMPauss)

I don't have a hull Augment against such overpowered EMP and AP Augments??! so I'm completely devastated by them.

Also commmon The Voltage, isn't "fully devastated" a big word to say? fully devastated?!! first EMP Gauss have a -50% reload time, that directly compensate the -25% nerf in damage, so even against EMP Immunity, it still OP. And AP turret Augments!! many of them didn't have any disadvantage! and if they have the disadvantage is a neglectable, like the -15% in critical shot damage in Smoky, the critical damage haven't gone, no just the reduced -15% of the critical damage, with for sure AP addition.

Edited by asem.harbi
I'm criticizing the Gauss not you.. ?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...