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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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A big loss for Gauss (Electromagnetic salvo)

  We used to differentiate between chickens and chicks.
But the chicks complained and said: My mother, we do not want to stay away from you, we are afraid to be alone.
The chickens thought and demanded a change in the rules of the game

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I support the nerf to EMP Salvo, however regular Gauss has become such a boring turret now, and it is now the weakest long-range turret in my opinion (aside from EMP Salvo).

I have Railgun at Mk8 and I was working on my Gauss, but now I feel cheated because it feels like in many ways - Gauss and Railgun are basically the same turret. Railgun is a long range single target turret, with a shot delay time. Gauss was a long range turret with a delay time (the charge up) but it's distinctive quality was that it had great splash from range. Now yes, of course Railgun can charge without lock-on, and shoot through multiple tanks, and the lock-on mechanic is quite different - but in a lot of ways Gauss/Shaft and Railgun are now far too similar - having two single target damage long-range turrets is boring, so I've stopped MU-ing my Gauss. If you want splash you now have to use Thunder or Magnum - but I can't use Magnum as Magnum is still bugged and half the shots do nothing on HTML5.

Gauss IS splash, so while yes its splash was too heavy (the "average damage" radius gave 90% of maximum damage at a very large radius, which was OP), the nerf to Gauss's splash is far too drastic, imo. Gauss needs to have at least the same damage/radius in terms of its splash as a Thunder shot. Right now its charged shot is basically single target, and it is boring and makes all the long-range turrets other than Magnum wayyyy too similar. Yes the splash was OP before, but this is ridiculous, at least give it Thunder-level splash on each charged shot - which would not be OP.

Note: I am not saying splash needs to return to EMP Salvo, it was good that it has been nerfed, and there is nothing wrong with it having the penalty of no splash damage with the power it has in other ways. But for other Gauss augments, and regular Gauss - splash should be less than it was, but much more than it is now.

Edited by DestrotankAI9
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2 hours ago, DestrotankAI9 said:

I support the nerf to EMP Salvo, however regular Gauss has become such a boring turret now, and it is now the weakest long-range turret in my opinion (aside from EMP Salvo).

I have Railgun at Mk8 and I was working on my Gauss, but now I feel cheated because it feels like in many ways - Gauss and Railgun are basically the same turret. Railgun is a long range single target turret, with a shot delay time. Gauss was a long range turret with a delay time (the charge up) but it's distinctive quality was that it had great splash from range. Now yes, of course Railgun can charge without lock-on, and shoot through multiple tanks, and the lock-on mechanic is quite different - but in a lot of ways Gauss/Shaft and Railgun are now far too similar - having two single target damage long-range turrets is boring, so I've stopped MU-ing my Gauss. If you want splash you now have to use Thunder or Magnum - but I can't use Magnum as Magnum is still bugged and half the shots do nothing on HTML5.

Gauss IS splash, so while yes its splash was too heavy (the "average damage" radius gave 90% of maximum damage at a very large radius, which was OP), the nerf to Gauss's splash is far too drastic, imo. Gauss needs to have at least the same damage/radius in terms of its splash as a Thunder shot. Right now its charged shot is basically single target, and it is boring and makes all the long-range turrets other than Magnum wayyyy too similar. Yes the splash was OP before, but this is ridiculous, at least give it Thunder-level splash on each charged shot - which would not be OP.

Note: I am not saying splash needs to return to EMP Salvo, it was good that it has been nerfed, and there is nothing wrong with it having the penalty of no splash damage with the power it has in other ways. But for other Gauss augments, and regular Gauss - splash should be less than it was, but much more than it is now.

Why not try using Gauss and closer range with super shots. its actually more effective for closer combat now. Gauss is fun for me still to use at closer range besides camping. I always thought camping with Guass has always been boring lol. It feels so satisfying to Supershot tanks at point blank range.

Edited by MysticBlood
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Definitely the nerf of EMP Gauss was incredibly demanding and needed, the farce 20m radius for EMP wasn't accepted. I don't know how someone dared to say it was balanced just because he get it from UC

Also stock Gauss was OP with 20m splash radius and 12m for the 90% of damage, which is too OP. Destrotank, don't forget Gauss is a long-range turret and the splash-damage for ranged turret is distasteful thing, killing multiple players with one-shot ?   Don't compare Gauss to Thunder

Also for the lock-on yes I agree there is a big difference between charging the shot of Railgun and Gauss, Railgun is way much lesser compared to Gauss which is 1.1s compared to Gauss 1.7s, which a big difference especially with the lock-on.   But if Gauss doesn't have the lock-on and directly hit the shot like Railgun with the splash-damage, it will be OP. And don't forget that ranged turrets aren't easy, and we miss the shot more often, so the automatic system of Gauss does help a lot and you guarantee that you wont miss your shot.

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3 hours ago, DestrotankAI9 said:

I support the nerf to EMP Salvo, however regular Gauss has become such a boring turret now, and it is now the weakest long-range turret in my opinion (aside from EMP Salvo).

I have Railgun at Mk8 and I was working on my Gauss, but now I feel cheated because it feels like in many ways - Gauss and Railgun are basically the same turret. Railgun is a long range single target turret, with a shot delay time. Gauss was a long range turret with a delay time (the charge up) but it's distinctive quality was that it had great splash from range. Now yes, of course Railgun can charge without lock-on, and shoot through multiple tanks, and the lock-on mechanic is quite different - but in a lot of ways Gauss/Shaft and Railgun are now far too similar - having two single target damage long-range turrets is boring, so I've stopped MU-ing my Gauss. If you want splash you now have to use Thunder or Magnum - but I can't use Magnum as Magnum is still bugged and half the shots do nothing on HTML5.

Gauss IS splash, so while yes its splash was too heavy (the "average damage" radius gave 90% of maximum damage at a very large radius, which was OP), the nerf to Gauss's splash is far too drastic, imo. Gauss needs to have at least the same damage/radius in terms of its splash as a Thunder shot. Right now its charged shot is basically single target, and it is boring and makes all the long-range turrets other than Magnum wayyyy too similar. Yes the splash was OP before, but this is ridiculous, at least give it Thunder-level splash on each charged shot - which would not be OP.

Note: I am not saying splash needs to return to EMP Salvo, it was good that it has been nerfed, and there is nothing wrong with it having the penalty of no splash damage with the power it has in other ways. But for other Gauss augments, and regular Gauss - splash should be less than it was, but much more than it is now.

The Devs have no clue how moderate ANYTHING with balance.

They did the same thing when Isida had vampirism.  They went from way too much (50%) down to way too little (10%).  Did it not occur to anyone in that department to try 25%?  I mean seriously...

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I was the reason for losing Gauss . his property  EMP Salvo  I got it by way of luck, and I started hitting enemies. I felt uncomfortable, but I did not care.
But it is still strong in individual struggles

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21 minutes ago, Wiz-Green-Gaming said:

Gauss MK8 Is OP

 

Stock?  Use a Gauss module and it won't seem nearly as bad.

Splash could use a nerf though. 90% damage out to 12m is way too much.

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4 minutes ago, wolverine848 said:

Stock?  Use a Gauss module and it won't seem nearly as bad.

Splash could use a nerf though. 90% damage out to 12m is way too much.

It also it locking time got a nerf too. Now if you look away from target it unlocks within 1 sec.

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Gauss is bad.

I played a few hours, and I see that the alming nerf time WAS TOO MUCH, if I miss alming for 1 second I need to charge again, and that's when the enemy is with a big impact like magnum and railgun, it's harder than think

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3 minutes ago, pocrettttt said:

I played a few hours, and I see that the alming nerf time WAS TOO MUCH, if I miss alming for 1 second I need to charge again, and that's when the enemy is with a big impact like magnum and railgun, it's harder than think

Hello what?! Gauss is OP. No laser + phat explosion radius and EZ to use. When a turret is popular, more module in response.

Please explain why there are armies of Owls???

Edited by FrozenRailgun
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2 minutes ago, FrozenRailgun said:

Hello what?! Gauss is OP. No laser + phat explosion radius and EZ to use. When a turret is popular, more module in response.

Please explain why there are armies of Owls???

The damage its easy to counter, gauss have no crit on alming , so an module can kill gauss, also, its harder to do damage now if you loses the alming BECAUSE has a very low  fix-alming timer limiter

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14 minutes ago, pocrettttt said:

The damage its easy to counter, gauss have no crit on alming

IK that, but there is no way to tell a Gauss is aiming on you unless you see its ear open wide. Again, phat explosion radius and easy to rack up kills per supershot than Shaft.

14 minutes ago, pocrettttt said:

so an module can kill gauss,

Any module can, more than just Owl vs Gauss. And Gauss completely relies on Booster/Crisis to score multi-kill unlike Shaft...

14 minutes ago, pocrettttt said:

also, its harder to do damage now if you loses the alming BECAUSE has a very low  fix-alming timer limiter

No laser + 2 second of aiming recovery time: No way you can tell when you are looking @ it. And looking at your profile, you use Owl way more than your Gauss.

Edited by FrozenRailgun

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7 minutes ago, FrozenRailgun said:

IK that, but there is no way to tell a Gauss is aiming on you unless you see its ear open wide. Again, phat explosion radius and easy to rack up kills per supershot than Shaft.

Any module can, more than just Owl vs Gauss. And Gauss completely relies on Booster/Crisis to score multi-kill unlike Shaft...

No laser + 2 second of aiming recovery time: No way you can tell when you are looking @ it. And looking at your profile, you use Owl way more than your Gauss.

Yeah i use cause of insta-kill because im an agressive attacker, and when i equip him the gauss became useless, and when i play against i just need to hide for 1 second and after i trade damage with the enemy gauss, in more of battles gauss players are in the middle or last points of team

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24 minutes ago, pocrettttt said:

The damage its easy to counter, gauss have no crit on alming , 

Judging by your rank, every turret is basically countered since I would assume lots of people have all sorts of mk8 modules. And if gauss had crit on aiming then it would be too op. 

Edited by sythos
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1 minute ago, sythos said:

Judging by your rank, every turret is basically countered since I would assume lots of people have all sorts of mk8 modules. And if I had crit on aiming then it would be too op. 

should crit, why not? 1 module can kill magnum/shaft/gauss

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15 minutes ago, pocrettttt said:

should crit, why not?

My man, if Gauss does Crit, we would have armies of Gausses everywhere just like Railgun RN (which its Crit rate is on phat steriods at this very moment).

15 minutes ago, pocrettttt said:

1 module can kill magnum/shaft/gauss

While my statement of:

31 minutes ago, FrozenRailgun said:

Any module can, more than just Owl vs Gauss.

is true, it's not always the case. I main on Shaft myself and faces its protection fairly often, and when I do, I change my auggy to HC to get that extra damage without overpowering Eagle module (which guarantees 2HKO if the target is a Shaft-resistant medium/heavy hull, 1 if light hull).

Hilariously, I main on just 2 modules if you take a peek of my profile.

The critical damage update is a terrible method to tackle module vs turret issue. It used to be modules overpowering turrets, now it's in vice versa.

Edited by FrozenRailgun
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1 hour ago, pocrettttt said:

Gauss is bad.

I played a few hours, and I see that the alming nerf time WAS TOO MUCH, if I miss alming for 1 second I need to charge again, and that's when the enemy is with a big impact like magnum and railgun, it's harder than think

You got too accustomed to the game spoonfeeding you with that grace period. This nerf was two years overdue. And unfortunately, this nerf did not solve the core issue with Gauss, but justified it even further. 

Edited by TheCongoSpider
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1 hour ago, pocrettttt said:

Gauss is bad.

I played a few hours, and I see that the alming nerf time WAS TOO MUCH, if I miss alming for 1 second I need to charge again, and that's when the enemy is with a big impact like magnum and railgun, it's harder than think

I wouldn't mind 2 seconds of aiming recovery if Gauss' Sniping damage was reduced to 750 damage M0(1500 damage M4), and Its splash damage to be reduced to 15min, 5avg, and 2max(Or 10min, 5avg, and 2max).

I totally agree with you on the fact that .7 seconds is way too fast, and it wasn't really a thought out decision seeing as Striker suffered from the same exact fate.

In the description for Gauss, it says that Gauss has a modern aiming and tracking system, meaning that it's far superior than Striker's Aiming/Tracking System.

Edited by Emeraldcat345
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11 hours ago, Emeraldcat345 said:

I wouldn't mind 2 seconds of aiming recovery if Gauss' Sniping damage was reduced to 750 damage M0(1500 damage M4), and Its splash damage to be reduced to 15min, 5avg, and 2max(Or 10min, 5avg, and 2max).

I wouldn't nerf the damage and keep the current 0.7 aiming recovery.

But.... Gauss should have its splash radius reduced to 10 meters (note, you can deal full damage even within that 10 meters).

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The Gauss aiming recovery time nerf was definitely needed, but 0.7 seconds is too low. This means that with light hulls, especially if facing higher modification equipment (which has more impact force of course) it is possible to have your aim thrown totally off when trying to fire an aimed shot and lose your lock on, especially if 2 or more enemies are hitting you at once. That is just silly, 1 second would be just right - not as forgiving as 2 seconds which was wayyy too much, but not problematically low like we have now.

Also it is crazy that Striker had its aiming recovery time reduced to 0.7 seconds too - why??? Strikers aiming mode was hardly OP, both Striker and Gauss need to have 1 second.

Edited by DestrotankAI9
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9 minutes ago, DestrotankAI9 said:

Also it is crazy that Striker had its aiming recovery time reduced to 0.7 seconds too - why??? Strikers aiming mode was hardly OP, both Striker and Gauss need to have 1 second.

I would make Striker's grace periods 2 seconds and Gauss 1 second.

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7 hours ago, FrozenRailgun said:

I wouldn't nerf the damage and keep the current 0.7 aiming recovery.

But.... Gauss should have its splash radius reduced to 10 meters (note, you can deal full damage even within that 10 meters).

Like I said, it wouldn't make sense for Gauss to have an aim recovery of .7 seconds. Striker's aim recovery should also be less than Gauss' but I agree that it too shouldn't have a .7 second recovery period. I suggest making Gauss' 2 seconds, and Striker's 1.5 seconds. Or, make Gauss have a 1.5s recovery, and Striker have a 1s recovery. The damage reduction is a must. Before the critical damage update, I suggested 600-900 damage at M0, and I still do, but I have to change that to the average damage being 750.

 

There's actually many other factors you have to include when changing splash damage.

Gauss1.png

You can't just say 10 meters and call it good.

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3 hours ago, Emeraldcat345 said:

Like I said, it wouldn't make sense for Gauss to have an aim recovery of .7 seconds. Striker's aim recovery should also be less than Gauss' but I agree that it too shouldn't have a .7 second recovery period. I suggest making Gauss' 2 seconds, and Striker's 1.5 seconds. Or, make Gauss have a 1.5s recovery, and Striker have a 1s recovery. The damage reduction is a must. Before the critical damage update, I suggested 600-900 damage at M0, and I still do, but I have to change that to the average damage being 750.

 

There's actually many other factors you have to include when changing splash damage.

Gauss1.png

You can't just say 10 meters and call it good.

Why should Gauss have a longer recovery time than Striker? Striker already has a longer time for delivery in the fact that it isn't hitscan like Gauss is, and the missiles can be dodged. Also, Striker has a longer locking time, both of which contribute to balancing its higher damage per salvo. Also, 2 seconds is a ridiculous amount of time to recover your aim, and I cannot believe it took them two years to nerf it. I think 1 seconds for both should be fine, honestly. 

The splash distribution needs a nerf, too. A 452 square meter area of 90% and up damage is ridiculous for the locking time and damage of Gauss salvos. I would say a 5 meter average and 15 meter weak would be a good start.

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