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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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8 minutes ago, Abellia said:

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.

Actually, the missiles speed up over a short amount of time, so they may appear slow, but in a second, they'll be faster than Thunder shells. It's harder to dodge Striker shells than you say it is. Not to mention that Striker's effective range is Medium, so it's not meant for long distant combat like Gauss. To be more specific, medium ranged combat consists of lesser camping and more in the battle field, with fewer obstacles to hide yourself in. Gauss is quite literally supposed to be a sniper turret that is specializes in stealth and mobility, not meant to be in the battle field but more inside the base where it can keep a safe distance in a safe area, so it makes sense for Gauss to have 2 seconds of aim recovery. 

That being said, Gauss is a turret that's super abusive at a range it's not supposed to specialize, for example you see a Gauss targeting you at short range and you get easily defeated, which is why I propose Gauss' sniping damage and splash damage be nerfed. That way, a Gauss user can still fight at shorter ranges, but they will suffer more from the short/melee turrets.

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19 minutes ago, Emeraldcat345 said:

Actually, the missiles speed up over a short amount of time, so they may appear slow, but in a second, they'll be faster than Thunder shells. It's harder to dodge Striker shells than you say it is. Not to mention that Striker's effective range is Medium, so it's not meant for long distant combat like Gauss. To be more specific, medium ranged combat consists of lesser camping and more in the battle field, with fewer obstacles to hide yourself in. Gauss is quite literally supposed to be a sniper turret that is specializes in stealth and mobility, not meant to be in the battle field but more inside the base where it can keep a safe distance in a safe area, so it makes sense for Gauss to have 2 seconds of aim recovery. 

That being said, Gauss is a turret that's super abusive at a range it's not supposed to specialize, for example you see a Gauss targeting you at short range and you get easily defeated, which is why I propose Gauss' sniping damage and splash damage be nerfed. That way, a Gauss user can still fight at shorter ranges, but they will suffer more from the short/melee turrets.

Striker missiles accelerate, yes, but they still take a rather significant time to reach their target, and their average speed over their acceleration period(3 seconds) is 365 m/s for stock. On average, they take quite a bit longer to reach their target than even sledgehammer, because they typically won't be fired at a range where they'll use their full acceleration period. Lastly regarding Striker missiles, it's trivially easy to dodge salvo missiles if you stay near cover. If you wait until they're almost finished the lock(or even until they have finished it and they've already loosed a missile or two!) and then move behind cover, all the missiles will slam into the wall and you can continue firing at them. 

Regarding Gauss, if Gauss is meant to be hidden, it should have less aim recovery time, not more. It should "in theory" get hit and have its aim thrown off less, as it is hidden, justifying a shorter shorter retention period - not to mention the fact that salvos are hitscan and would, even with my proposed nerfs, still be dealing rather obnoxious amounts of splash damage for the amount of burst that Gauss does. 

On the topic of stealth, I haven't even brought up the fact that Striker has a laser, while Gauss does not. The laser makes it infinitely more obvious as to when and where a Striker is aiming a salvo, and should justify an equal, if not higher, retention period for Striker even further.

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2 hours ago, Abellia said:

Striker missiles accelerate, yes, but they still take a rather significant time to reach their target, and their average speed over their acceleration period(3 seconds) is 365 m/s for stock. On average, they take quite a bit longer to reach their target than even sledgehammer, because they typically won't be fired at a range where they'll use their full acceleration period. Lastly regarding Striker missiles, it's trivially easy to dodge salvo missiles if you stay near cover. If you wait until they're almost finished the lock(or even until they have finished it and they've already loosed a missile or two!) and then move behind cover, all the missiles will slam into the wall and you can continue firing at them. 

Regarding Gauss, if Gauss is meant to be hidden, it should have less aim recovery time, not more. It should "in theory" get hit and have its aim thrown off less, as it is hidden, justifying a shorter shorter retention period - not to mention the fact that salvos are hitscan and would, even with my proposed nerfs, still be dealing rather obnoxious amounts of splash damage for the amount of burst that Gauss does. 

On the topic of stealth, I haven't even brought up the fact that Striker has a laser, while Gauss does not. The laser makes it infinitely more obvious as to when and where a Striker is aiming a salvo, and should justify an equal, if not higher, retention period for Striker even further.

Like I already said, Striker is not made to take out snipers half hiding behind obstacles. If Striker could do that, then it would be placed with the long-ranged turrets. You mention specifically the enemies hiding behind walls, but what about open field combat? Or mid-ranged combat, where Striker belongs. If we remove supplies, drones, augments, and level the playing ground to M3 medium hulls, a Striker targeting at a Thunder or Smoky will surely be able to complete its targeting before it gets destroyed, it's also mobile so it can move around and keep its targeting locked on. As a matter of fact, some prefer using Striker at short ranged combat and had great results. Y'know, close to the enemy but not close enough to harm yourself.

I'd say stealth, but it's more like a surprise first shot. Stealth only exists if you're left unnoticed when going around the edges of the map and taking down some enemies, but that's sometimes hard. The only way to be stealthy by sniping is to be inside a group of trees, but even those have their flaws. That's just the hiding aspect, but for the finding aspect of things, it's really easy to notice a sniper, or a tank from far away. For starters, the teams are placed on opposite sides of the maps, so, our only path for the enemies would be forward, in most cases, meaning our awareness is at the enemy side while the enemy side is faced at the teammate side. You get the idea? You'll see a Gauss if it's perched somewhere, and as soon as you see one, you know that you'll have to get out of sight and take another direction, which means that 2 seconds of recovery doesn't mean jack. If you want to fight the Gauss, but the Gauss already has a second of aim on you, just hide and count for 2 seconds, might even make your counting slow so you know for sure that 2 seconds have passed. If the Gauss is camping, then, its not going anywhere, if the Gauss knows you got a weapon that can hit it, it might just hide. Basically 2 seconds isn't even a big deal and what is a big deal is Gauss' damage and splash damage(Which we both agree on which is dope).

And on the topic of stealth, since I broke down "stealth" on the top paragraph of this essay, Striker was never made to be a stealth weapon. At the very least, it's supposed to be less stealthy than Gauss. I mean, I totally agree with you that Striker should have a high recovery time, but definitely not higher than Gauss' recovery time. 1.5 would make sense for Striker. Shouldn't be any harm there.

As far as Striker goes, Striker doesn't really need any more buffs at the moment, that turret literally got more buffs this year than any other turret so far. Not to mention some of its Augments are a little insane.

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19 hours ago, Emeraldcat345 said:

Like I already said, Striker is not made to take out snipers half hiding behind obstacles. If Striker could do that, then it would be placed with the long-ranged turrets. You mention specifically the enemies hiding behind walls, but what about open field combat? Or mid-ranged combat, where Striker belongs. If we remove supplies, drones, augments, and level the playing ground to M3 medium hulls, a Striker targeting at a Thunder or Smoky will surely be able to complete its targeting before it gets destroyed, it's also mobile so it can move around and keep its targeting locked on. As a matter of fact, some prefer using Striker at short ranged combat and had great results. Y'know, close to the enemy but not close enough to harm yourself.

I'd say stealth, but it's more like a surprise first shot. Stealth only exists if you're left unnoticed when going around the edges of the map and taking down some enemies, but that's sometimes hard. The only way to be stealthy by sniping is to be inside a group of trees, but even those have their flaws. That's just the hiding aspect, but for the finding aspect of things, it's really easy to notice a sniper, or a tank from far away. For starters, the teams are placed on opposite sides of the maps, so, our only path for the enemies would be forward, in most cases, meaning our awareness is at the enemy side while the enemy side is faced at the teammate side. You get the idea? You'll see a Gauss if it's perched somewhere, and as soon as you see one, you know that you'll have to get out of sight and take another direction, which means that 2 seconds of recovery doesn't mean jack. If you want to fight the Gauss, but the Gauss already has a second of aim on you, just hide and count for 2 seconds, might even make your counting slow so you know for sure that 2 seconds have passed. If the Gauss is camping, then, its not going anywhere, if the Gauss knows you got a weapon that can hit it, it might just hide. Basically 2 seconds isn't even a big deal and what is a big deal is Gauss' damage and splash damage(Which we both agree on which is dope).

And on the topic of stealth, since I broke down "stealth" on the top paragraph of this essay, Striker was never made to be a stealth weapon. At the very least, it's supposed to be less stealthy than Gauss. I mean, I totally agree with you that Striker should have a high recovery time, but definitely not higher than Gauss' recovery time. 1.5 would make sense for Striker. Shouldn't be any harm there.

As far as Striker goes, Striker doesn't really need any more buffs at the moment, that turret literally got more buffs this year than any other turret so far. Not to mention some of its Augments are a little insane.

Do you think cover doesn't exist at midrange? You literally brought it up yourself, a Striker targeting a Thunder or Smoky on equal footing will complete its targeting and kill with its salvo. Why is Striker being able to move as it locks a point here? Gauss can too. 

I don't necessarily disagree with your opinions on Gauss and Striker regarding stealth, but keep in mind the way they are balanced regarding range, damage, and locking time in addition to the issue of laser vs no laser, which all play a significant role. As such, I personally think 2 seconds of recovery is simply far too lenient for the campier role that Gauss plays. It doesn't need two seconds to be effective, two seconds just enables people to fight with it at close range and get locks.

Lastly, I never said that Striker needs a high retention period, just that it definitely doesn't need one lower than Gauss, given that when it is in use, it will be in a much more pressure intensive situation due to its range and it is already more difficult to hit as a result of the laser and the projectile speed. I honestly think 1 second for each turret would be fine. 2 seconds is simply excessive and turns both into crabhand turrets. (I do agree that Striker buffs have been somewhat excessive, it really didn't need double damage crits or reload nearly as fast as sledgehammer. Or Stunning missiles.)

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On 6/10/2021 at 3:38 AM, 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

Striker have affected by this way more than Gauss.. You have to lock on for 2.8s compared to Gauss

Couldn't judge if this was a reasonable nerf for both, but I'm really happy as they both suffer in the same thing. Gauss used to be unreasonably superior to Striker in this, it used to have 2s grace period.

BTW, it's 0.7s ? even worse

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On 6/10/2021 at 9:50 PM, Emeraldcat345 said:

Actually, the missiles speed up over a short amount of time, so they may appear slow, but in a second, they'll be faster than Thunder shells. It's harder to dodge Striker shells than you say it is. Not to mention that Striker's effective range is Medium, so it's not meant for long distant combat like Gauss. To be more specific, medium ranged combat consists of lesser camping and more in the battle field, with fewer obstacles to hide yourself in. Gauss is quite literally supposed to be a sniper turret that is specializes in stealth and mobility, not meant to be in the battle field but more inside the base where it can keep a safe distance in a safe area, so it makes sense for Gauss to have 2 seconds of aim recovery. 

That being said, Gauss is a turret that's super abusive at a range it's not supposed to specialize, for example you see a Gauss targeting you at short range and you get easily defeated, which is why I propose Gauss' sniping damage and splash damage be nerfed. That way, a Gauss user can still fight at shorter ranges, but they will suffer more from the short/melee turrets.

But striker has the laser, which warns targets way more often than Gauss ears.

Striker needs longer recovery time way more than Gauss.

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So, i will try to give some tricks and tips , if you choose to focus on gauss: after coming across this topic -

 

Spoiler

So, firstly, the best hulls to pair with gauss would be :-

1) Viking ( because of its OD)

2) Hornet (again, because of its OD)

3) Dictator ( can aim at higher places, also you get free supplies and points from overdrive)

It will also help if you have one of the gauss alts(especially EMP rounds)so that you can maximise the efficiency of this turret. 

Pls remember that gauss is a long range turret, so you can camp and shoot off enemy from your base itself using the salvo(which has an unusually high grace period).It would fare very badly in close range against other turrets, as gauss has splash damage.

The best game modes to use gauss would be one where tanks tend to come close together, such as siege, CP and assault, as you can easily use a DD+ salvo to get multiple kills 

Speaking about high grace period, you can peek in and out of hiding without losing your acquisition progress, so you are less likely to get damaged by enemies. You are less likely to be detected, as gauss has no laser like striker or shaft, but it does have 2 "ears" which pop up while aiming.

Also, if you plan to be on the frontlines, consider investing in an Owl module to protect from the deadly splash damage of gauss, which can make you self destruct.

Finally, playing with gauss results in a smooth, fluid gameplay(unless enemies have high protections against you (: ). Trust me, it will be fun.

 

(PS;- if i have missed any tips, pls feel free to message me, I will edit this post to include them )

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11 hours ago, Atomic_Tanker said:

Pls remember that gauss is a long range turret, so you can camp and shoot off enemy from your base itself using the salvo(which has an unusually high grace period).It would fare very badly in close range against other turrets, as gauss has splash damage.

Yee but the gauss locking mechanism is really wonky at times so its also more effective to play it mid range. I usually have some difficulty locking on to long range targets especially if they are popping in and out from cover. 

Edited by Newnewnew
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9 minutes ago, Newnewnew said:

Yee but the gauss locking mechanism is really wonky at times so its also more effective to play it mid range. I usually have some difficulty locking on to long range targets especially if they are pooping in and out from cover. 

aiming at a specific tank in a cluster is also a challenging task, most of the time I fail while doing so. Aiming at individual targets or at a group in open field tends to be more successful

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6 minutes ago, BloodPressure said:

aiming at a specific tank in a cluster is also a challenging task, most of the time I fail while doing so. Aiming at individual targets or at a group in open field tends to be more successful

lol i hate it when you almost fully lock on to a person in a group but a fat boi decides to plop his mass in front of the person you are locking on to making your aim lock reset ?

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28 minutes ago, Newnewnew said:

lol i hate it when you almost fully lock on to a person in a group but a fat boi decides to plop his mass in front of the person you are locking on to making your aim lock reset ?

Decrease in grace period made it even harder to aim and fire a salvo with Gauss. Another "issue" I face is that lock-on is highly sensitive, a sudden rotation of your tank and you lose sight of your enemy and thus lose your charging. In order to properly target an enemy I have to put my camera to the lowest possible angle.  I guess those are the perks of using Gauss, I agree that it was way too easy to lock onto a target and grind score with it in the past

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On 6/14/2021 at 2:27 PM, BloodPressure said:

I agree that it was way too easy to lock onto a target and grind score with it in the past

Still is TBH.

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Well first of all, DD isn't really Double Damage, its more of 1.5 damage(not sure about double armor). You can try it with Shaft or Gauss. Second of all, Gauss should get a laser. It balances the tank. Its a pain to aim a sniper shot with the barrow, a laser would help a lot. It would also be easier to detect its presence, though I think the ears are enough. Third of all, its damage is too low. The sniper shot should do more damage or add a stun because people can just hide right after you shoot them, and its really annoying because you have to wait 6 seconds to fire another shot.

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2 hours ago, Slayer244 said:

Well first of all, DD isn't really Double Damage, its more of 1.5 damage(not sure about double armor)

Yeah, Double Power got nerfed to 1.5x. I call it "Boosted Power" as it does not just soups up turret's damage but also increases Isida's healing power.

2 hours ago, Slayer244 said:

Second of all, Gauss should get a laser. It balances the tank.

If that can be used as a countermeasure like Shaft and Striker, I would add a laser for Gauss.

2 hours ago, Slayer244 said:

Third of all, its damage is too low. The sniper shot should do more damage or add a stun because people can just hide right after you shoot them, and its really annoying because you have to wait 6 seconds to fire another shot.

Man, you should try out Gauss with Booster and you will see how OP it is. Gauss's splash radius needs a nerf, its EMP/AP auggy needs a phat nerf. 

Edited by FrozenRailgun

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3 hours ago, Slayer244 said:

Second of all, Gauss should get a laser.

Only if the enemies can see the laser.

3 hours ago, Slayer244 said:

Its a pain to aim a sniper shot with the barrow, a laser would help a lot.

It is actually super easy to aim with just the barrel, since its long. And even then you'd just need to hold space bar.

3 hours ago, Slayer244 said:

It would also be easier to detect its presence, though I think the ears are enough.

Only if you're keeping an eye on the gauss. 90% of the time, you're either preoccupied with something else or the gauss at the side or behind you. In this case, the ears alone wouldn't be enough. The majority of the reasonable player base would agree with me here.

3 hours ago, Slayer244 said:

Third of all, its damage is too low. The sniper shot should do more damage or add a stun because people can just hide right after you shoot them, and its really annoying because you have to wait 6 seconds to fire another shot.

Gauss is already strong enough, its damage is already fine. I have more than 24 hours of experience with it through multiple accounts, and 90% of the battles that I used with it, I have dominated with a KD of at least 3.0, minimum of 20 kills, and scores of at least 350.

 

If that's not OP then idk what is.

 

49 minutes ago, FrozenRailgun said:

Man, you should try out Gauss with Booster and you will see how OP it is. Gauss's splash radius needs a nerf, its EMP/AP auggy needs a phat nerf. 

Gauss's whole existence in the game needs a big phat nerf.

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20 hours ago, FrozenRailgun said:

Yeah, Double Power got nerfed to 1.5x. I call it "Boosted Power" as it does not just soups up turret's damage but also increases Isida's healing power.

If that can be used as a countermeasure like Shaft and Striker, I would add a laser for Gauss.

Man, you should try out Gauss with Booster and you will see how OP it is. Gauss's splash radius needs a nerf, its EMP/AP auggy needs a phat nerf. 

I never tried Booster, so I don't know how it works, but I'll try it, but if that's what makes it op, then Booster is op, not gauss.  And wait, it has a EMP augment? Doesn't it only have the adrenaline augment? 

As for the laser, yes, they should add it. And make it visible to all tanks. 

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20 hours ago, Crossbone said:

Only if the enemies can see the laser.

It is actually super easy to aim with just the barrel, since its long. And even then you'd just need to hold space bar.

Only if you're keeping an eye on the gauss. 90% of the time, you're either preoccupied with something else or the gauss at the side or behind you. In this case, the ears alone wouldn't be enough. The majority of the reasonable player base would agree with me here.

Gauss is already strong enough, its damage is already fine. I have more than 24 hours of experience with it through multiple accounts, and 90% of the battles that I used with it, I have dominated with a KD of at least 3.0, minimum of 20 kills, and scores of at least 350.

 

If that's not OP then idk what is.

 

Gauss's whole existence in the game needs a big phat nerf.

Um.. I disagree. being a sniper player, its easy to hide a laser, and people don't see it until your tank blows up. That said, If you spot a shaft before it shoots you, the laser helps you to make a good decision. If you spot a Gauss, a laser doesn't really help, because the thing about Gauss is that it has a 1.5 second charge time before it fires a shot that can't even kill a light hull without boosted damage. 

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5 hours ago, Slayer244 said:

Um.. I disagree. being a sniper player, its easy to hide a laser, and people don't see it until your tank blows up. That said, If you spot a shaft before it shoots you, the laser helps you to make a good decision. If you spot a Gauss, a laser doesn't really help, because the thing about Gauss is that it has a 1.5 second charge time before it fires a shot that can't even kill a light hull without boosted damage. 

However, I still don't see why gauss needs a buff, it already does better than most turrets given its versatile nature.

 

I would upgrade my gauss and Brutus, maybe even buy dictator and upgrade that.

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3 hours ago, Crossbone said:

However, I still don't see why gauss needs a buff, it already does better than most turrets given its versatile nature.

 

I would upgrade my gauss and Brutus, maybe even buy dictator and upgrade that.

Yeah I agree, but Tanki should add a laser. Makes it easier for everyone :)

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Made a new account to test gauss in this era, TBH I struggled a little bit even with dictator, but as soon as I received 15 boosted damages along with MUig my gauss and putting in an MU on Brutus, it was all over for the first battle after. The enemy team didn't stand a chance.

 

5 minutes ago, Slayer244 said:

Yeah I agree, but Tanki should add a laser. Makes it easier for everyone :)

Why does an easy to use turret need to be even easier, again?

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2 hours ago, Slayer244 said:

Yeah I agree, but Tanki should add a laser. Makes it easier for everyone :)

No that would make gauss even worse since anyone would be able to see whether a gauss is aiming at them or not. Also I cant see the purpose of adding a laser which will make aiming "easier" but if you meant a scope like shaft then that is preposterous lol. 

Edited by Newnewnew

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