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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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58 minutes ago, Newnewnew said:

Yes but what makes you think gauss needs a splash nerf? 

In the lower tiers, its really really easy to get splash kills, though when you move up the splash doesn't help as much. Thats why Gauss is so widely used in lower tiers.

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5 hours ago, Slayer244 said:

In the lower tiers, its really really easy to get splash kills, though when you move up the splash doesn't help as much. Thats why Gauss is so widely used in lower tiers.

That's exactly what I said, but you aren't answering my question in its entirety

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20 hours ago, Newnewnew said:

Yes but what makes you think gauss needs a splash nerf? 

The next best splash distribution is either Magnum or Thunder. Magnum has radii of 2/5/20 with a distribution of 100/50/5, and Thunder has radii 1/5/12 with a distribution of 100/90/25.

Magnum covers a large area, but falls off very quickly, and Thunder covers a small area, but deals relatively high damage throughout it. 

Now, let's take a look at Gauss. It has radii of 2/12/20, which wouldn't be too bad if it had Magnum's distribution, except for some reason, it gets to have it nearly the same as Thunder - 100/90/5. It's frankly ridiculous for the amount of damage it does, and I still think it's unjustified as long as Gauss's sniping shot remains hitscan, even with the recovery period nerf. They should either change the distribution, or change it to be a projectile.

It should happen soon, anyways. Gauss has a competitor now as the "premium turret" - as evidenced by Tesla's "measly" 1088 dps with infinite firing and a way to extend its range, so I imagine they'll take some of the bustedness away from Gauss.

Edited by Abellia
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3 hours ago, Abellia said:

The next best splash distribution is either Magnum or Thunder. Magnum has radii of 2/5/20 with a distribution of 100/50/5, and Thunder has radii 1/5/12 with a distribution of 100/90/25.

Magnum covers a large area, but falls off very quickly, and Thunder covers a small area, but deals relatively high damage throughout it. 

Now, let's take a look at Gauss. It has radii of 2/12/20, which wouldn't be too bad if it had Magnum's distribution, except for some reason, it gets to have it nearly the same as Thunder - 100/90/5. It's frankly ridiculous for the amount of damage it does, and I still think it's unjustified as long as Gauss's sniping shot remains hitscan, even with the recovery period nerf. They should either change the distribution, or change it to be a projectile.

It should happen soon, anyways. Gauss has a competitor now as the "premium turret" - as evidenced by Tesla's "measly" 1088 dps with infinite firing and a way to extend its range, so I imagine they'll take some of the bustedness away from Gauss.

Agreed but unlike thunder and magnum, gauss has to stay exposed for a few precious seconds in order to fire it's salvo. Also, if you played gauss enough, the lock on is quite unreliable at times and usually gets confused if a tank passes in front or near the tank you are locking on which happen oh so many times in my experience. Therefore as easy as it sounds to "lock on to a group of tanks" Something as little as a small shift or a slight block can throw off it's locking mechanism and force you to re initiate the lock. Also, I have found it to be quite difficult to one shot certain medium hulls around the same rank as me and the reload after the supershot it quite lengthy compared to shaft and many other turrets. Usually after I fire my salvo, the person is either severely damaged and dabs the 1 key completely repairing their tank or they have an insane amount of gauss protection (Which I literally see every battle) and just shake it off. If gauss wasn't hit scan I'm not even going to say how horrible it would be. Lastly I would not consider gauss to be a "premium turret" its certainly good but nowhere near premium or overpowered (which would consider a nerf). Tesla is just borderline op right now and it can easily destroy any turret in its scope including gauss. 

I just don't know why people want to nerf a turret that already has been in the game a while (which usually leads to a huge amount of players buying owls)

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1 hour ago, Newnewnew said:

Agreed but unlike thunder and magnum, gauss has to stay exposed for a few precious seconds in order to fire it's salvo. Also, if you played gauss enough, the lock on is quite unreliable at times and usually gets confused if a tank passes in front or near the tank you are locking on which happen oh so many times in my experience. Therefore as easy as it sounds to "lock on to a group of tanks" Something as little as a small shift or a slight block can throw off it's locking mechanism and force you to re initiate the lock. Also, I have found it to be quite difficult to one shot certain medium hulls around the same rank as me and the reload after the supershot it quite lengthy compared to shaft and many other turrets. Usually after I fire my salvo, the person is either severely damaged and dabs the 1 key completely repairing their tank or they have an insane amount of gauss protection (Which I literally see every battle) and just shake it off. If gauss wasn't hit scan I'm not even going to say how horrible it would be. Lastly I would not consider gauss to be a "premium turret" its certainly good but nowhere near premium or overpowered (which would consider a nerf). Tesla is just borderline op right now and it can easily destroy any turret in its scope including gauss. 

I just don't know why people want to nerf a turret that already has been in the game a while (which usually leads to a huge amount of players buying owls)

None of the Gauss skins are in skin containers, and neither are its only distinct augments. "Not premium" my (redacted for the sake of forum rules).

Also - what does Gauss needing to be exposed matter? You wouldn't call Striker's Stunning Missiles augment bad because "a slight block can throw off it's locking mechanism and force you to re initiate the lock" so why would you say that for Gauss? Especially because they have similar locking times - and Stunning Missiles has to deal with an actual projectile that can be dodged with cover. Even if Gauss is less broken than Stunning Missiles, my point still stands - it is not difficult to lock on to a group of tanks and shell out a point, especially in Siege or Assault where tanks are clustered together constantly. As for people surviving your salvo - an mk7+ Gauss with a maxed drone and boosted damage will be able to comfortably oneshot unprotected medium and light hulls, as well as oneshot damaged light hulls. A practical example to make use of this would be in siege, where the point takes at minimum 25 seconds to be captured - more if there are a group of tanks there. This gives you a too-perfect opportunity to get a group kill once their supplies run out thanks to the lengthy timer of the point.

Gauss has no right dealing as much damage as it does over as large of an area as it does. I want the splash on the sniping shot nerfed because what it does is ridiculous and the justification is that it is "hard to use" - as good as none at all, for the "difficulty" in Gauss currently.

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1 hour ago, Newnewnew said:

just don't know why people want to nerf a turret that already has been in the game a while (which usually leads to a huge amount of players buying owls)

Because gauss success rate is much much higher than any other turret. Its just a hybrid of all the modeling range turrets (except Vulcan).

 

Sure, owl helps, but only when it is at least 30%. Beginner and low ranks don't have such luxury against that abomination.

 

Should get an indicator that its locking onto you.

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1 hour ago, Newnewnew said:

Agreed but unlike thunder and magnum, gauss has to stay exposed for a few precious seconds in order to fire it's salvo. Also, if you played gauss enough, the lock on is quite unreliable at times and usually gets confused if a tank passes in front or near the tank you are locking on which happen oh so many times in my experience. Therefore as easy as it sounds to "lock on to a group of tanks" Something as little as a small shift or a slight block can throw off it's locking mechanism and force you to re initiate the lock. Also, I have found it to be quite difficult to one shot certain medium hulls around the same rank as me and the reload after the supershot it quite lengthy compared to shaft and many other turrets. Usually after I fire my salvo, the person is either severely damaged and dabs the 1 key completely repairing their tank or they have an insane amount of gauss protection (Which I literally see every battle) and just shake it off. If gauss wasn't hit scan I'm not even going to say how horrible it would be. Lastly I would not consider gauss to be a "premium turret" its certainly good but nowhere near premium or overpowered (which would consider a nerf). Tesla is just borderline op right now and it can easily destroy any turret in its scope including gauss. 

I just don't know why people want to nerf a turret that already has been in the game a while (which usually leads to a huge amount of players buying owls)

It needed the nerf a Looooong time ago.  Was the first thing I suggested back then - nerf the splash.

90% on 12m is crazy.  Means all opponents will need owl module to function.  It's just too much damage to secondary targets.

Edited by wolverine848
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49 minutes ago, Abellia said:

None of the Gauss skins are in skin containers, and neither are its only distinct augments. "Not premium" my (redacted for the sake of forum rules).

Also - what does Gauss needing to be exposed matter? You wouldn't call Striker's Stunning Missiles augment bad because "a slight block can throw off it's locking mechanism and force you to re initiate the lock" so why would you say that for Gauss? Especially because they have similar locking times - and Stunning Missiles has to deal with an actual projectile that can be dodged with cover. Even if Gauss is less broken than Stunning Missiles, my point still stands - it is not difficult to lock on to a group of tanks and shell out a point, especially in Siege or Assault where tanks are clustered together constantly. As for people surviving your salvo - an mk7+ Gauss with a maxed drone and boosted damage will be able to comfortably oneshot unprotected medium and light hulls, as well as oneshot damaged light hulls. A practical example to make use of this would be in siege, where the point takes at minimum 25 seconds to be captured - more if there are a group of tanks there. This gives you a too-perfect opportunity to get a group kill once their supplies run out thanks to the lengthy timer of the point.

Gauss has no right dealing as much damage as it does over as large of an area as it does. I want the splash on the sniping shot nerfed because what it does is ridiculous and the justification is that it is "hard to use" - as good as none at all, for the "difficulty" in Gauss currently.

Yeah, I agree, but about the oneshotting part, that really is on no fault of Gauss. Its then on booster and boosted damage.

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25 minutes ago, Abellia said:

None of the Gauss skins are in skin containers, and neither are its only distinct augments. "Not premium" my (redacted for the sake of forum rules).

I thought we were only talking about standard gauss. I obviously didn't take any legendary tier augments into account. 

 

26 minutes ago, Abellia said:

Also - what does Gauss needing to be exposed matter? You wouldn't call Striker's Stunning Missiles augment bad because "a slight block can throw off it's locking mechanism and force you to re initiate the lock" so why would you say that for Gauss? Especially because they have similar locking times - and Stunning Missiles has to deal with an actual projectile that can be dodged with cover.

If you read what I said carefully, I never claimed that due to the locking mechanism gauss was bad. It just made it harder to play and such occurrences happen very often.  Back to stun missiles, they have a few direct advantages i want to point out. First of all, they still deal critical damage which deals doubles the damage, then they also accelerate very quickly like a standard striker's missile decreasing the change a person can get into adequate cover even with a light hull and can stun enemies for a considerable time. The main problem with what you said is the fact that you are comparing a medium range/closer range augment/turret with a long range one. 

 

41 minutes ago, Abellia said:

it is not difficult to lock on to a group of tanks and shell out a point, especially in Siege or Assault where tanks are clustered together constantly.

Yes but you are only taking two gamemodes into account: siege and assault. That's 2 of the 7 game modes listed under mm battles. Also, like i said before, some maps for assault do feature better layouts than others that don't involve defenders to be forced to camp at the point. 

 

44 minutes ago, Abellia said:

As for people surviving your salvo - an mk7+ Gauss with a maxed drone and boosted damage will be able to comfortably oneshot unprotected medium and light hulls, as well as oneshot damaged light hulls.

Yes of course you have those advantages but everyone else can get them too. Talk about defender drones and owls, lifeguard etc. Tbh at higher ranks I barely see anyone unprotected either from drones or protection itself. Also around my rank, I find it difficult to one shot a similarly upgraded medium hull with boosted damage.  

 

55 minutes ago, Abellia said:

A practical example to make use of this would be in siege, where the point takes at minimum 25 seconds to be captured - more if there are a group of tanks there. This gives you a too-perfect opportunity to get a group kill once their supplies run out thanks to the lengthy timer of the point.

You are pointing out perfect scenarios which are unreliable. What if there was a dictator? What if they had titan dome? What if my team bum rushed and destroyed all the enemies at point?

57 minutes ago, Abellia said:

Gauss has no right dealing as much damage as it does over as large of an area as it does. I want the splash on the sniping shot nerfed because what it does is ridiculous and the justification is that it is "hard to use" - as good as none at all, for the "difficulty" in Gauss currently.

Again I never said it was hard to use. 

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1 hour ago, Crossbone said:

Sure, owl helps, but only when it is at least 30%

The damage taken might be less noticeable with 1--15 protection but it definitely still helps. 

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1 hour ago, Crossbone said:

Should get an indicator that its locking onto you.

I don't know about that. I don't think it is necessary to nerf both aspects of gauss at the same time. 

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56 minutes ago, wolverine848 said:

It needed the nerf a Looooong time ago.  Was the first thing I suggested back then - nerf the splash.

90% on 12m is crazy.  Means all opponents will need owl module to function.  It's just too much damage to secondary targets.

Don't know why that hasn't happened yet. Either the devs have a reason for leaving it in or they just aren't very good at collecting feedback. 

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19 minutes ago, Newnewnew said:

I thought we were only talking about standard gauss. I obviously didn't take any legendary tier augments into account. 

 

If you read what I said carefully, I never claimed that due to the locking mechanism gauss was bad. It just made it harder to play and such occurrences happen very often.  Back to stun missiles, they have a few direct advantages i want to point out. First of all, they still deal critical damage which deals doubles the damage, then they also accelerate very quickly like a standard striker's missile decreasing the change a person can get into adequate cover even with a light hull and can stun enemies for a considerable time. The main problem with what you said is the fact that you are comparing a medium range/closer range augment/turret with a long range one. 

 

Yes but you are only taking two gamemodes into account: siege and assault. That's 2 of the 7 game modes listed under mm battles. Also, like i said before, some maps for assault do feature better layouts than others that don't involve defenders to be forced to camp at the point. 

 

Yes of course you have those advantages but everyone else can get them too. Talk about defender drones and owls, lifeguard etc. Tbh at higher ranks I barely see anyone unprotected either from drones or protection itself. Also around my rank, I find it difficult to one shot a similarly upgraded medium hull with boosted damage.  

 

You are pointing out perfect scenarios which are unreliable. What if there was a dictator? What if they had titan dome? What if my team bum rushed and destroyed all the enemies at point?

Again I never said it was hard to use. 

Regarding stun missiles - yes, they accelerate. However, they are still projectiles, and are still relatively slow. They can still be dodged. This is irrelevant. As for range - the locked shots of Striker are it's "long range" mode, even as a mid range turret. 

Also - "I never said it was hard to use."

So what's your justification for its current splash? Unless you'd like to argue that it isn't broken.

Edited by Abellia
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9 minutes ago, Newnewnew said:

The damage taken might be less noticeable with 1--15 protection but it definitely still helps. 

15% barely helps, especially against an MUed gauss and or MUed Brutus drone.

13 minutes ago, Newnewnew said:

don't know about that. I don't think it is necessary to nerf both aspects of gauss at the same time. 

A lock on indicator would actually help out tremendously, allows the target to take action accordingly. It would also make gauss require more skill to use instead of brick on space bar and scan til you find an enemy.

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10 minutes ago, Abellia said:

Regarding stun missiles - yes, they accelerate. However, they are still projectiles, and are still relatively slow. They can still be dodged. This is irrelevant. As for range - the locked shots of Striker are it's "long range" mode, even as a mid range turret. 

Slow? No they are far from slow at mid to longer ranges. Also who in the right mind would try to lock on to someone far range? Most far range maps feature obstacles that can easily knock off the lock of the stun missiles. In my opinion that  would be irrelevant. 

15 minutes ago, Abellia said:

Also - "I never said it was hard to use."

So what's your justification for its current splash? Unless you'd like to argue that it isn't broken.

Scroll up and you can see my argument. 

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10 minutes ago, Crossbone said:

A lock on indicator would actually help out tremendously, allows the target to take action accordingly. It would also make gauss require more skill to use instead of brick on space bar and scan til you find an enemy.

90% of the time I don't hold down my spacebar to scan for enemies. I found this method to be effective only if a target is in a bush on the other side of lost temple. In other situations, the locking mechanism can get confused when I'm holding down my spacebar and my turret is facing two enemies. From my experience, the locking mechanism tends to jump back and forth making locking on much harder. 

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43 minutes ago, Newnewnew said:

Don't know why that hasn't happened yet. Either the devs have a reason for leaving it in or they just aren't very good at collecting feedback. 

LOL... Rail-hornet rank amok for 2+ years.  They don't care about balance

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Gauss EMP

Tesla

Rail stun 

Striker stun

Magnum AP

Spectrum modules

Tanks that fly

All the above are (broken) We all no why they are in the game, to make money, with the exception of the spectrum modules which are OTT regardless. 

The game is (has) become ridiculous. The only players that benefit are big buyers.

There is no point complaining anymore, nothing ever changes and it will only become worse as more OP gear appears in the game.

In that list I would put gauss only 3RD.

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12 minutes ago, Newnewnew said:

90% of the time I don't hold down my spacebar to scan for enemies.

No, its not a needed tactic, but it allows gauss users to be lazy and still do well. Hence, no skill required.

17 minutes ago, Newnewnew said:

In other situations, the locking mechanism can get confused when I'm holding down my spacebar and my turret is facing two enemies. From my experience, the locking mechanism tends to jump back and forth making locking on much harder. 

Lol, most of my kills with gauss were from individual targets. Easy pickings because they never saw it coming.

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1 minute ago, Crossbone said:

No, its not a needed tactic, but it allows gauss users to be lazy and still do well. Hence, no skill required.

I wouldn't call it lazy. Can you spot a tank hiding in a bush all the way on the other side of lost temple? In that case wouldn't I just be utilizing my knowledge and qualities of the turret?

Holding down the spacebar on gauss and expecting wonders is a way I would not suggest in playing the turret. Inevitably, your lock will run into an obstacle or be blocked by another enemy. I would even say that holding down the space bar would worsen your gameplay. Trust me I have tried to hold down the space bar "scanning" for enemies and it doesn't usually end well. 

9 minutes ago, Crossbone said:

Lol, most of my kills with gauss were from individual targets. Easy pickings because they never saw it coming.

Good for you then

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21 minutes ago, G-92 said:

Gauss EMP

Tesla

Rail stun 

Striker stun

Magnum AP

Spectrum modules

Tanks that fly

All the above are (broken) We all no why they are in the game, to make money, with the exception of the spectrum modules which are OTT regardless. 

The game is (has) become ridiculous. The only players that benefit are big buyers.

There is no point complaining anymore, nothing ever changes and it will only become worse as more OP gear appears in the game.

In that list I would put gauss only 3RD.

Well spectrum modules arent really the problem since the max it goes is 25 for all protection. and its only obtainable if you are a helper or an esports player. The spectrum modules over 25 are for event organizers only or in other scenarios. EMP gauss I dont have a problem going against because its not broken compared to stun missiles. Tesla of course its gonna be strong if the user isnt equipping weasel. Basically applies to all turrets if the user isnt wearing the corresponding module  . Okay Ap magnum is OP bc it keeps its high damage and has ridiculous splash even I think stock magnum is still OP. 

Edited by MysticBlood
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7 minutes ago, Newnewnew said:

wouldn't call it lazy. Can you spot a tank hiding in a bush all the way on the other side of lost temple? In that case wouldn't I just be utilizing my knowledge and qualities of the turret?

I'm not talking about a tank hiding in bushes. I'm talking about tanks being out in the visible open.

10 minutes ago, Newnewnew said:

Inevitably, your lock will run into an obstacle or be blocked by another enemy.

At least it has the luxury of cancelling without having to fire a shot when the target hides. Rail gun, magnum, and shaft don't have that luxury. Those three waste a shot in the end. Gauss will just have that unfired shot ready for another opportunity.

 

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1 hour ago, Newnewnew said:

Slow? No they are far from slow at mid to longer ranges. Also who in the right mind would try to lock on to someone far range? Most far range maps feature obstacles that can easily knock off the lock of the stun missiles. In my opinion that  would be irrelevant. 

Scroll up and you can see my argument. 

I won't try to argue with you on when to use which mode of Striker firing, but you seriously argued with this post here first

On 7/13/2021 at 1:09 PM, Newnewnew said:

Yes but what makes you think gauss needs a splash nerf? 

and then this post

4 hours ago, Newnewnew said:

Agreed but unlike thunder and magnum, gauss has to stay exposed for a few precious seconds in order to fire it's salvo. Also, if you played gauss enough, the lock on is quite unreliable at times and usually gets confused if a tank passes in front or near the tank you are locking on which happen oh so many times in my experience. Therefore as easy as it sounds to "lock on to a group of tanks" Something as little as a small shift or a slight block can throw off it's locking mechanism and force you to re initiate the lock. Also, I have found it to be quite difficult to one shot certain medium hulls around the same rank as me and the reload after the supershot it quite lengthy compared to shaft and many other turrets. Usually after I fire my salvo, the person is either severely damaged and dabs the 1 key completely repairing their tank or they have an insane amount of gauss protection (Which I literally see every battle) and just shake it off. If gauss wasn't hit scan I'm not even going to say how horrible it would be. Lastly I would not consider gauss to be a "premium turret" its certainly good but nowhere near premium or overpowered (which would consider a nerf). Tesla is just borderline op right now and it can easily destroy any turret in its scope including gauss. 

I just don't know why people want to nerf a turret that already has been in the game a while (which usually leads to a huge amount of players buying owls)

defending gauss's ridiculous splash, and then you turn around here and "don't know why that" - a gauss splash nerf - "hasn't happened yet."

1 hour ago, Newnewnew said:

Don't know why that hasn't happened yet. Either the devs have a reason for leaving it in or they just aren't very good at collecting feedback. 

Quit trolling and pick a side. If you changed your viewpoint, say it clearly.

Edited by Abellia
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12 minutes ago, Crossbone said:

I'm not talking about a tank hiding in bushes. I'm talking about tanks being out in the visible open.

So you are complaining about how gauss is supposed to be used?

 

13 minutes ago, Crossbone said:

At least it has the luxury of cancelling without having to fire a shot when the target hides. Rail gun, magnum, and shaft don't have that luxury. Those three waste a shot in the end. Gauss will just have that unfired shot ready for another opportunity.

FYI if you are continuously holding down the spacebar and the object you are tracking gets behind a tank or a obstacle the lock on still  stays with that target for a short moment. That's why gauss has a harder time locking on to a different target after being locked on to a the previous target. By continuously holding down spacebar (what you said), you would be forcing that mechanic making it harder to switch between targets overall making gameplay harder.  

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