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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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After trying Gauss on an alt account, my opinion on Gauss has changed a lot, and I bought it on this account too. It was frustrating to die to it, but Gauss M2 is now one of the two turrets I frequently use. Also, hardly anyone uses Gauss protection modules. Meanwhile I'm here with 20% protection from it ;)

 

My best battles with Gauss have been:

• 11 kills 0 deaths (Titan M1 XT (MUed 2/10)) (Tribute RGB)

• 11 kills 1 death (Dictator M2 (MUed 1/10)) (Massacre CTF)

 

(These battles were on Tanki Mobile)

Edited by GrayWolf8733
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They should've just converted shaft to its old state, no laser.

Nah, shaft was overpowered without a laser. Plus the laser doesn't even show up for the enemy until the shaft is nearly fully charged.

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I really like this turret, especially with titan.

 

It's best on maps with open spaces like tribute, massacre or kungur... on smaller maps with lots of corners it tends to get smothered (not good with the splash).

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Last night I got 23 kills and only 6 deaths in ctf cross using m1 6/10 Gauss on my WO5 account, mainly using the lock on feature. Took little to no effort at all.

You don't even need to see your enemy - just hide in the bushes with the lowest angle setting and let the lock-on feature guide your turret.

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You don't even need to see your enemy - just hide in the bushes with the lowest angle setting and let the lock-on feature guide your turret.

Add Double Damage to put some stank in it, and surprise.

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And overpowered. 

12 metres is too much distance to retain 90% of your total damage. That is the only thing I think needs a nerf.

 

I think I'll probably be okay with it retaining 90% of its total damage from splash.

 

The one thing I think makes it overpowered is the fact that it can lock on to you and you won't know about it until it strikes.

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Just got a quinti kill on my beginner ranked account, and so easily too.

 

This is the true power of gauss.

Yes, the splash damage. triple kills happen so often with this turret, it's crazy. The average splash damage range needs to be reduced to 9 metres for the least. 

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Yes, the splash damage. triple kills happen so often with this turret, it's crazy. The average splash damage range needs to be reduced to 9 metres for the least.

 

And while they're at it, something needs to be done about its ability to lock on a target without the target knowing.

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The lock-on is too powerful. It's virtually undetectable if the Gauss is sufficiently far away, the grace time is FAR TOO LONG, and the splash is ridiculous. Striker just can't compete.

Edited by ThirdOnion
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The lock-on is too powerful. It's virtually undetectable if the Gauss is sufficiently far away, the grace time is FAR TOO LONG, and the splash is ridiculous. Striker just can't compete.

One of the keys to Gauss.  Not nearly as threatening when it needs to move due to enemy proximity.

 

The Splash mechanics could probably use a bit of a nerf.  Doing 90% damage almost to outer regions of radius is a bit much.

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The lock-on is too powerful. It's virtually undetectable if the Gauss is sufficiently far away, the grace time is FAR TOO LONG, and the splash is ridiculous. Striker just can't compete.

Yeah, what's the point in using striker when Gauss can do the same thing just as efficiently if not more efficiently?

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Yeah, what's the point in using striker when Gauss can do the same thing just as efficiently if not more efficiently?

Damage?  A lock-on for striker means it does a lot more damage.

 

IMO Striker needs a slight buff with lock-on and... maybe Gauss lock-on should be m-level dependent.  2 seconds for m-0 and m-1 is quite fast - hulls are a lot slower at that level.

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Damage?  A lock-on for striker means it does a lot more damage.

 

IMO Striker needs a slight buff with lock-on and... maybe Gauss lock-on should be m-level dependent.  2 seconds for m-0 and m-1 is quite fast - hulls are a lot slower at that level.

But striker needs four rockets to deal high damage while Gauss only needs one shot. Plus the rockets are extremely slow compared to Gauss shots which are almost instantly.

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But striker needs four rockets to deal high damage while Gauss only needs one shot. Plus the rockets are extremely slow compared to Gauss shots which are almost instantly.

Striker needs a bit of a buff - either on lock-on or on speed of missiles or both in some measure.  

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One of the keys to Gauss.  Not nearly as threatening when it needs to move due to enemy proximity.

I don't think undetectable lock-on is an issue in and of itself; I think it's an issue only because of how much damage the secondary fire does and how large the splash radius is.

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I don't think undetectable lock-on is an issue in and of itself; I think it's an issue only because of how much damage the secondary fire does and how large the splash radius is.

I agree that the splash mechanics probably need some tweaks.

 

Was just pointing out that Gauss has some substantial weaknesses that balance out things like the no-warning lock-on

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