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HOT NEWS! Gauss Turret Released!


theFiringHand
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OP turret

 

it ops striker cause quiker reloads and no laser.

Striker can take out a medium hull with one salvo after locking on while Gauss cannot. Striker's missiles' damage does not depend on the range of the target, Gauss' however, does. 

 

And just because Gauss has no laser doesn't automatically make it better. Without a laser, you'll have a hard time locking on to players at a far range. The laser guides you. Take it away and you'll have some problems. Imagine if Striker didn't have a laser. Do you think it would still be as easy to lock on to enemies as it is right now with the laser?

 

 

the only buyable way to protect against it is to buy the module

That's the only way to protect against anything in this game (excluding Drones and the double armour supply). 

 

sad mist of the thunder users switched to Gauss cause faster reload and more damage

I still see many Thunders. It's not like Gauss is superior to Thunder in every way you know. You get more damage when you lock on to enemies. If you can't lock on to them because of impact force turrets, well then you can't shooting any of the "more damage" shots you're talking about. And Gauss is a long-range turret. Thunder is a mid-range turret. 

 

its becoming overpowered, the loch on takes way less time than striker.

It takes less time than Striker because it isn't able to take out a medium hull after locking on. And it's harder to lock on since there isn't a laser to guide you. 

 

And the lock on time is only faster by 1 second. 

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I'm not sure if it'd be good if Gauss could 1 shot a medium hull on full HP if DD is active, I feel like it should have a laser if it could do that. 

Gauss can already one-shot unprotected medium hulls with its sniping shot if it has double damage enabled. I'm assuming you meant without double damage enabled. In that case, I don't think it should because that is already Shaft's specialty. Gauss is better than Shaft at arcade shooting and it wouldn't be right for it to have the same effect as Shaft in sniping mode. 

 

 

I think a quicker reload on both modes would be a good starting point for a slight buff, maybe even a slightly bigger splash radius? 

I would like to see a decrease in the sniping shot reload. A decrease in the arcade shot reload should not be implemented since it would be toe-to-toe with Smoky on arcade shots. Its shots already deal more damage than Smoky's shots so let Smoky have the faster reload. 

 

The splash damage radius of Gauss is already as large as Magnum's splash damage radius which is 20 metres. Magnum has these statistics as well but it has higher damage per shot while Magnum's damage is less than that. Perhaps they could increase the average splash damage from 50% to 80%. The range of average splash damage is already small so the least that can happen is an increase in the % average splash damage. 

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I do not have it but i've witnessed allready quite a few . It is very balanced imho . Yes , surely modules will cripple it , but thats the case in all weapons . Try any weapon against 50% module , and only the heaviest hitters can remain slightly usefull .  Better to have a balanced new gun then a OP 1 , since then everybody will as soon as possible buy the module , and you might be a for a overdone rebalancing leaving you with a weapon you didnt want .

The poster mentioning the mix of smoky , thunder with a pinch of shaft couldnt be more accurate , and is how i describe it myself .

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Gauss can already one-shot unprotected medium hulls with its sniping shot if it has double damage enabled. I'm assuming you meant without double damage enabled. In that case, I don't think it should because that is already Shaft's specialty. Gauss is better than Shaft at arcade shooting and it wouldn't be right for it to have the same effect as Shaft in sniping mode. 

Sometimes it can one shot a medium with DD, but it isn't very often If the damage was increased it would be a certain one shot almost all of the time. Not good IMO.

 

 

I would like to see a decrease in the sniping shot reload. A decrease in the arcade shot reload should not be implemented since it would be toe-to-toe with Smoky on arcade shots. Its shots already deal more damage than Smoky's shots so let Smoky have the faster reload. 

Fair point with the arcade shots. I was probably leaning more towards a decrease in the sniping shots reload.

 

 

The splash damage radius of Gauss is already as large as Magnum's splash damage radius which is 20 metres. Magnum has these statistics as well but it has higher damage per shot while Magnum's damage is less than that. Perhaps they could increase the average splash damage from 50% to 80%. The range of average splash damage is already small so the least that can happen is an increase in the % average splash damage. 

Ah so it is already 20 meters? It really doesn't feel like it, even Thunders splash radius feels bigger. An increase in splash damage, damage wouldn't hurt, but only a slight increase otherwise Magnum and Thunder will lose their charm/feature of large splash damage. 

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this needs to get lowered. the blasting power shock can knock off a hornet in one blast off a bridge..

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I'm not sure if it'd be good if Gauss could 1 shot a medium hull on full HP if DD is active, I feel like it should have a laser if it could do that. 

 

I think a quicker reload on both modes would be a good starting point for a slight buff, maybe even a slightly bigger splash radius? 

laser should be reserved for turrets that can one-shot a medium hull sans DD or one-shot a heavy hull with DD.

 

Supplies make a huge difference.  A Thunder on DD can 2-shot a medium hull within 2.4 seconds.  A Rail with High-caliber rounds can one-shot a medium hull with DD - no laser. (and less wait-time when aiming).

 

Don't think I'd like adding better splash for Gauss - it's encroaching on Thunders specialty.  There was enough splash in the game before they added gauss - did not think adding more was necessary. 

 

They could have upped the impact instead.  Or added something like a brief (1 second) stunning effect (to the sniper shot). Actually - I think the turret would be very interesting if they removed splash entirely and added this very short stunning effect.  Nothing like freeze or cryo - just makes the tank pause for 1 second...  perhaps an alt B)

Edited by wolverine848

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They could have upped the impact instead.  Or added something like a brief (1 second) stunning effect. Actually - I think the turret would be very interesting if they removed splash entirely and added this very short stunning effect.  Nothing like freeze or cryo - just makes the tank pause for 1 second...  perhaps an alt B)

1 second stun on a 1.5s reload weapon? Who needs freeze then? That's not even enough time to deal a tick of firebird/freeze/isida damage, vulcan becomes helpless, railgun doesn't have time to load a shot, etc... That would be ridiculous.

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1 second stun on a 1.5s reload weapon? Who needs freeze then? That's not even enough time to deal a tick of firebird/freeze/isida damage, vulcan becomes helpless, railgun doesn't have time to load a shot, etc... That would be ridiculous.

Sniper shot.  - clarified my suggestion.

Edited by wolverine848

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I do not have it but i've witnessed allready quite a few . It is very balanced imho . Yes , surely modules will cripple it , but thats the case in all weapons . Try any weapon against 50% module , and only the heaviest hitters can remain slightly usefull .  Better to have a balanced new gun then a OP 1 , since then everybody will as soon as possible buy the module , and you might be a for a overdone rebalancing leaving you with a weapon you didnt want .

The poster mentioning the mix of smoky , thunder with a pinch of shaft couldnt be more accurate , and is how i describe it myself .

 

 

The only turrets that can still do fine against people with protections against them are firebird, twins, Vulcan, and smoky.

 

 

 

 

laser should be reserved for turrets that can one-shot a medium hull sans DD or one-shot a heavy hull with DD.

 

Supplies make a huge difference.  A Thunder on DD can 2-shot a medium hull within 2.4 seconds.  A Rail with High-caliber rounds can one-shot a medium hull with DD - no laser. (and less wait-time when aiming).

 

Don't think I'd like adding better splash for Gauss - it's encroaching on Thunders specialty.  There was enough splash in the game before they added gauss - did not think adding more was necessary. 

 

They could have upped the impact instead.  Or added something like a brief (1 second) stunning effect (to the sniper shot). Actually - I think the turret would be very interesting if they removed splash entirely and added this very short stunning effect.  Nothing like freeze or cryo - just makes the tank pause for 1 second...  perhaps an alt B)

And that's assuming the tank they're targeting doesn't have any protection against them. And we already have a stunning mechanic, we don't need another.

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And that's assuming the tank they're targeting doesn't have any protection against them. And we already have a stunning mechanic, we don't need another.

Why not?   We already had 3 turrets with Splash (not counting alterations) and they added another.

 

Which turret currently has "stun"?

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Why not?   We already had 3 turrets with Splash (not counting alterations) and they added another.

 

Which turret currently has "stun"?

Not turret but hull. And it can stun multiple enemies at once.

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Sometimes it can one shot a medium with DD, but it isn't very often If the damage was increased it would be a certain one shot almost all of the time. Not good IMO.

Gauss' sniping shot's average damage on every modification is enough to one-shot a medium hull of that respective tier if it has double damage enabled. If it doesn't, then it will only take off about 60% of the hull's health. 

 

 

 

Ah so it is already 20 meters? It really doesn't feel like it, even Thunders splash radius feels bigger. An increase in splash damage, damage wouldn't hurt, but only a slight increase otherwise Magnum and Thunder will lose their charm/feature of large splash damage. 

Yeah, it is 20 metres. The thing is, I often don't catch many players with the sniping shot. At most, it's about 3 players. When I catch two, the second one is almost always at the end of the radius at receives about 10% of the sniping shot's total damage. I killed a Wasp with 136 damage because of the wide range. 

 

If the splash damage range isn't to be increased, maybe they can increase the splash damage's impact force. It's already pretty strong. I'm not sure if @sezze100 will like that. It does add something unique about its splash damage. It may be weak but its impact force packs a punch. 

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You know how much I like the new turret Gauss. However, there is something missing from it. The Gauss turret needs to have one extra parameter. That is the "critical damage" parameter like in Smoky. Please add the critical damage to the Gauss turret, as this will make this turret deal better maximum damage from time intervals of shooting at enemies.

 

I know that the Gauss turret was supposed to be a cross-breed between Thunder and Shaft, but adding the Smoky critical damage would not have any wrong doing in adding this parameter to this turret. Please add this little improvement to the Gauss turret. All this turret needs is the maximum critical damage parameter.

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So... quite different from my suggestion, right?

Ok sure. I'm just trying to say that the stunning ability is better than dealing splash damage.

 

It'll just break the gameplay in half if we gave this turret the ability to stun people because there'll be too many stunners happening.

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Since the release of the Gauss turret, I keep on getting many error messages that says "An Error Occurred". Please fix this bug and all other related bugs to the Gauss turret and other bugs which has been lurking around for ages.

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Ok sure. I'm just trying to say that the stunning ability is better than dealing splash damage.

 

It'll just break the gameplay in half if we gave this turret the ability to stun people because there'll be too many stunners happening.

Well, it's only 1 second (unlike Hunter) and a module could cut that to 0.5 seconds.

It's no cryo (which make you completely helpless for 2-3 seconds)

 

I mean... it's not like it's doing a 1-shot-kill - which is basically the worst thing you can suffer.

The 1-second stun wears off before an arcade shot can be loaded.

 

Just an alternative to 1) Splash damage and 2) increased damage

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I bought M3 like two days ago and it actually one of the strongest turret in the game.

Come back and say then when your targets have the module and cut damage dealt in half...

 

(it's actually a weak turret - can't one-shot a light hull in sniper mode, and turret rotation combined with mediocre arcade damage means it's not great up close either)

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Come back and say then when your targets have the module and cut damage dealt in half...

 

(it's actually a weak turret - can't one-shot a light hull in sniper mode, and turret rotation combined with mediocre arcade damage means it's not great up close either)

Needs to stay that way too.  They put a laser on my shaft so people could know I'm looking and aiming at them.  This turd of a turret had better not suddenly be allowed the pleasantry of overtaking legacy turrets like shaft.  We were much maligned for too long, and still are, to be insulted with this stupid turret being able to use cover like Shafts SHOULD BE ABLE to.

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Needs to stay that way too.  They put a laser on my shaft so people could know I'm looking and aiming at them.  This turd of a turret had better not suddenly be allowed the pleasantry of overtaking legacy turrets like shaft.  We were much maligned for too long, and still are, to be insulted with this stupid turret being able to use cover like Shafts SHOULD BE ABLE to.

Well, being able to use cover while 1-shotting medium hulls is asking for too much.  Players need some chance...

 

Most Shafts I play against know how to hide the laser - have been killed many times without warning as it is.

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This is probably the most balanced turret in TO. For once devs, you got it right.

Edited by Guest

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Gauss' sniping shot's average damage on every modification is enough to one-shot a medium hull of that respective tier if it has double damage enabled. If it doesn't, then it will only take off about 60% of the hull's health. 

 

 

 

Yeah, it is 20 metres. The thing is, I often don't catch many players with the sniping shot. At most, it's about 3 players. When I catch two, the second one is almost always at the end of the radius at receives about 10% of the sniping shot's total damage. I killed a Wasp with 136 damage because of the wide range. 

 

If the splash damage range isn't to be increased, maybe they can increase the splash damage's impact force. It's already pretty strong. I'm not sure if @sezze100 will like that. It does add something unique about its splash damage. It may be weak but its impact force packs a punch. 

I've far past the point of worries about a new weapon . They can bring on everything they throw at me , and it might take a while but if they are OP , i try to kill them 1st or at least hurt them and after i'll have the module and the turret myself . I've lived through many Noise battles ( on the team downstairs) with the brand new OP Magnum  . I'll always figure out a way to get past it , and most important , i'm very resilient in battles and i'll never stop trying to get the target .

Like i said , for me it looks like a very balanced gun ( developers applause , since it isnt always like that :rolleyes: ) .

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