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The Gaussian Distribution: A Guide to Tanki's Newest Turret


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Gauss. To some, a queer and absurd name holding no meaning except for the blatant tactics of Tanki. To others, a memory of the Mathematician Carl Friedrich Gauss and his incredible contributions to Mathematics. Since its release on the 7th of June, the Gauss turret has already become the center of much controversy and discussion. I decided to buy the turret on its release date, (a dream of mine). Since then, I have also managed to learn some of the many tricks the Gauss turret has to offer and am here to bring them to you.


The history: Was teased on the xth of the xth, was usable in the test server on the 6th of June, and was finally released X days after it was first announced. Past this, there isn’t that much history to go through, chiefly due to the recent release of the turret.

Strengths and Weaknesses of The Gauss

As all turrets, the Gauss has strengths and weaknesses. In regards to the former, Gauss has two modes. One for its regular rounds and one for the unique hypervelocity shot (A name which I invented and am hoping catches on soon enough). The regular rounds can be fired off at similar speeds to a Smoky, with slightly lower damage than the Thunder. The hypervelocity shots inflict damage alike that of Railgun and leave you vulnerable for a while after due to the long reload. In most circumstances, the Gauss will be outclassed in close-ranged firefights, leaving you somewhat vulnerable. However, one of the best features of the turret is that using the hypervelocity shot (much like Striker’s salvo with the lock-on feature) does not laser-point a target, thus allowing you to stealthily fire shots and destroy enemies if they determine your location. Lastly, the Gauss also has splash damage, which means it can be used to eliminate enemies quickly.

Despite these strengths, the Gauss also happens to have its weaknesses. One of the most significant flaws being that the Hypervelocity shot takes too long to charge up for close-ranged combat while the rapid-fire shots won’t be able to eliminate enemies fast enough. As a consequence, it is best not to engage in close-ranged combat unless necessary.


Hulls with regards to the Gauss

 

200px-Hull_wasp_m3.png

Wasp: Wasp and Gauss are a relatively weak pairing. The primary drawback here is that Wasp lacks the armor needed for longer range combat (as long-range combat typically involves Magnums, Shafts or Railguns, turrets which can easily 1-shot a Wasp). Due to the self-damage, low armor and weak close-ranged capabilities of the combination, capturing flags/points/goals is not particularly viable either. Lastly, there is little synergy between Wasp’s overdrive and Gauss, unless one counts the swift destruction being rewarded with an overdrive bomb as counting.

 

200px-Hull_hornet_m3.png

Hornet: Hornet and Gauss are a decent pairing. While Hornet still doesn’t have the ideal amount of armor for sporting a medium/long-ranged turret, it does allow users the durability needed to engage in long-ranged battles provided enough care is taken. The speed and drifting of this hull lend Hornet well to locking on to moving targets as well. Similar to Wasp, Hornet lacks the robustness for capturing flags and points, however capturing points is no longer as big of an issue. There is good synergy between Gauss and Hornet’s overdrive, as Gauss can deal with some severe damage between its hypervelocity and rapid-fire shots if opponents cannot protect themselves.

 

200px-Hull_hunter_m3.png

Hunter: Hunter and Gauss are a good pairing. Hunter finally presents the needed armor for adequately taking part in long-ranged combat while being able to handle the recoil and having sufficient speed to utilize Gauss effectively. Hunter’s armour also lends it well towards capturing flags and points, as Hunter can move in an agile manner and not be completely knocked off course if it is hit. Unfortunately, there isn’t too much synergy between Hunter’s overdrive and Gauss. However, the overdrive can be used to help destroy enemy tanks reasonably quickly.

 

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Viking: Viking and Gauss are the perfect pairings. Viking brings to the fray a good amount of armor and speed, as well as the ability to drift (enabling users to lock on to faster enemies at lower ranges). This pairing can capture points with ease, and with a little bit of skill and luck, flags and goals also come into the picture as the self-damage isn’t nearly as significant now compared to lighter hulls. Viking’s overdrive and Gauss have incredible synergy together as Gauss can quickly fire off high damage shots with high frequency, and if used optimally this can be enough to turn the tide of most any match.

 

 

200px-Hull_dictator_m3.png

Dictator: Dictator and Gauss are an awkward pairing. Dictator’s somewhat irregular and strange shape makes it harder to use Gauss due to the poor hull dynamics for the turret. Furthermore, Dictator lacks the acceleration and drifting to be able to have any level of proficiency in close-ranged combat, let alone the ability to lock on to enemies. Although Dictator presents sufficient armor for capturing flags, points and scoring goals, the relatively mediocre movement dynamics hinder it from adequately doing so. Lastly, Dictator’s overdrive and Gauss have little to no synergy, acting akin to the old overdrives.

 

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Titan: Titan and Gauss are a somewhat exciting pairing. Due to Gauss performing akin to Striker and Smoky, two of the most heavily used turrets with Titan, Gauss, and Titan can be paired together relatively compatible. The armor and speed of Titan can enable users to take hits and hunt down enemies in relatively open spaces. While this combination can capture points quite well, it is unlikely to be well suited towards capturing flags or goals. Titan’s overdrive also works decently with Gauss, especially at closer ranged fights, providing nigh invincibility except against a Hornet, Hunter or Mammoth’s overdrive.

 

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Mammoth: Mammoth and Gauss are not a particularly fantastic pair. Mammoth, though boasting armor matched with Titan, lacks the speed needed to be able to lock on to targets at closer ranges. Combined with the slow turning speed of Gauss, the user will likely be left helpless in the face of close to medium ranged turrets. Due to its large size and low speed, Mammoth will most likely be unable to capture any flags or goals unless using its overdrive, although capturing points is relatively easy. Mammoth’s overdrive and Gauss can go together quite well, primarily due to the user being able to destroy nearby enemies with the overdrive and focus on picking off enemies at a distance.


Using overdrives optimally

Regardless of synergies between overdrives, one of the most important things for a player to know how to do is to make the best use of their overdrive while it seems like a task for a simpleton, the unique overdrives for every hull call for novel approaches to maximize their benefit as well.

 

Icon_overdrive_n2_bomb.png

Wasp: Due to Wasp and Gauss’ somewhat lackluster synergy, the bomb and Wasp don’t go together as well as one might hope. Nonetheless, the optimal way to use it is like a Ninja. For example, if you are trying to eliminate an enemy with a flag, then a logical approach is plausible. First, fire a shot roughly so that your enemy thinks that you are behind them. This is likely to cause them to slow down and turn their turret to check, at which point you go a little bit ahead of them, plant your bomb and get out. By the time they realize that you had planned it all out, they’ll be blown to bits. Sometimes finding crowded areas and planting bombs there can also work

 

Icon_overdrive_scout_radar.png

Hornet: Hornet’s overdrive pairs quite well with Gauss. As Hornet’s overdrive enables you to ignore enemy protections and double armor, you can destroy enemies with ease. Furthermore, the enemy location revealing allows you to track enemy movement and see enemies hiding at longer distances and lock on to them as their marker may move or change. As a general rule, when activating Hornet’s overdrive, the user should have full or nearly full health with at least double damage being activated. Lastly, it is worth noting that Gauss’ stealth can aid significantly in destroying enemies and can render you nigh immortal if appropriately utilized.

 

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Hunter: Hunter’s overdrive and Gauss don’t have poor synergy. However, some relatively minor issues prevent players from capitalizing on it. Chiefly, to activate the overdrive (and have it work), one must be reasonably close to enemies. This means that to get the maximum benefit from this overdrive, you should activate it near a group of enemies, begin to lock on while reversing back and destroy them. This strategy requires a stealthy approach towards your enemy as well as double damage (otherwise your enemies will quickly disperse, and you will have only wounded them).

 

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Viking: Viking’s overdrive shows a fantastic synergy with Gauss. Viking’s overdrive increases the parameters of your turret, particularly the damage and reload speed for about 7 seconds. As a result, the best way to use this overdrive is to find a group of enemies, activate double damage and your overdrive and blow them apart. On the flip side, sometimes using an Overdrive defensively, such as to stop an enemy from capturing a flag is also equally useful. Generally peaking, avoid spending your overdrive on some random enemy as it can be the difference between victory and defeat. Furthermore, when activating your overdrive make sure you can see plenty of enemies and are not in a confined space with your teammates, as it is likely to be wasted if your team is blocking your shots out.

Icon_overdrive_supplies_overload.png

Dictator: Dictator’s overdrive and Gauss don’t have a fantastic synergy. However, the duo can be made to work. Dictator’s overdrive revitalizes a player’s supplies, regardless of what supplies they have active for how long (much like how overdrives worked before they were changed to be unique to every hull) and induces a slow-down in an enemy movement akin to Freeze. As a result, the best way to use this overdrive is with as many teammates as possible and to sneak behind enemies and then use it, to slow them down long enough for you to quickly eliminate them.

 

Icon_overdrive_shield_generator.png

Titan: Among all the overdrives in Tanki, Titan’s overdrive is the only one which will force you to stay in one place, as activating Titan’s overdrive dome of protection and then leaving it will not be of much help. As a result, to maximize Gauss’ synergy with Titan’s Overdrive, it is vital to find a location where you can quickly and consistently camp as well as have an overdrive to eliminate enemies. Once in the safety of your dome, eliminate Hornets, Hunters, and Mammoths before anything else as they can ignore you defenses (protections, dome resistance, and double armor), deactivate your dome and deal damage that cannot be shrugged off respectively.

 

Icon_overdrive_at_field.png

Mammoth: As far as overdrives go, Mammoth’s overdrive is nearly as divorced with Gauss as Wasp’s. Nevertheless, Mammoth’s overdrive can be broken down into two key components. The unrelenting, brutal damage with extra speed and invincibility. The former part is likely to be annoying to use as it requires users to discard the advantage of stealth which Gauss has, and assuming one can get to enemies in a mere 5 seconds, being at their mercy afterward. The latter, however, can be used in the direst of situations where survival is essential, such as being extremely low on health and needing to lock on to an enemy.

Gamemodes

Lobby_button_ctf.pngCTF: One of the weaknesses of the Gauss turret is close-ranged combat. Consequently, it is ill-advised for players to focus on capturing flags since Gauss isn’t designed to be that kind of a weapon. Instead, Gauss is oriented towards stealth, so flanking enemies from the side is perhaps the best idea. “Gee, LOLKILLER! Big explosions and an ugly turret? Stealth?” Why yes, dear reader. Firstly, Gauss shots are small and nearly impossible to track due to it. Secondly, even preparing to fire a hypervelocity shot doesn’t trigger a laser to ruin your camping. Combined with the high fire rate, being wasteful isn’t a real problem. Naturally, there are sub-strategies to CTF (which will be covered shortly), but the general strategy you use should be built around flanking enemies, whether it be camping, mobile camping or just aiding in assaults. Prioritize enemies who may pose higher magnitudes of threat (enemies with flags; enemies trying to kill your teammates with flags). Make sure that you use your greatest weapon! Stealth is critical with Gauss as everything else is about average (although when put together can provide you with a fantastic performance) and therefore using this advantage can make you invincible without any overdrive against enemies meters away.

Lobby_button_dm.pngDM: Out of all the game modes you could choose for using Gauss in, DM’s are arguably the worst. Firstly, Gauss loses the stealth that makes it fantastic as enemies can spawn at any location of the map and destroy you. Secondly, Gauss lacks the firepower needed to dice with enemies up close and the lock-on abilities to engage enemies at more considerable distances (since you will quite often be fired upon heavily). Nevertheless, if you still prefer to use the Gauss, it would be quite wise for you to be as mobile as possible (as camping will give you away much too quickly in most cases) and focus primarily on enemies who have already been damaged. If you wind up with one of the annoying “in your face” range enemies, then lock on to them to try and use your impact force to push them away. Nevertheless, unless your target is entirely or almost entirely disabled, it is not a good idea to lock on, and therefore the regular rounds should be used instead. Nevertheless, if you intend to fight enemies up close and personal at ranges where you can keep up long enough to lock on to them, you may be able to rack up kills due to the low splash radius (and consequently self-damage).

Lobby_button_cp.pngCP: Much like CTF, this mode involves players rushing to something. In this case, multiple points. Since the enemy team is not united under the banner of attacking a single location like in the case of CTF matches, it is much easier to destroy enemies when they are exposed and trying to capture points. While this may seem problematic at first due to enemies wielding longer-ranged turrets, Gauss’ great stealth advantage once more comes to the fray, allowing you to flank enemies with ease without worrying about being seen. As for playing a more prominent role in battles, capturing points is entirely viable, although territorially speaking should only be done on neutral or ally territory to stick to medium to long-ranged combat while earning some extra points for yourself. If you do decide to guard a specific location, it’s best to find some cover near the point and use the zoom feature to be warned of any incoming enemies quickly.

Lobby_button_tdm.pngTDM: Without a doubt, this is the best game mode for one to use Gauss in. Due to the lack of a prop, enemies and allies don’t go to the other side unless they are donning short-ranged turrets, which means that you can maintain a safe distance and savagely attack enemies without even being seen or heard. In this game mode, priority should be given to teammates who are fighting enemies to help them out in the event that they are struggling or avenging them (and get a better result) if they are destroyed. As a general rule, the best playstyles for this mode are camping and mobile camping as they allow you sufficient distance and you can have allies watching your back (if they are also camping along with you).

Lobby_button_rgb.pngRugby: This game mode is a variation of CTF in that either team seeks to take a prop owned by neither team to the other team’s goal. Generally speaking, Rugby will see you fight enemies in waves rather than without order. These “waves” will likely begin when your enemy team has the rugby ball as most members of the enemy team will try to launch a coordinated assault on your side. The inverse of this is if your team is trying to launch an attack on the enemy team. In either instance, following your team leads to close-ranged combat (having enemies come to you in a relatively smallish territory and going to the enemies’ somewhat small base and attacking them). Thus, the best thing to do is to be a camper or a mobile camper in neutral places which are harder/longer/ unneeded to be reached by either team so that you can flank your enemies as they attack your base or provide support to your team as they launch a raid. Utilizing this strategy will more often than not see you fighting over more considerable distances, so locking on is a better idea than the regular shots.

Lobby_button_asl.pngAssault: Seeing as Assault can consist of pure attack and pure defense, I have decided to split it up as the red and blue teams, respectively.

Red team: Since the red team is attacking and Gauss is not suitable for close quarter combat, the best strategy here is to do something similar to what you did in Rugby; finding a neutral hard/needless to access location that can provide you with enemies and then flank them. Flanking enemies who are an obstacle to teammates with the flag is a priority. On the flip side of things, if you decide to camp near the enemy base, it is essential to find large amounts of cover and use zooming wisely to assess potential threats. In general, terms, the closer you get to the enemy base, the slower (and more armored!) enemy hulls become. As such, it is wise to use the lock-on feature for a quick peek-shot and then to retreat to the safety of your cover. Although attempting to score a flag is not logical, it can be done in conjunction with your team, although as with any Gauss related task, this should only be done with a high degree of stealth.

Blue team: As the blue team is defending, you’re likely to experience something similar to Rugby but at smaller proportions. Since most maps have three flags for the red team, this generally means three somewhat unrelated waves of attack, consisting of anywhere from just the one flag carrier to about four players in total. Consequently, it is ill-advised to stay near your base unless you are taking cover and are safe due to being surrounded by teammates with heavy hulls. If this is not the case, it is a good idea for you to find a neutral area from where you can safely destroy enemies.

33px-JGR_LobbyIcon.pngJuggernaut: Juggernaut is similar to DM, so one might expect to find misery. However, this is far from the case. Since the Juggernaut mode is everyone else versus a single tanker (or it winds up being as such), the best thing to do is to keep a distance from the Juggernaut and destroy any tanks trying to approach the Juggernaut. You will want to find the goldilocks zone to do so, as being too close to the Juggernaut will most likely destroy you and being too far away won’t land you any kills. When in the goldilocks zone, keep in mind that unless an enemy is wholly unprotected (by double damage and Gauss protection), you won’t be able to kill them quickly. As a result, it is vital to wait until they are damaged significantly enough such that they can be killed with a shot or so but not more. Lastly, in regards to timing, you should use your lock-on feature to lock on to enemies as soon as the Juggernaut sees them, as the Juggernaut’s Railgun can fire off twice faster than Gauss locks on once. If the Juggernaut’s Striker is used, it’s wise to lock on less than half a second later so that the Juggernaut can land a rocket or two before you finish off the tank.


Playing styles: Not to be confused with roles, playing styles are the way you battle your opponents as opposed to your principal techniques that are the roles you play. Playing styles vary from person to person and are usually a bit mixed up, although they can nonetheless be separated into distinct styles regardless of this.

The hippie: No, not the kind from the 1980s. In certain games, the technique of firing without using an aiming mechanism (such as a scope) is often called “hip-firing.” This style is exactly what it sounds like. Players who use this style are often armed with the lighter hulls (chiefly Hornet) and tend to drive around shooting at anything that crosses their path, never really locking on to an enemy but instead unleashing a volley of shots where possible. Since the Hypervelocity shot is not utilized in this style, playing like this will require delicate fingerwork and also quick strategizing, two things which may not be for every tanker. If this is not exactly your cup of fuel, read on about the ODD.

ODD (Obsessive Destructive Disorder): This playing style is meant for those who love to see bolts of lightning cackle and the enemy horrified as they lose at least about a third of their health instantly and involves only using the Hypervelocity shot. Most of the time, this playing style is well complemented by the use of Viking, although it can be made to work with Mammoth or Titan. This playing style is generally well supplemented by the use of camping and mining, as well as an ability to keep an eye on any tank that might pose a threat present or future as well as mines. Furthermore, this playing style emphasizes newly spawned enemies.

Merchant of Death: Destruction! Buy some Tanki destruction! This role is for the craftiest of players who have no problems with indulging in some of the most detestable behaviors. This playing style requires quick thinking, fast-moving, cold-blooded opportunists to steal kills, flip over enemies, and use repair kits at the last moment. When playing like this, it doesn’t matter what shot you have to take or what’s at risk; you go through whatever’s needed to destroy enemies.

 


Roles: Unlike playing styles, roles in a battle have to do with how you are as a player rather than as a Gauss user. Once more, these roles aren’t all that concrete.

The Wolverine: No, this role has nothing to do with being invincible. It has to do with Persistence. The Wolverine demands a player who’s unconcerned with their survival but only with the glory to be earned through capturing flags or scoring touchdowns. Regardless of how many times or how badly they are destroyed, these kinds of players don’t stop attacking as savagely as an animal. The goal here is to whittle down your enemies’ patience and get them to lash out in anger, losing their cool and leaving their team vulnerable in the process for another capture a flag/score a goal or to keep trying and capture a flag or score a goal eventually. Alternatively, it can be taken in a different sense, and you can keep infiltrating the enemy base and attacking anything that moves. If you’re one who likes their K/D to be nice and high, perhaps try out the Mr. Outdoors.

The Mr. Outdoors: This role is for players who particularly enjoy the challenge of having a nemesis and destroying enemies while remaining unseen. In essence, this is what often gets called “Camping” in Tanki. To perform this role optimally, it is vital to find a location that is difficult to get to or is completely off the beaten path. Then, it’s a good idea to mine up possible sites of enemy entry as well as potential to cripple any incoming enemies if not terminate them. However, you should strive to destroy enemies when you see them coming. One of the other things about this playing style is that it requires you to abandon gold boxes, overdrives and in most cases even any props that may be included in the game to live a life of pure destruction. If you don’t have much interest in altogether abandoning flags and points and rugby balls but also not letting go of a decent K/D ratio, perhaps The confused is for you.

The confused: This playing style places a heavy emphasis on being flexible and able to move between an unstoppable attacker and an unbeatable defender. In essence, these players need to be very observant to deduce simple facts on the go, such as who has the flag and possible interception routes or where minimum enemies are located. In the case of Gauss, this looks to be a more distant experience in the sense that regardless of which part of the role you play, a good bit of distance is there between your enemies and yourself. Furthermore, this playing style strikes an elegant balance between Wolverine and The Mr. Outdoors; thus, you can’t afford to have tunnel vision. As a consequence, this style neither gives you the ability to destroy or purely work with props. Nor does it allow you the choice of dying as many times as needed or staying untouched by the heat of the battle. You may need to work with props when needed and destroy enemies when required. You may even have to sacrifice yourself for the victory of your team. If you find it to be somewhat dull and uninteresting to have the predictability of your actions, perhaps the shoot me if you can, I’m a Mathematics man is for you

The shoot me if you can, I’m a Mathematics man: This role is the Gauss variant of a Sapper. The primary objective here, is to focus your fire on a single enemy long enough for them to lose their cool and begin attacking you, and then repeating the process with as many enemies as possible so as to make them lose any element of teamwork and planning they might have, at which point the match can be won fairly easily. Generally speaking, a faster hull is better off for this role as enemies will likely come after you and viciously try to destroy you. Furthermore, the ideal way to play this role is through remaining in hiding for as long as possible, routinely changing your camping position to agitate your enemies even more while maintaining a higher K/D ratio.


Some statistics

I believe that this picture suffices in terms of explaining the need for this section. If you wish to see the Mathematics behind my conclusions, open the spoiler. If not, skip over it.

 

 

 

Assumptions that are made: For the sake of calculations, the following assumptions were made:

  • The distance between user and enemy is less than the minimum distance damage for arcade shots
  • Enemies don’t have protection
  • This had to be so because if not for this, enemies from 10% to 50% Gauss protection would need to be considered which in and of itself would be time-taking but also impossible in many cases, such as seeing a Gauss M4 and a 10% Gauss protection
  • Enemies and the user both have no beneficiaries (double armor and double damage respectively), or both have beneficiaries
  • If one would like to know the damage for shots when enemies have double armour and the user does not have double damage or if the user has double damage and the enemy does not have double armour, the following statistics may be taken and then divided by 2 and multiplied by 2 to do so
  • The damage is normally distributed

Mean: The mean of the data set can be found to be (1320 + 2170)/2 = 1745.

Standard deviation: The Standard deviation, in this case, was done through dividing 1745 by 8 (thus providing four pairs of possible values). This value is 106.25.

Using this information, the following graphs can be generated, with the area under the curve representing the probability.

 

Arcade shots

 

 

arcadefinall.png

 

Hypervelocity shots

Hypervelocityfinal.png

 

 

 

 

What this means using arcade shots:

68.27% of the time your damage will be between 642.5 and 767.5

50% of the time your damage will be more than 705

50% of the time your damage will be less than 705

2.228% of the time your damage will be 580 or less

97.72% of the time your damage will be 580 or more

15.87% of the time your damage will be 767.5 or more

84.13% of the time your damage will be 767.5 or less

15.87% of the time your damage will be 642.5 or more

84.13% of the time your damage will be 642.5 or less

2.28% of the time your damage will be 830 or more

97.72% of the time your damage will be 830 or less

0.13% of the time your damage will be 892.5 or more

99.87% of the time your damage will be 892.5 or less

What this means using hypervelocity shots:

68.27% of the time your damage will be between 1638.75 and 1851.25

50% of the time your damage will be more than 1745

50% of the time your damage will be less than 1745

2.228% of the time your damage will be 1532.5 or less

97.72% of the time your damage will be 1532.5 or more

15.87% of the time your damage will be 1851.25 or more

84.13% of the time your damage will be 1851.25 or less

15.87% of the time your damage will be 1638.75 or more

84.13% of the time, your damage will be 1638.75. or less

2.28% of the time your damage will be 1957.5 or more

97.72% of the time your damage will be 1957.5 or less

0.13% of the time your damage will be 2063.75 or more

99.87% of the time your damage will be 2063.75 or less

Hull destruction related properties (following the same conditions as above but also enemies with M4 equipment)

 

This section was created thanks to the help of players @Past and @aqwzsxedc. As opposed to the earlier mentioned facts, this section serves as a slightly more applicable and practical application of Mathematics in Tanki. This data was obtained experimentally and with a little bit of pure calculation.

Chances to destroy enemies while you have double damage and they have neither protection nor double armor and are being locked on to:

100% chance to 1 shot a Light hull at M4

0% chance to 2 shot a Light hull at M4

96% chance to 1 shot a Medium hull at M4

4% chance to 2 shot a Medium hull at M4

0.82% chance to 1 shot a Heavy hull at M4

99.18% chance to 2 shot a Heavy hull at M4


In conclusion, Gauss is a powerful new addition to the garage of almost any tanker. Its relatively new release ensures that you can dominate battles by using its versatile arcade and Hypervelocity shots. In general, the playing style needed by the newest turret requires a great deal of stealth, but if pulled off correctly can turn the tide of matches.

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Excellent guide!

 

Another weakness for the turret appears as a result of one of its stengths - being stealthy when locking on. With Striker, you have a laser to guide you. You can focus on where the laser is point and track the tanks from there. With Gauss, there is no laser and the only guide you have is the acquisition reticle. With a great advantage, comes a great drawback. 

 

I for one, am quite fond of the pairing of Gauss with Dictator and Wasp. 

Another disadvantage of pairing Gauss with Dictator and Viking that you did not mention was Gauss' auto-aim angles. It boasts the lowest angle for upwards auto-aiming at 7°. Pairing this with Viking would make it undesirable to acquire targets above you while making it more pleasurable for acquiring targets below you. For Dictator, the height of it lends some assistance to the upwards auto-aim and allows it to lock onto enemies easier than a Viking. While the downward auto-aim is the same for Railgun at 10°, Railgun with Dictator can rock its hull to lower the angle to catch an enemy. Gauss usually requires you to be completely stationary when locking onto targets at  long distance distances. With the height elevated, Gauss may find it troubling to acquire targets below them. 

 

The sliding aspect of Hornet and Viking makes it harder to acquire targets when they are shooting me. That is why I prefer hulls that do not slide like Dictator and Wasp. I have better traction, which in turn, allows me to steady my aim faster. 

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Obviously did your research! A good informational article, although I did notice quite a few editing mistakes.  :ph34r:

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It's clear that an impeccable amount of effort has been put here! 

Great work with the details, love to see all the research and facts being presented in an organized manner.

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I'm glad you've found your identity in the reporter team, this is well written and properly structured, Gauss is still a relatively new turret, so I will say that this guide is probably only scraping the surface, but I'm sure more expertise will develop overtime. Especially curious to see how alterations will pan out for this turret, there will be way more room for Gaussip in the future.

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Much better than my guide for Gauss in the AWS  :wub:

 

Nice work, I like the somewhat comical approach throughout the whole piece, specifically the stance you took when telling what types of playing-styles work well with Gauss.

 

Claps all around! *clap* *clap* *clap*  :lol:

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Good job. Nice article!

Thank you!

Excellent guide!

 

Another weakness for the turret appears as a result of one of its stengths - being stealthy when locking on. With Striker, you have a laser to guide you. You can focus on where the laser is point and track the tanks from there. With Gauss, there is no laser and the only guide you have is the acquisition reticle. With a great advantage, comes a great drawback. 

 

I for one, am quite fond of the pairing of Gauss with Dictator and Wasp. 

Another disadvantage of pairing Gauss with Dictator and Viking that you did not mention was Gauss' auto-aim angles. It boasts the lowest angle for upwards auto-aiming at 7°. Pairing this with Viking would make it undesirable to acquire targets above you while making it more pleasurable for acquiring targets below you. For Dictator, the height of it lends some assistance to the upwards auto-aim and allows it to lock onto enemies easier than a Viking. While the downward auto-aim is the same for Railgun at 10°, Railgun with Dictator can rock its hull to lower the angle to catch an enemy. Gauss usually requires you to be completely stationary when locking onto targets at  long distance distances. With the height elevated, Gauss may find it troubling to acquire targets below them. 

 

The sliding aspect of Hornet and Viking makes it harder to acquire targets when they are shooting me. That is why I prefer hulls that do not slide like Dictator and Wasp. I have better traction, which in turn, allows me to steady my aim faster. 

You're right, at first locking on without the laser is a bit difficult but it tends to get better over time? As for Dictator and Wasp, they aren't nesecarily bad pairings. The biggest problem is that sometimes you need to move your hull/turret just a little bit and Dictator and Wasp are slightly easier to manuver (and as a result the "rocking" in Dictator may move your hull just enough to cause you to lose sight of the target). I see. Personally, I find that chasing enemies around turns is easier with drifting but that is just me. 

Obviously did your research! A good informational article, although I did notice quite a few editing mistakes.  :ph34r:

Thank you! You saw nothing  :ph34r:  :) 

excellent work despite the fact that i also wrote a similar article me ganna not try to procrastinate/

Thanks! I look forward to reading your guide!

I'm glad you've found your identity in the reporter team, this is well written and properly structured, Gauss is still a relatively new turret, so I will say that this guide is probably only scraping the surface, but I'm sure more expertise will develop overtime. Especially curious to see how alterations will pan out for this turret, there will be way more room for Gaussip in the future.

Thank you from the bottom of my heart! Your mentorship has helped me learn a lot and I am eternally grateful for it! I do agree, I've probably barely covered all that needs to be covered, so I do hope that at some point in the coming months I can update the guide.

 

 

Nice work, I like the somewhat comical approach throughout the whole piece, specifically the stance you took when telling what types of playing-styles work well with Gauss.

 

Claps all around! *clap* *clap* *clap*  :lol:

Thank you!

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Excellent guide!


 


Another weakness for the turret appears as a result of one of its stengths - being stealthy when locking on. With Striker, you have a laser to guide you. You can focus on where the laser is point and track the tanks from there. With Gauss, there is no laser and the only guide you have is the acquisition reticle. With a great advantage, comes a great drawback. 


 


I for one, am quite fond of the pairing of Gauss with Dictator and Wasp. 


Another disadvantage of pairing Gauss with Dictator and Viking that you did not mention was Gauss' auto-aim angles. It boasts the lowest angle for upwards auto-aiming at 7°. Pairing this with Viking would make it undesirable to acquire targets above you while making it more pleasurable for acquiring targets below you. For Dictator, the height of it lends some assistance to the upwards auto-aim and allows it to lock onto enemies easier than a Viking. While the downward auto-aim is the same for Railgun at 10°, Railgun with Dictator can rock its hull to lower the angle to catch an enemy. Gauss usually requires you to be completely stationary when locking onto targets at  long distance distances. With the height elevated, Gauss may find it troubling to acquire targets below them. 


 


The sliding aspect of Hornet and Viking makes it harder to acquire targets when they are shooting me. That is why I prefer hulls that do not slide like Dictator and Wasp. I have better traction, which in turn, allows me to steady my aim faster.


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