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Indication that you're being locked on by Gauss (besides the Fox ears)


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Every so often a Gauss successfully locks on to me without me knowing it. And I'm pretty sure it has happened to everyone by now. And it's becoming a problem because you likely have no way of fighting back.

And don't say that the Fox ears is a good enough indication because this claim is false because:

1) you can't tell if it's trying to lock on to you or locking on to someone next to you.

2) players don't have eyes on the back of their heads.

Also don't say "just use protection modules against it", it still doesn't solve the problem.

So the proper solution hopefully is to add a box or brackets around your tank or health and energy bar whenever a Gauss is locking on to you.

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Valid

 

But you don't know when a Magnum, or Railgun, or Smoky is about to hit you, so why should you get a warning for Gauss?

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Under review

 

But you don't know when a Magnum, or Railgun, or Smoky is about to hit you, so why should you get a warning for Gauss?

 

Don't know about railgun or smoky. But for magnum, maybe a big red or blue dot that appears and is about as big as magnums splash diameter.

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Every so often a Gauss successfully locks on to me without me knowing it. And I'm pretty sure it has happened to everyone by now. And it's becoming a problem because you likely have no way of fighting back.

 

And don't say that the Fox ears is a good enough indication because this claim is false because:

 

1) you can't tell if it's trying to lock on to you or locking on to someone next to you.

 

2) players don't have eyes on the back of their heads.

 

Also don't say "just use protection modules against it", it still doesn't solve the problem.

 

So the proper solution hopefully is to add a box or brackets around your tank or health and energy bar whenever a Gauss is locking on to you.

90% of the time it's not a one-shot kill even on light hulls.   So why do you need to know you are being locked-on?

 

Take the hit, move and hide or use an RK.  Gauss can't power-up ahead of time like Shaft. 

There's many times my medium hull has been killed by shaft with less than 1 second of laser - not enough time to react.

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90% of the time it's not a one-shot kill even on light hulls.   So why do you need to know you are being locked-on?

 

Take the hit, move and hide or use an RK.  Gauss can't power-up ahead of time like Shaft. 

There's many times my medium hull has been killed by shaft with less than 1 second of laser - not enough time to react.

Well, it still provides an unfair advantage over striker. While shafts laser just needs to appear the moment the firing button is being held down.

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Agree with Maf's post up there. Don't like the idea. -1 to original post

  

Don't know about railgun or smoky. But for magnum, maybe a big red or blue dot that appears and is about as big as magnums splash diameter.

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Yes I agree, Gauss is OP and this would help a little.

 

Don't use the excuse of Magnum, because Magnum too needs something like this. Shaft has a laser and it's still a big threat in battles.

 

If you're going to mention Magnum, then we can mention Striker to make the discussion more complete.

 

Striker has an alteration that makes it fire one guided missile, which makes it more similar to Gauss, so if that alteration leaves the lock-on laser of Striker, why Gauss doesn't have a laser?

 

I think many of you just want to camp and kill as many as you can, but what about tankers with Fires, Freezes and Isidas?

 

And please mention that you own or don't own a Gauss when saying something. I do have one in one account.

Edited by lssimo
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Magnum is meant to be a weapon you can play with while hiding behind any game props. This would let the enemy know that there is a Magnum on the oppositions team, so that would make it harder for you to make score, if the enemy team decided to eradicate you from the map. Obviously that's not how most people play, even though it should be like that, but, that big red dot is a big no-no.

 

 

 

Gauss is meant to be a mobile sniper...

 

Yup, a big -1

 

Dont ruin Gauss!!

And Gauss can still be a mobile sniper even after this gets put in there. The only difference is that the targets would have a decent chance to counter it.

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I think the RNG of Gauss' damage straightens this out.

 

While shafts laser just needs to appear the moment the firing button is being held down.

I saw this happening in the HTML version of the Test Server. Made me wonder if they were planning on implementing that with it. 

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I think the RNG of Gauss' damage straightens this out.

 

 

First off, what the heck is RNG? Is it short for range or something? And second, what do you mean by "straightens out"?

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Yes I agree, Gauss is OP and this would help a little.

 

Don't use the excuse of Magnum, because Magnum too needs something like this. Shaft has a laser and it's still a big threat in battles.

 

If you're going to mention Magnum, then we can mention Striker to make the discussion more complete.

 

Striker has an alteration that makes it fire one guided missile, which makes it more similar to Gauss, so if that alteration leaves the lock-on laser of Striker, why Gauss doesn't have a laser?

 

I think many of you just want to camp and kill as many as you can, but what about tankers with Fires, Freezes and Isidas?

 

And please mention that you own or don't own a Gauss when saying something. I do have one in one account.

When both sides are at the same modification level (turret to hull), Gauss is not the one-shot killer Shaft is. I have Gauss accounts and I have to deal with Gauss shots against me as well. It is a long-range turret and would definitely lose to melee turrets as it is supposed to be and Gauss users receive a high close-in damage - more so than Thunder does to itself. 

 

The best defense against Gauss it to keep moving. Anything can be used as cover, even Gauss' own teammates. That is very annoying when using Gauss.

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First off, what the heck is RNG? Is it short for range or something? And second, what do you mean by "straightens out"?

Random Number Generator. 

 

Gauss, when it was released, had a moderately tight damage spread for its sniping shot. In its first change, the devs widened the damage spread but kept the average damage the same. So now, instead of dealing enough damage to one-shot a medium hull with double damage almost every time, you have a chance of not one-shotting that medium hull, and you have a chance of doing enough damage to one-shot a heavy hull.

 

 

By "straightens it out", I mean that the RNG of its damage doesn't really warrant a laser. If it had the tight damage spread like it did before the first change, then maybe, yeah, but it's too unpredictable right now. 

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When both sides are at the same modification level (turret to hull), Gauss is not the one-shot killer Shaft is. I have Gauss accounts and I have to deal with Gauss shots against me as well. It is a long-range turret and would definitely lose to melee turrets as it is supposed to be and Gauss users receive a high close-in damage - more so than Thunder does to itself. 

 

The best defense against Gauss it to keep moving. Anything can be used as cover, even Gauss' own teammates. That is very annoying when using Gauss.

More like the only defense against Gauss is to keep moving, and it's not even effective if you don't know that you're being targeted.

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When both sides are at the same modification level (turret to hull), Gauss is not the one-shot killer Shaft is. I have Gauss accounts and I have to deal with Gauss shots against me as well. It is a long-range turret and would definitely lose to melee turrets as it is supposed to be and Gauss users receive a high close-in damage - more so than Thunder does to itself. 

 

The best defense against Gauss it to keep moving. Anything can be used as cover, even Gauss' own teammates. That is very annoying when using Gauss.

 

Yes, but Shaft has to charge for longer for that high damage.

 

The splash damage is bad at close ranges, but we're not supposed to use Gauss at close ranges or when we're being spawn killed. On the other hand, Gauss in the dominating team can cause a lot of damage, if you're being spawn killed all you can do is keep moving and try to hide, to hopefully have a change to see where the shots are coming from, some goes for Thunders and Smokies.

 

Tanki needs to rethink the idea of untraceable shots, specially now that we have Tanki Mobile.

 

Random Number Generator. 

 

Gauss, when it was released, had a moderately tight damage spread for its sniping shot. In its first change, the devs widened the damage spread but kept the average damage the same. So now, instead of dealing enough damage to one-shot a medium hull with double damage almost every time, you have a chance of not one-shotting that medium hull, and you have a chance of doing enough damage to one-shot a heavy hull.

 

 

By "straightens it out", I mean that the RNG of its damage doesn't really warrant a laser. If it had the tight damage spread like it did before the first change, then maybe, yeah, but it's too unpredictable right now. 

 

Shaft has the laser from second 0 of it's charge, when it can only cause 750 damage at M3+.

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Well, it still provides an unfair advantage over striker. While shafts laser just needs to appear the moment the firing button is being held down.

Striker has greater damage though. A Gauss shot is between 1300-2200 HP, while Striker is 3160-3900. That's pretty much double and not even counting alts, so it needs the disadvanatges (visible laser, slow projectiles) to be balanced.

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Well, it still provides an unfair advantage over striker. While shafts laser just needs to appear the moment the firing button is being held down.

Gauss does not do even close to same amount of damage that striker does.  That's main reason striker has a laser.  I'm all for lowering the lock-on time for striker as the salvo still rarely gets used.

 

More like the only defense against Gauss is to keep moving, and it's not even effective if you don't know that you're being targeted.

That's same thing for most turrets.  Unless you are looking directly at Rail you won't see it coming either.  Smoky can sit in bush and pepper you 4-5 times before you can figure out where it might be.  Then you are dead.

 

Main thing you have not yet answered is ... why do you need a warning?  If it can't one-shot most tanks why is a warning necessary?

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Under review

 

But you don't know when a Magnum, or Railgun, or Smoky is about to hit you, so why should you get a warning for Gauss?

Why for shaft & striker? Now if we see shaft laser its useless it locks you in 1 sec n 1 shot you xD same for striker.

Edited by The_Pakistani
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Gauss uses a lock-on feature so it should have a laser since striker has it as well just because realism. Besides, gauss shoots faster, deals more damage, and does more impact. So a little warning that you're about to be dead would be nice i guess  :huh:

 

Edit: you could say the same for railgun for example. But for railgun you can see where you got shot from, if it's a gauss you can't really tell where he is by the second.

Actually, while playing on test server in the html5 version, I see gauss charged shots leave a trail akin to railgun. But I never saw it on the client. Maybe it's a flash thing.

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Gauss uses a lock-on feature so it should have a laser since striker has it as well just because realism. Besides, gauss shoots faster, deals more damage, and does more impact. So a little warning that you're about to be dead would be nice i guess  :huh:

 

Edit: you could say the same for railgun for example. But for railgun you can see where you got shot from, if it's a gauss you can't really tell where he is by the second.

Seriously?   :blink: 

 

Can you see where smoky or Thunder shots come from?

 

You can't compare Gauss and Striker - way different amounts of damage.  Striker does almost double damage that Gauss does.

And Gauss has aim-time of 2 seconds + reload of 3 seconds.  Striker has aiming time of 2.8 & reload of 1.8.  Pretty much the same isn't it?

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Striker has greater damage though. A Gauss shot is between 1300-2200 HP, while Striker is 3160-3900. That's pretty much double and not even counting alts, so it needs the disadvanatges (visible laser, slow projectiles) to be balanced.

  

Gauss does not do even close to same amount of damage that striker does.  That's main reason striker has a laser.  I'm all for lowering the lock-on time for striker as the salvo still rarely gets used.

 

 

That's same thing for most turrets.  Unless you are looking directly at Rail you won't see it coming either.  Smoky can sit in bush and pepper you 4-5 times before you can figure out where it might be.  Then you are dead.

 

Main thing you have not yet answered is ... why do you need a warning?  If it can't one-shot most tanks why is a warning necessary?

But Gauss splash radius is twice as large as strikers when sniping. Also it retains most of its damage from splash around 8 or 9 metres when sniping.

 

Also Gauss only needs 1 shot to deal huge amounts of damage, striker needs 4 rockets to do the same. Gauss snipe shots are lightning quick, strikers rockets are noticeably slower.

 

Gauss works 100% of the time as long as you're out of their peripheral vision and it's in a somewhat open space.

 

Strikers salvo only works 100% of the time if the enemy is trying to capture a point on a bridge.

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Gauss uses a lock-on feature so it should have a laser since striker has it as well just because realism. Besides, gauss shoots faster, deals more damage, and does more impact. So a little warning that you're about to be dead would be nice i guess  :huh:

That's the thing. It's not always a one-shot. 

 

Edit: you could say the same for railgun for example. But for railgun you can see where you got shot from, if it's a gauss you can't really tell where he is by the second.

Yes, you can, and I do it every day. 

 

It's just being observant. 

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  But Gauss splash radius is twice as large as strikers when sniping. Also it retains most of its damage from splash around 8 or 9 metres when sniping.

It retains 90% of its damage at up to 12 metres. 

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But Gauss splash radius is twice as large as strikers when sniping. Also it retains most of its damage from splash around 8 or 9 metres when sniping.

 

Also Gauss only needs 1 shot to deal huge amounts of damage, striker needs 4 rockets to do the same. Gauss snipe shots are lightning quick, strikers rockets are noticeably slower.

 

Gauss works 100% of the time as long as you're out of their peripheral vision and it's in a somewhat open space.

 

Strikers salvo only works 100% of the time if the enemy is trying to capture a point on a bridge.

Splash only matters when there are multiple targets.  Hitting A target is the priority. Getting others is a bonus.

 

Well Striker fires all 4 with 1 lock-on.  Even if only 2 or 3 hit it's doing AT LEAST as much damage as Gauss.

 

Last point is not true.  Salvo can work on any target that is not within 2.8 seconds of cover.  Does it work 100% of the time?  No.  Neither does Gauss (anything between target and Gauss will interrupt it - even team-mates)

 

Nothing mentioned so far justifies giving a warning.  Only 1-shot turrets need that kind of handicap, and 90% of the time Gauss will not 1-shot undamaged tanks.

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