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


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I have both and I can say gauss is easily the winner at m2 ranks, the kill is nearly instantaneous on anything that isn't wearing double armor, and you can soften heavies enough in a few regular shots, or use them as splash epicentre to oneshot some unfortunate light hull nearby, you can use the aimed shot really often and still catch enemies by surprise (Heck it easily hits in the 3000+ range at under 3 upgrades on m2, enough to oneshot an m4 medium if they have da off).

 

Whereas with striker I'm often restricted to regular shots because with an aiming time nearly 60% longer and an obvious laser, almost everyone manages to hide in time. The two alterations that can help striker in this case are hunter and uranium, both increasing its regular shot dps.

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I have both and I can say gauss is easily the winner at m2 ranks, the kill is nearly instantaneous on anything that isn't wearing double armor, and you can soften heavies enough in a few regular shots, or use them as splash epicentre to oneshot some unfortunate light hull nearby, you can use the aimed shot really often and still catch enemies by surprise (Heck it easily hits in the 3000+ range at under 3 upgrades on m2, enough to oneshot an m4 medium if they have da off).

 

Whereas with striker I'm often restricted to regular shots because with an aiming time nearly 60% longer and an obvious laser, almost everyone manages to hide in time. The two alterations that can help striker in this case are hunter and uranium, both increasing its regular shot dps.

So you are using numbers whereby attacker has DD but defender does not have any protection?

 

Now do Thunder with DD.  It can get off 2 shots in slightly more time than Gauss can aim once.  Does that 0.3 seconds make a big difference?

And remember, Thunder does not need to sit in open while it reloads...

 

Stock Striker probably should have a minor buff to it's lock-on.

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So you are using numbers whereby attacker has DD but defender does not have any protection?

 

Now do Thunder with DD.  It can get off 2 shots in slightly more time than Gauss can aim once.  Does that 0.3 seconds make a big difference?

And remember, Thunder does not need to sit in open while it reloads...

 

Stock Striker probably should have a minor buff to it's lock-on.

Case 1: Gauss shots aimed shot at unprotected enemy and it dies. No counterplay available.

Case 2: Thunder shots at unprotected enemy, halves their hp. Enemy quickly reacts by pressing 2 and 1 in rapid succession. 2 shot turns to 5 shot instead.

 

This won't always be the case, as there are plenty of people that get 2 shot by thunder (I use that too), but there IS some counterplay to it. It's also one of the most common modules floating around (I've seen up to 5 modules at over 40% in a single battle and a total of 7 modules in the enemy team)... There's yet to be a good sale for gauss module, so very few are around.

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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.

It does not need to one shot full health tanks to warrant a warning. If it deals more than 2000 points of damage per shot, then that should be enough to warrant a warning.

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Case 1: Gauss shots aimed shot at unprotected enemy and it dies. No counterplay available.

Case 2: Thunder shots at unprotected enemy, halves their hp. Enemy quickly reacts by pressing 2 and 1 in rapid succession. 2 shot turns to 5 shot instead.

 

This won't always be the case, as there are plenty of people that get 2 shot by thunder (I use that too), but there IS some counterplay to it. It's also one of the most common modules floating around (I've seen up to 5 modules at over 40% in a single battle and a total of 7 modules in the enemy team)... There's yet to be a good sale for gauss module, so very few are around.

Again - you assume Gauss always has DD and enemy has no protection of any kind.  Unfair comparison.

 

Rail can do the same thing - especially with alteration.  Do you consider that very short light emitted as a warning? To those facing other direction?

 

Trying to gauge power of a turret based on protections equipped is a huge mistake.  Those protections are equipped for a reason.

Same can be said for lack of protections... Gauss is new so many players don't have the module.  They will slowly appear over time as players save up for them.  Same thing happened with Magnum.

 

It does not need to one shot full health tanks to warrant a warning. If it deals more than 2000 points of damage per shot, then that should be enough to warrant a warning.

I disagree.

 

And only an m4 can deal 2000+ damage, and only maybe 10% of the time.   So you'd advocate a "warning" only on m4 versions?

Does Rail with alt need a laser?  Does up to 2240 damage correct?

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Just a box or brackets around the tank or health and energy bar if you're being targeted.

Of the target?   Seems fair...

 

Same for Rail when alt is equipped?  ;)

Edited by wolverine848

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Of the target?   Seems fair...

 

Same for Rail when alt is equipped?  ;)

Personally, rails alts should all be removed except for shell stabilization and faster horizontal tracking.

 

But railgun warning could be a laser (not that it'll do much against it).

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That would be 4 different possibilities of either living or dying. You see a laser and it could be a Shaft, a Striker, a Gauss, or a Railgun. So many possibilites, just like there are so many possibilities when you get hit with a Railgun shot out of the blue.

 

If you have a medium hull with double armour and you get shot by a Railgun and 30% of your HP is taken off, then it could one of every single type of Railgun. You can't gauge what kind of Railgun it is until the 2nd shot, whenever in those 10 seconds of high alert it happens. And I find that stupid tbh. The fact that one Railgun hits you and it could be one of 7 Railguns, is stupid. Only 5 really matter but that's still a lot.  

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Gauss does not need a laser, that is the feature of that turret. If gauss gets a laser why not put a laser on all other turrets so we get a 'warning'?

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That would be 4 different possibilities of either living or dying. You see a laser and it could be a Shaft, a Striker, a Gauss, or a Railgun. So many possibilites, just like there are so many possibilities when you get hit with a Railgun shot out of the blue.

 

If you have a medium hull with double armour and you get shot by a Railgun and 30% of your HP is taken off, then it could one of every single type of Railgun. You can't gauge what kind of Railgun it is until the 2nd shot, whenever in those 10 seconds of high alert it happens. And I find that stupid tbh. The fact that one Railgun hits you and it could be one of 7 Railguns, is stupid. Only 5 really matter but that's still a lot.

 

There's actually 8 variations of railgun including stock and faster horizontal tracking.

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There's actually 8 variations of railgun including stock and faster horizontal tracking.

Ah right, I forgot about Stock. I just remembered that it had 7 alterations and the only Railguns I see these days are altered. I had included FHT in the "7 variations". 

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Again - you assume Gauss always has DD and enemy has no protection of any kind.  Unfair comparison.

 

Rail can do the same thing - especially with alteration.  Do you consider that very short light emitted as a warning? To those facing other direction?

I've oneshot so many people with rail, it's obviously overpowered, no doubt against that, I don't even enter a match if I don't have falcon module equipped. Do you know how many people just spawn and press the double damage button? That leaves them vulnerable very often. And turrets that can oneshot similar tankers while having DD on get the upper hand easily, especially when their range is unlimited and they may not be seen at all. I don't find gauss particularly threatening myself but as an user of it it racks kills at an alarming rate...

All I really wanted to say earlier, is a comparison between gauss and striker as I have both and gauss does miles better than I ever have with striker, and they're both m2. As I play on the client I cannot see a trail left by gauss shots, but I've seen it when playing on html5 in the test server, so I assume it's a flash thing.

Locating them is usually easy anyway. I once managed to keep busy an hornet gauss for an entire match with smoky as he was laying waste to the entire team, ended up winning simply because I kept impacting him and preventing a lock on on my allies.

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I've oneshot so many people with rail, it's obviously overpowered, no doubt against that, I don't even enter a match if I don't have falcon module equipped. Do you know how many people just spawn and press the double damage button? That leaves them vulnerable very often. And turrets that can oneshot similar tankers while having DD on get the upper hand easily, especially when their range is unlimited and they may not be seen at all. 

Y'know what's worse? When a Vulcan spawns at the side of me, doesn't turn his turret, but puts on double damage anyway. Because "I will still be alive by the time my Vulcan is facing the enemy".

 

Whenever that happens, I use double armour because it's not like other turrets that can deal damage immediately as it spawns. I have to charge up for 2+ seconds. By that time, I'm usually dead from the player that is circling me. It's incredibly sad to see that. It's like they're brainwashed or something. "Uh oh, a rock is in my way, I better use double damage, just in case"

 

I would assume that if you're playing Vulcan, you're at least some sort of professional with certain mechanics and your limitations, but damn man, that's just...idk. 

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I've oneshot so many people with rail, it's obviously overpowered, no doubt against that, I don't even enter a match if I don't have falcon module equipped. Do you know how many people just spawn and press the double damage button? That leaves them vulnerable very often. And turrets that can oneshot similar tankers while having DD on get the upper hand easily, especially when their range is unlimited and they may not be seen at all. I don't find gauss particularly threatening myself but as an user of it it racks kills at an alarming rate...

All I really wanted to say earlier, is a comparison between gauss and striker as I have both and gauss does miles better than I ever have with striker, and they're both m2. As I play on the client I cannot see a trail left by gauss shots, but I've seen it when playing on html5 in the test server, so I assume it's a flash thing.

Locating them is usually easy anyway. I once managed to keep busy an hornet gauss for an entire match with smoky as he was laying waste to the entire team, ended up winning simply because I kept impacting him and preventing a lock on on my allies.

I have Gauss on one account and striker on this one.  Gauss is somewhat better - even taking into account different m-levels.

Problem with Striker is, the lock-on can't be MU-ed.  It stays at same value until you get all the way to next m-level.

 

So I really believe Striker could use a small buff in lock-on time so salvo can be used a bit more often.

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I have Gauss on one account and striker on this one.  Gauss is somewhat better - even taking into account different m-levels.

Problem with Striker is, the lock-on can't be MU-ed.  It stays at same value until you get all the way to next m-level.

 

So I really believe Striker could use a small buff in lock-on time so salvo can be used a bit more often.

Or reduce the lock-on time incrementally with each micro-upgrade or two. Example - like the reduction in reload time for Smoky when micro-upgrading.

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That's a sweet idea, but Gauss does not have a laser like Shaft or Striker. That does not make sense for Gauss. When Gauss in locking on to you, you know that by its "dogs ears" visual effect.

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1) That's a sweet idea, but Gauss does not have a laser like Shaft or Striker. That does not make sense for Gauss.

 

2) When Gauss in locking on to you, you know that by its "dogs ears" visual effect.

1) I did not say a laser, I said just a box or brackets around your tank or health and energy bar when it's targeting you.

 

2) and what if it's behind you or anywhere out of your peripheral vision?

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A lock-on target would be best.

 

If Gauss attacks and kills you from behind, then you would have to roll with that, unless, like you said, a box or brackets around your tank which gives you a notification that you are about to get targeted.

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You know what, I'm calling it Valid. Gauss snipe deals a hefty amount of damage, so it makes sense to give at least a bit of a warning. It's even better if that warning doesn't provide a direction (unlike Striker or Shaft), but instead simply tells you that you're being targeted, such as a flashing light and alarm sound.

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You know what, I'm calling it Valid. Gauss snipe deals a hefty amount of damage, so it makes sense to give at least a bit of a warning. It's even better if that warning doesn't provide a direction (unlike Striker or Shaft), but instead simply tells you that you're being targeted, such as a flashing light and alarm sound.

Or just a box or brackets around your tank or health and energy bar.

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