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Should gauss be nerfed?


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1 hour ago, sensei_tanker said:

I mean... shaft doesn't have the ability to wipe out 4 enemies trying to capture a point or take a gold box.

Which is why the blast radius & blast damage should be lowered.

 

But Magnum has the ability you mention - no laser there.

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39 minutes ago, wolverine848 said:

Which is why the blast radius & blast damage should be lowered.

 

But Magnum has the ability you mention - no laser there.

I agree with your proposed nerf 100%. 

 

Giving Magnum a laser is a huge buff because now players will know when to release the space bar. 

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6 minutes ago, Alklines said:

Gauss needs a huge nerf. Just played a Siege battle. 48 kills and 12 deaths. Ridiculously OP

RxRcApm.png

I don't think it needs a nerf. it's a fairly new turret so most don't have protection for it yet. On top of that, it is a splash damage turret so of course you will have many kills in siege, a game mode where everyone needs to group together. I honestly think gauss is fine as it is. And that's coming from someone without gauss protection who frequently encounters them in battle. Wait a couple months or so for more people to have gauss protection and you will see that gauss is not so over powered.

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49 minutes ago, cool135246 said:

I don't think it needs a nerf. it's a fairly new turret so most don't have protection for it yet. On top of that, it is a splash damage turret so of course you will have many kills in siege, a game mode where everyone needs to group together. I honestly think gauss is fine as it is. And that's coming from someone without gauss protection who frequently encounters them in battle. Wait a couple months or so for more people to have gauss protection and you will see that gauss is not so over powered.

Protection modules are not an excuse to say that something isn't OP. 

Your justification for why something is able to get 48 kills in a match is because it can do splash. That's just stupid. I can use Magnum or Thunder and I wouldn't be able to come close fo 48 kills. It's because of its ridiculous UNIQUE ability to deal insane amounts of splash damage with a huge radius undetected.

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1 hour ago, Alklines said:

Gauss needs a huge nerf. Just played a Siege battle. 48 kills and 12 deaths. Ridiculously OP

RxRcApm.png

I have but one question for you: Which hull & drone were you using?

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2 hours ago, aqwzsxedc said:

I have but one question for you: Which hull & drone were you using?

Hornet and Booster. BUT as you probably know, that combo is fairly common in Siege which makes it OP in Siege more so due to the high density of enemies in one area and isn't as effective in every game mode. In my opinion, the maximum damage of the splash damage needs to be significantly lowered, just like Magnum's splash damage got nerfed a while back.

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2 hours ago, aqwzsxedc said:

I have but one question for you: Which hull & drone were you using?

It doesn't matter what hull or drone he uses. It doesn't matter what protections his opponent uses. If a turret can be used that effectively, it's clearly overpowered.

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52 minutes ago, Alklines said:

Hornet and Booster. BUT as you probably know, that combo is fairly common in Siege which makes it OP in Siege more so due to the high density of enemies in one area and isn't as effective in every game mode. In my opinion, the maximum damage of the splash damage needs to be significantly lowered, just like Magnum's splash damage got nerfed a while back.

Hornet makes many turrets OP.

But I agree with you on what needs to be done on Gauss.  Splash radius AND splash damage needs to be lowered.

25 minutes ago, sensei_tanker said:

It doesn't matter what hull or drone he uses. It doesn't matter what protections his opponent uses. If a turret can be used that effectively, it's clearly overpowered.

Of course hull matters.  Hunter is not getting 48/12 with Gauss.  Neither is Mammoth.  Same with wasp unless 48 enemies drive up to it.  Only Hornet OD makes every enemy completely vulnerable.

Magnum can get the same amount of kills due to... high damage + splash + no defenses.

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9 hours ago, Alklines said:

Hornet and Booster. BUT as you probably know, that combo is fairly common in Siege which makes it OP in Siege more so due to the high density of enemies in one area and isn't as effective in every game mode. In my opinion, the maximum damage of the splash damage needs to be significantly lowered, just like Magnum's splash damage got nerfed a while back.

Hornet & Booster, that's what i've been looking for
If you want a real challenge, leave those two
Play with Titan or Wasp with no drone and if you get 48/12 , then you can tell me gAuSs iS oP

Oh and just a side-note: Siege mode is the go-to if you're holding a splash damage turret, try other mode like CTF or even TDM and let me know of the results ?

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18 hours ago, sensei_tanker said:

I mean... shaft doesn't have the ability to wipe out 4 enemies trying to capture a point or take a gold box.

it does if u use it properly

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11 minutes ago, DieselPlatinum said:

Actually. Me thinks it's possible if the shaft had the RFM alt + Hornet OD activated + booster drone.

Well RFM gives it 3 shots... assuming it kills 1 target per shot...  that 4th target mentioned above will be a tuffy

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10 minutes ago, DieselPlatinum said:

Actually. Me thinks it's possible if the shaft had the RFM alt + Hornet OD activated + booster drone.

It can't kill them all at once. It would take time that the enemies can use to kill it. To do that the fastest, the RFM Shaft would need to use 2 seconds of its sniping charge to kill one, then wait ~2 seconds for each arcade shot, and you'd need 3 each if the enemies are medium hulls. That's without Booster. With Booster, it would need 2 arcade shots to kill one medium hull. And then you wait for the arcade shots to take out the rest. It takes a while for the RFM to clear them out. 

 

The only way an RFM Shaft can clear the 4 enemies out quickly is if the 4 enemies on the point are light hulls. Then the Boosted RFM would one shot them and then they'd take 4.5 seconds to kill the last light hull. Siege happens to be the best place for Gauss to utilise its splash damage radius.

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3 hours ago, sharifsahaf said:

it does if u use it properly

There was a time when Shaft could pierce through multiple targets when sniping (and arcade shots as well?). This is loong ago, but it would be cool to get a Pierce Alteration for Shaft to make it like it used to be.

The downside could be that its damage gets reduced to before it was buffed by 10%. So instead of 2912 dmg at Mk7, it does the 2647 it used to do, and allowing Arcade Shots to pierce through multiple tanks should also be possible with some damage fall-off (although its dmg gets naturally reduced by distance). 

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13 minutes ago, TheCongoSpider said:

The only way an RFM Shaft can clear the 4 enemies out quickly is if the 4 enemies on the point are light hulls. Then the Boosted RFM would one shot them and then they'd take 4.5 seconds to kill the last light hull. Siege happens to be the best place for Gauss to utilise its splash damage radius.

Finally, the moment i've lived for... when people would realize this.

3 minutes ago, T879 said:

There was a time when Shaft could pierce through multiple targets when sniping (and arcade shots as well?). This is loong ago, but it would be cool to get a Pierce Alteration for Shaft to make it like it used to be.

The downside could be that its damage gets reduced to before it was buffed by 10%. So instead of 2912 dmg at Mk7, it does the 2647 it used to do, and allowing Arcade Shots to pierce through multiple tanks should also be possible with some damage fall-off (although its dmg gets naturally reduced by distance). 

That would be a great idea for an alteration honestly, maybe the downside is the damage is reduced after each tank hit? because it's not that easy to just fire a shot like Shaft's and get always 2 or 3 tanks lined up waiting for you to shoot... it's only situational, so nerfing shaft's entire damage is kinda... "meh"

Though, i really like the idea

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22 minutes ago, aqwzsxedc said:

Finally, the moment i've lived for... when people would realize this.

Most people already know that, lol. And some go to the verge of making alternate accounts to check out the maximum exploitation potential in modes like Seige. ?

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10 minutes ago, Gauss-Hornet said:

Most people already know that, lol. And some go to the verge of making alternate accounts to check out the maximum exploitation potential in modes like Seige. ?

Most, not everyone sadly.. ?

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34 minutes ago, aqwzsxedc said:

Finally, the moment i've lived for... when people would realize this.

To be fair. Siege mode provides garbage gameplay anyway. So it's no surprise that Gauss hornets are thriving there easily.

 

58 minutes ago, wolverine848 said:

Well RFM gives it 3 shots... assuming it kills 1 target per shot...  that 4th target mentioned above will be a tuffy

 

54 minutes ago, TheCongoSpider said:

It can't kill them all at once. It would take time that the enemies can use to kill it. To do that the fastest, the RFM Shaft would need to use 2 seconds of its sniping charge to kill one, then wait ~2 seconds for each arcade shot, and you'd need 3 each if the enemies are medium hulls. That's without Booster. With Booster, it would need 2 arcade shots to kill one medium hull. And then you wait for the arcade shots to take out the rest. It takes a while for the RFM to clear them out. 

 

The only way an RFM Shaft can clear the 4 enemies out quickly is if the 4 enemies on the point are light hulls. Then the Boosted RFM would one shot them and then they'd take 4.5 seconds to kill the last light hull. Siege happens to be the best place for Gauss to utilise its splash damage radius.

Actually an m4 shaft needs to have its booster drone upgraded at least 11 steps and have hornet OD activated to be able to definitely one shot mediums of the same modification.

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5 minutes ago, DieselPlatinum said:

Actually an m4 shaft needs to have its booster drone upgraded at least 11 steps and have hornet OD activated to be able to definitely one shot mediums of the same modification.

M4 Shaft requires 3 arcade shots with DD to kill an unprotected medium hull. One max-level Booster'd arcade shot from Stock Shaft would deal close to 3,000 damage but it wouldn't get above it. So it would require 2 arcade shots with Booster to kill a medium hull. You'd only be able to get 2 Booster shots before the effect ends, which you'd use to kill one enemy. And then the rest would require 3 each. 

This is why SBE is better at killing unprotected medium hulls at full HP. It only requires 2 shots for them. Everywhere else, Stock arcade shots are superior. 

 

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11 minutes ago, DieselPlatinum said:

To be fair. Siege mode provides garbage gameplay anyway. So it's no surprise that Gauss hornets are thriving there easily.

 

sometimes it's fun to see an entire team trying to capture the point on bridge, and then you have on sneaky dude on the bottom from the enemy not allowing them to finish capturing it and it takes them like 30s just to understand what's happening ?

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13 minutes ago, aqwzsxedc said:

sometimes it's fun to see an entire team trying to capture the point on bridge, and then you have on sneaky dude on the bottom from the enemy not allowing them to finish capturing it and it takes them like 30s just to understand what's happening ?

The mode is pretty dumb.    More often than not it ends up with one side dominating and the other with 0 caps.

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1 hour ago, Gauss-Hornet said:

Most people already know that, lol. And some go to the verge of making alternate accounts to check out the maximum exploitation potential in modes like Seige. ?

I'm finding many are using Titans for SGE and every time they arrive at the cap up go the domes. It's unfuriating.

The only good part is missions where you have to score 120k damage, so domes won't stop you scoring points.

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1 hour ago, TheCongoSpider said:

M4 Shaft requires 3 arcade shots with DD to kill an unprotected medium hull. One max-level Booster'd arcade shot from Stock Shaft would deal close to 3,000 damage but it wouldn't get above it. So it would require 2 arcade shots with Booster to kill a medium hull. You'd only be able to get 2 Booster shots before the effect ends, which you'd use to kill one enemy. And then the rest would require 3 each. 

This is why SBE is better at killing unprotected medium hulls at full HP. It only requires 2 shots for them. Everywhere else, Stock arcade shots are superior. 

 

Actually a max levelled booster plus double damage would allow a stock m4 shaft to hit at least 3960  points of damage. Not sure how you got your calculations but mine are below:

660 x 2 which gave me 1320 which I added 200% and I got 3960.

 

660 is the minimum damage of stock m4 shaft arcade shots.

X2 is putting double damage into the equation.

200% is booster drone fully MUed.

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