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Should gauss be nerfed?


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52 minutes ago, Nicola_M said:

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

I'll make a run with Hunter if they do that, but it can be annoying.

I enjoy SGE a bit more now that I've learnt to play it properly. I'll patrol the area around the point looking for Gauss campers / protecting my team's point holders and then charge in and try to get the points for capturing when I think my team has won the point.

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2 hours ago, DieselPlatinum said:

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.

20/20 Booster gives x4 damage for 3 seconds. Look at it like this:

 

Your Shot Stabilisation Railgun had a damage of 1,000. With double damage, it goes to 2,000. With a 0/20 Booster, it gives triple damage (+100% of the increase in damage obtained from DD). The increase in damage you got from no DD to activated DD is 1,000. 

1,000 (base damage) + 1,000 (double damage supply) + 1,000 (100% of the increase in damage from the base damage gained from activating the double damage supply).

 

At 20/20, Booster gives it a 200% boost. So it would be:

 

1,000 (" ") + 1,000 (" ") + 2,000 (200% of the increase in damage from the base damage gained from activating the double damage supply).

 

Stock Shaft requires 5 arcade shots to kill it's respective tier of medium hull on equal footing. If you give it x4 damage, it will deal 4 shots' worth of damage in one shot, which will not kill the medium hull, hence it requires 2 shots with Booster.

 

 

Same thing with Defender but it's easier to explain. Double armour cuts the damage you intake by 50%, so damage is divided by 2. 0/20 Defender gives a 50% boost to the DA, which translates to damage being divided by 2.5 rather than just 2 with normal DA. 20/20 Defender divides damage by 4 (200%).

 

Booster can be explained like how Defender was, but just wanted to show you how Booster gets its damage. 100% in the parameter means +1 to the multiplier. Booster gets 100% at 0/20, it will deal X3 damsge:

 

X from base damage + X from double damage effect + X (100% of the damage increase from no DD to activated DD)= 3x = 3x damage. 

 

At 20/20, 200%. It would be X + X + 2X which would be 4X, hence Booster has x4 damage for 3 seconds.

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13 minutes ago, TheCongoSpider said:

20/20 Booster gives x4 damage for 3 seconds. Look at it like this:

 

Your Shot Stabilisation Railgun had a damage of 1,000. With double damage, it goes to 2,000. With a 0/20 Booster, it gives triple damage (+100% of the increase in damage obtained from DD). The increase in damage you got from no DD to activated DD is 1,000. 

1,000 (base damage) + 1,000 (double damage supply) + 1,000 (100% of the increase in damage from the base damage gained from activating the double damage supply).

 

At 20/20, Booster gives it a 200% boost. So it would be:

 

1,000 (" ") + 1,000 (" ") + 2,000 (200% of the increase in damage from the base damage gained from activating the double damage supply).

 

Stock Shaft requires 5 arcade shots to kill it's respective tier of medium hull on equal footing. If you give it x4 damage, it will deal 4 shots' worth of damage in one shot, which will not kill the medium hull, hence it requires 2 shots with Booster.

 

 

Same thing with Defender but it's easier to explain. Double armour cuts the damage you intake by 50%, so damage is divided by 2. 0/20 Defender gives a 50% boost to the DA, which translates to damage being divided by 2.5 rather than just 2 with normal DA. 20/20 Defender divides damage by 4 (200%).

 

Booster can be explained like how Defender was, but just wanted to show you how Booster gets its damage. 100% in the parameter means +1 to the multiplier. Booster gets 100% at 0/20, it will deal X3 damsge:

 

X from base damage + X from double damage effect + X (100% of the damage increase from no DD to activated DD)= 3x = 3x damage. 

 

At 20/20, 200%. It would be X + X + 2X which would be 4X, hence Booster has x4 damage for 3 seconds.

So your equation is tallying up to the same result  as my calculation, and yet you're saying I'm incorrect? I'm so confused.

 

Maybe I'm missing an important detail?

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1 hour ago, DieselPlatinum said:

So your equation is tallying up to the same result  as my calculation, and yet you're saying I'm incorrect? I'm so confused.

 

Maybe I'm missing an important detail?

You did X + X + 4X, and you got 6x damage. 

Booster only gives you 4x damage at most. 

Edited by TheCongoSpider

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1 hour ago, TheCongoSpider said:

You did X + X + 4X, and you got 6x damage. 

Booster only gives you 4x damage at most. 

So you're saying that the boosters buff doesn't stack on top of the buff that double damage already gives you?

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7 minutes ago, DieselPlatinum said:

So you're saying that the boosters buff doesn't stack on top of the buff that double damage already gives you?

Putting it simply, +100 in the % parameter shown in the game means adding 1 to the damage multiplier. 

 

You have the base damage with is x1. Then you have the double damage supply effect which is +100% damage which puts the multiplier to 2, hence damage x 2 = double damage.

 

Then you have 0/20 Booster, which adds 100% to the overall modifier, making the multiplier 3. Damage x 3 = triple damage. 0/20 Booster gives x3 damage for 3 seconds. 

 

20/20 Booster adds 200%. For every 100%, it adds 1 to the multiplier. 200% would add 2 to the multiplier. 2 (base damage and double damage supply) + 2 (200% = a multiplier of 2) gives 4. The multiplier in the end is 4.

20/20 Booster gives x4 damage for 3 seconds. 

 

Look at Viking's Overdrive and Booster's effect on it. 

 

Viking's Overdrive has an innate x2 and x3 multiplier for damage on non-melee turrets and melee turrets respectively. Adding double damage to the Overdrive adds 1 to the multiplier, resulting in x3 and x4 damage to them respectively. 

Then Booster is introduced. At 0/20, it adds 1 to the multiplier and makes it x4 and X5 respectively. 

Then at 20/20, it adds 2 to the multiplier and makes it x5 and x6 respectively. 

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37 minutes ago, wolverine848 said:

I hope not.

 

22 minutes ago, TheCongoSpider said:

Putting it simply, +100 in the % parameter shown in the game means adding 1 to the damage multiplier. 

 

You have the base damage with is x1. Then you have the double damage supply effect which is +100% damage which puts the multiplier to 2, hence damage x 2 = double damage.

 

Then you have 0/20 Booster, which adds 100% to the overall modifier, making the multiplier 3. Damage x 3 = triple damage. 0/20 Booster gives x3 damage for 3 seconds. 

 

20/20 Booster adds 200%. For every 100%, it adds 1 to the multiplier. 200% would add 2 to the multiplier. 2 (base damage and double damage supply) + 2 (200% = a multiplier of 2) gives 4. The multiplier in the end is 4.

20/20 Booster gives x4 damage for 3 seconds. 

 

Look at Viking's Overdrive and Booster's effect on it. 

 

Viking's Overdrive has an innate x2 and x3 multiplier for damage on non-melee turrets and melee turrets respectively. Adding double damage to the Overdrive adds 1 to the multiplier, resulting in x3 and x4 damage to them respectively. 

Then Booster is introduced. At 0/20, it adds 1 to the multiplier and makes it x4 and X5 respectively. 

Then at 20/20, it adds 2 to the multiplier and makes it x5 and x6 respectively. 

They actually don't stack?

 

Well Damn, now I feel like a total dip sh1t for this and wasting Congos time.

 

When he was still going through with his statement, I felt like I was missing an important detail.

 

I legit thought they stacked. That's what I've been thinking for all the time that it has been around.

 

Sorry @TheCongoSpider for wasting your time, man.

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22 minutes ago, DieselPlatinum said:

 

They actually don't stack?

 

Well Damn, now I feel like a total dip sh1t for this and wasting Congos time.

 

When he was still going through with his statement, I felt like I was missing an important detail.

 

I legit thought they stacked. That's what I've been thinking for all the time that it has been around.

 

Sorry @TheCongoSpider for wasting your time, man.

Don't worry, it wasn't wasted. ?

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33 minutes ago, DieselPlatinum said:

Am I the only one that thought that the bonuses stacked?

They implement these mechanics into the game and then leave us to figure out the workings of it. I guess it makes material for articles in the Newspaper. I mean, they just dumped 31 alterations on us and disabled the Test Server for a short while upon their entrance. The only way to know what it did and its interactions were to buy it and use it. 

 

 

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On 4/16/2020 at 5:27 AM, sensei_tanker said:

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.

gauss is op in siege only with the hornet OD and dd ,not mentioning the booster drone.nerfing it would kill it .instead of nerfing it an indicator would be waay better to balance the gameplay 

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2 hours ago, sharifsahaf said:

gauss is op in siege only with the hornet OD and dd ,not mentioning the booster drone.nerfing it would kill it .instead of nerfing it an indicator would be waay better to balance the gameplay 

Adding an "indicator" or warning would result in less hits overall.  if main target avoids the snipe, so too would the secondary targets.

Better to reduce the splash radius and splash damage.  You still get the main target - which is what a "sniping" turret should be about anyway.

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2 hours ago, wolverine848 said:

Adding an "indicator" or warning would result in less hits overall.  if main target avoids the snipe, so too would the secondary targets.

Better to reduce the splash radius and splash damage.  You still get the main target - which is what a "sniping" turret should be about anyway.

As I mentioned somewhere else before: Magnum and Gauss should swap their splash radius and their particular splash damage.

 

Gauss is easier to use than Magnum because you can be sneaky and hit people "out of nowhere" instantly. Magnum could need the current Gauss' splash because the shots travel rather slowly, parabolically, and miss more often than not. Plus the charge time is longer. That's why missing shouldn't be punished that much.

Besides, this would also prevent Magnums from getting too close to one-shot people with Hornet and RGC, so those need to adjust as well. ?

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5 hours ago, sharifsahaf said:

gauss is op in siege only with the hornet OD and dd ,not mentioning the booster drone.nerfing it would kill it .instead of nerfing it an indicator would be waay better to balance the gameplay 

Hold on. This whole operation was your idea.

Changed your mind after you bought it yourself, eh? ?

Edited by coconuttree
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1 hour ago, coconuttree said:

Hold on. This whole operation was your idea.

Changed your mind after you bought it yourself, eh? ?

using it myself ive realized that  unless ur a pro with it ,its hard to snipe that much .i still think that it needs an indicator but a double nerf would be too much and i only bought it so that i could eperience it firsthand and now that i have ,i can see more clearly how the game could be more balanced

 

5 hours ago, wolverine848 said:

Adding an "indicator" or warning would result in less hits overall.  if main target avoids the snipe, so too would the secondary targets.

Better to reduce the splash radius and splash damage.  You still get the main target - which is what a "sniping" turret should be about anyway.

if the splash damage is reduced then as a compenate the base damage should be increased so that it can one shot the target like shaft .i mean after all thats the point of a sniper

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1 minute ago, sharifsahaf said:

if the splash damage is reduced then as a compenate the base damage should be increased so that it can one shot the target like shaft .i mean after all thats the point of a sniper

? ?

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2 hours ago, sharifsahaf said:

if the splash damage is reduced then as a compenate the base damage should be increased so that it can one shot the target like shaft .i mean after all thats the point of a sniper

NO.  Shaft has a laser which gives away it's presence.  That's a huge difference and why shaft should do more damage.

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4 hours ago, wolverine848 said:

NO.  Shaft has a laser which gives away it's presence.  That's a huge difference and why shaft should do more damage.

But u want gauss to have an indicator dont u and that added with smaller splash radius and damage would make it a sort of second rate shaft .why would anyone use it then if they already have shaft?

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On 4/16/2020 at 4:58 AM, 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.

Oh, really?

Spoiler

mjOfhkj.png

 

XrvIwm9.png

 

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1 hour ago, sharifsahaf said:

But u want gauss to have an indicator dont u and that added with smaller splash radius and damage would make it a sort of second rate shaft .why would anyone use it then if they already have shaft?

Never said that.  I said the tweak Gauss needs is for the splash radius and splash damage for snipe to be lowered.

6 minutes ago, Tidebreaker said:

Oh, really?

  Reveal hidden contents

mjOfhkj.png

 

XrvIwm9.png

 

Video or it never happened.

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17 minutes ago, Tidebreaker said:

Ah yes, time to gather even more views.

That great and all, but those conditions are not quite was described are they?

Edited by wolverine848

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On 4/16/2020 at 7:34 AM, 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.

I remember when Gauss first came out and I bought 40% protection. So little people had protection back then that I was basically considered a god. Nowadays, people have had enough of Gauss users (me included). However, 30%+ protection will allow you to survive quite a bit of shots and 40%+ is just overkill, their damage gets completely demolished. I can go up against an EMP user and win every single time because I essentially have a perma-DA against them.

On 4/16/2020 at 8:55 PM, aqwzsxedc said:

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 ?

Spoiler
nDu5S7g.png

DpmwuHj.png

 

I've got a surprise for you - you can do even better than that by using Dictator. Had I used my Driver, I probably would have gone 900+ and maybe even into the 1000s.

Guess what, you don't have to camp from far off with a splash turret and use your automated tracking system (that was made for kids) to get a good score. Shocker, isn't it?

On 4/16/2020 at 12:08 PM, wolverine848 said:

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

Two more things: that very short reload after shooting a charged shot and also seemingly little to no splash damage to the user even when nuking themselves too.

On 4/17/2020 at 2:29 AM, wolverine848 said:

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

Actually, there's a little trick you can do - you can shoot two shots first, wait about two seconds, then shoot the remaining two. I haven't used this strategy in a long time, but I know for a fact that this worked wonders with pre-patch Booster. Not sure if you can get all 4 shots to be boosted now, though.

On 4/17/2020 at 2:46 AM, T879 said:

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). 

(seems you've been reading up on the Wiki)

I think that it's a good idea, though. It'd be cool if there was some sort of headshot multiplier like in TX, but that's a discussion for another time.

On 4/17/2020 at 3:34 AM, DieselPlatinum said:

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

 

 

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.

Seems you never use Dictator, eh? Maybe then you'd know how effective teamwork really is.

I hope you're talking about sniping mode, because those numbers just won't work with arcades.

On 4/17/2020 at 3:46 AM, 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, there have been some rare instances where I have gotten a one-shot arcade above 3000 damage. According to calculations (and from actually seeing this, the Boosted arcade damage can go from 2772 - 3150 (3150 is actually enough to one-shot an Mk8 medium hull with the 5% passive bonus from a non-Brutus drone!). On average, you get something like 2900, but it can and will go 3000+ from time to time.

SBE is a perfect marksman build indeed, albeit it may only be effective either against lower modifications or medium hulls.

On 4/17/2020 at 3:48 AM, 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 ?

Yeah, that definitely needs to be fixed. I don't know whose idea it was to leave that exploit in there, but it's honestly quite infuriating.

On 4/17/2020 at 5:43 AM, DieselPlatinum said:

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.

Nopity nope. A maxed Booster is essentially a Double Damage on top of a Double Damage plus the passive 5% the drone gives.

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On 4/17/2020 at 8:57 AM, TheCongoSpider said:

 

Don't forget the passive 5% bonus!

On 4/17/2020 at 11:43 AM, DieselPlatinum said:

So you're saying that the boosters buff doesn't stack on top of the buff that double damage already gives you?

But it does stack.

Alright, let's start off simply: your turret works at a 100% power. Double Damage will double this by giving you an extra 100%. A stock Booster gives an additional 100%, making your power jump up to 300%, otherwise 3x. (this is excluding the 1% bonus the drone gives, making your total power 303%)

A maxed Booster will give 200%, hence 100% of your turret, Double Damage's 100%, and the maxed Booster's 200% will give 400% (again, excluding the 5% bonus the drone gives)

All of this combined will give 400% power and an additional 20%, making it 420%. (what else can i say except nice)

Hopefully this makes sense.

19 hours ago, TheCongoSpider said:

They implement these mechanics into the game and then leave us to figure out the workings of it. I guess it makes material for articles in the Newspaper. I mean, they just dumped 31 alterations on us and disabled the Test Server for a short while upon their entrance. The only way to know what it did and its interactions were to buy it and use it. 

2f0.png

16 hours ago, sharifsahaf said:

gauss is op in siege only with the hornet OD and dd ,not mentioning the booster drone.nerfing it would kill it .instead of nerfing it an indicator would be waay better to balance the gameplay 

The community will be very glad if Gauss is killed, I can assure you that much.

14 hours ago, wolverine848 said:

Adding an "indicator" or warning would result in less hits overall.  if main target avoids the snipe, so too would the secondary targets.

Better to reduce the splash radius and splash damage.  You still get the main target - which is what a "sniping" turret should be about anyway.

This is a good idea as long as it doesn't obstruct the ingame HUD.

9 hours ago, sharifsahaf said:

if the splash damage is reduced then as a compenate the base damage should be increased so that it can one shot the target like shaft .i mean after all thats the point of a sniper

Gauss is not a sniper. Nor is Railgun. The only true sniper in Tanki is Shaft, and if someone so much as dares to change that, there will be blood.

1 hour ago, sharifsahaf said:

But u want gauss to have an indicator dont u and that added with smaller splash radius and damage would make it a sort of second rate shaft .why would anyone use it then if they already have shaft?

If they have Shaft, they wouldn't want to use it. That is, if they're not the tryhard 12-year-olds that most of this community is.

25 minutes ago, wolverine848 said:

That great and all, but those conditions are not quite was described are they?

?

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