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Should gauss be nerfed?


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3 hours ago, Tidebreaker said:

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.

But if they did stack then wouldnt an m4 shaft with a fully MUed booster drone and double damage deal minimum of 3960 damage just from arcade shots?

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1 minute ago, DieselPlatinum said:

But if they did stack then wouldnt an m4 shaft with a fully MUed booster drone and double damage deal minimum of 3960 damage just from arcade shots?

Nope, I know this because I have it myself and I can tell you that around 2900 damage is your average. I don't know how you're getting that massive number.

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4 minutes ago, Tidebreaker said:

Nope, I know this because I have it myself and I can tell you that around 2900 damage is your average. I don't know how you're getting that massive number.

So you're saying the wiki info is wrong then?

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1 hour ago, DieselPlatinum said:

So you're saying the wiki info is wrong then?

The wiki info isn't wrong, apart from the outdated micro-upgrades page for Booster. It's just doesn't give a player who stumbles upon it the idea of what exactly it does. 

 

Remember when I said that for every 100% in Booster's parameter, it adds 1 to the multiplier? Tide is just using the percentages. Replace every 100% he says with "x1" and you'd end up with x4, which is x4 damage, which is not enough for a Stock Shaft arcade shot to one-shot an unprotected medium hull of its respective modification. You get close to killing them but they require 2 shots total. 

 

If you're looking at it in terms of stacking, then they stack additively. Simply 100% base damage + 100% from double damage supply + 200% from 20/20 Booster Drone which gives 400% damage overall, which is x4 damage for 3 seconds. 

 

 

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8 hours ago, TheCongoSpider said:

The wiki info isn't wrong, apart from the outdated micro-upgrades page for Booster. It's just doesn't give a player who stumbles upon it the idea of what exactly it does. 

 

Remember when I said that for every 100% in Booster's parameter, it adds 1 to the multiplier? Tide is just using the percentages. Replace every 100% he says with "x1" and you'd end up with x4, which is x4 damage, which is not enough for a Stock Shaft arcade shot to one-shot an unprotected medium hull of its respective modification. You get close to killing them but they require 2 shots total. 

 

If you're looking at it in terms of stacking, then they stack additively. Simply 100% base damage + 100% from double damage supply + 200% from 20/20 Booster Drone which gives 400% damage overall, which is x4 damage for 3 seconds. 

 

 

Oh I get it now. You guys are multiplying the percentages.

 

But then doesn't that make booster drone kinda useless for the first 7 steps?

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3 minutes ago, DieselPlatinum said:

But then doesn't that make booster drone kinda useless for the first 7 steps?

No drone is useless. 

 

This is how it looks. For 3 seconds, 

 

0/20          3x damage

1/20          3.05x damage

2/20          3.1x damage 

3/20          3.15x damage

4/20          3.2x damage

5/20          3.25x damage

6/20          3.3x damage

7/20          3.35x damage

8/20          3.4x damage

9/20          3.45x damage

10/20        3.5x damage

11/20        3.55x damage 

12/20        3.6x damage

13/20        3.65x damage

14/20        3.7x damage

15/20        3.75x damage

16/20        3.8x damage

17/20        3.85x damage

18/20        3.9x damage

19/20        3.95x damage

20/20        4x damage. 

 

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6 minutes ago, TheCongoSpider said:

No drone is useless. 

 

This is how it looks. For 3 seconds, 

 

0/20          3x damage

1/20          3.05x damage

2/20          3.1x damage 

3/20          3.15x damage

4/20          3.2x damage

5/20          3.25x damage

6/20          3.3x damage

7/20          3.35x damage

8/20          3.4x damage

9/20          3.45x damage

10/20        3.5x damage

11/20        3.55x damage 

12/20        3.6x damage

13/20        3.65x damage

14/20        3.7x damage

15/20        3.75x damage

16/20        3.8x damage

17/20        3.85x damage

18/20        3.9x damage

19/20        3.95x damage

20/20        4x damage. 

 

Dang this is a lot easier and more simple than what the wiki shows. Maybe the wiki is outdated after all.

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Just now, DieselPlatinum said:

Dang this is a lot easier and more simple than what the wiki shows. Maybe the wiki is outdated after all.

Yeah it's outdated, but the interpretation of the percentages are the same. Same thing for Defender, but it would be dividing damage by the number. 

 

Spoiler

Double armour itself divides damage taken by 2. For 20 seconds, Defender makes your double armour divide damage taken by,

 

0/20         2.5

1/20         2.575

2/20         2.65

3/20         2.725

4/20         2.8

5/20         2.875

6/20         2.95

7/20         3.025

8/20         3.1

9/20         3.175

10/20       3.25

11/20       3.325

12/20       3.4

13/20       3.475

14/20       3.55

15/20       3.625

16/20       3.7

17/20       3.775

18/20       3.85

19/20       3.925

20/20       4

 

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1 hour ago, TheCongoSpider said:

Yeah it's outdated, but the interpretation of the percentages are the same. Same thing for Defender, but it would be dividing damage by the number. 

 

  Reveal hidden contents

Double armour itself divides damage taken by 2. For 20 seconds, Defender makes your double armour divide damage taken by,

 

0/20         2.5

1/20         2.575

2/20         2.65

3/20         2.725

4/20         2.8

5/20         2.875

6/20         2.95

7/20         3.025

8/20         3.1

9/20         3.175

10/20       3.25

11/20       3.325

12/20       3.4

13/20       3.475

14/20       3.55

15/20       3.625

16/20       3.7

17/20       3.775

18/20       3.85

19/20       3.925

20/20       4

 

I think the percentages for booster and defender drones should be replaced by multipliers.

If you say that for example that smokys damage will be increased by 200%, I'm gonna think tend to think it's damage will be quadrupled. And then when I find out it's damage only doubled. That's where the confusion lies.

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Gauss is such an OP turret, I'm surprised by how powerful the turret is. It's like the birth child if Thunder and Shaft got together and had a baby. 

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Gauss's problem is just as effective at long and short range, raingul is good for long range, but if you get close it is very easy to make him miss his shots and he will have trouble due to long reload, the shaft turret is slow and it stops to do great damage you have to aim at the bottom, the same as vulcan.

but gauss does not seem to have weak points, just as I think short-range turrets are disgusting, they should all be buffed, especially hammer and frezzer.

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14 minutes ago, agtdestructor said:

Gauss's problem is just as effective at long and short range, raingul is good for long range, but if you get close it is very easy to make him miss his shots and he will have trouble due to long reload, the shaft turret is slow and it stops to do great damage you have to aim at the bottom, the same as vulcan.

but gauss does not seem to have weak points, just as I think short-range turrets are disgusting, they should all be buffed, especially hammer and frezzer.

Why can't you knock off the Gauss arcade-shot aim?

Gauss also does self-damage when you get really close. Rail does not have this issue.

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13 minutes ago, wolverine848 said:

 

Gauss also does self-damage when you get really close. Rail does not have this issue.

One thing i've noticed with the EMP alt is that self-damage has gone.(!)

But yeh, should easily be able to knock aim off, depends on the hull. Obvs that's not going to end well with Mammy/Gauss...

 

Also, noticed a neat trick other players have used against gauss - zigzag/duck behind obstacles so you can't get a lock, and then a mad dash at you the last few tank lengths. You're still trying to get a lock when they reach you, and suddenly arcade shots are useless because of the reload time.

 

(Had some "interesting" moments when got lock at the last second. The target stays put (and survives) but poor Wasp/Gauss becomes the projectile.... backwards). ?

Edited by Nicola_M

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19 minutes ago, HappyFace said:

Is there an exploit people are using when locking on? Cause I swear some of the shots are instant

For Gauss it's all the same, I never see it coming til it's too late.

For striker, I've noticed that a couple in the low ranks used some sort of software that allows them to lock on their targets from behind a wall, without having to expose their location via laser and at the very last split second it rushes out of cover and fires it's salvo of rockets.

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30 minutes ago, KillerDiesel said:

For Gauss it's all the same, I never see it coming til it's too late.

For striker, I've noticed that a couple in the low ranks used some sort of software that allows them to lock on their targets from behind a wall, without having to expose their location via laser and at the very last split second it rushes out of cover and fires it's salvo of rockets.

Specifically those with Cyclone, right? Yeah, while I was grinding around the Warrant Officers months back those guys were everywhere just wallhacking.

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1 hour ago, Tidebreaker said:

Specifically those with Cyclone, right? Yeah, while I was grinding around the Warrant Officers months back those guys were everywhere just wallhacking.

Yeah.

 

To be honest, despite being on the receiving end of, I didn't really mind. Because let's be honest, efficiency wise, who in their right mind would choose striker over Gauss?

 

So yeah, I didn't report them because I didn't find it an issue.

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4 minutes ago, Tidebreaker said:

I would. Every single time.

Lol. I'd only choose striker for fun or if I wanted to challenge myself a bit.

 

If I was on a time crunch and needed to be efficient I'd use Gauss or RGC magnum, or smoky, or thunder.

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5 hours ago, wolverine848 said:

¿Por qué no puedes derribar el objetivo de Gauss?

Gauss también se autolesiona cuando te acercas mucho. El ferrocarril no tiene este problema.

if then it is the mixture of a thunder and raingul, several times it has killed me by splash.

 

> cling to him

 

Of course it is so easy, I only need double armor and 3 available medickit to be able to get close to him without dying in the attempt, that player must also be stupid to stay parked waiting for me to go up and kill him from the place that he ran with my hammer, thanks for problem resolved.

honestly it is a totally stupid weapons I do not know how anyone can defend it, they are surely the owners of a gauss with all the updates and they do not want to leave the conformity of having a weapon so OP

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