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Should gauss be nerfed?


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37 minutes ago, featwasath said:

Higher damage per second 

You mean higher damage per shot now. And no, a stat increase doesn't make a turret OP.

16 minutes ago, wolverine848 said:

Seems too complicated.  And does a hornet rail need another 20%?  Will be 1-shotting Heavy hulls all the time

Hornet already has an ability that benefits it's teammates. It allows everyone to see where all the enemies on the map are and their health if they're close enough. So there's really no need for hornet to gain anything else except maybe 15 - 25 points for just activating its OD.

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1 hour ago, DieselPlatinum said:

But the buffs at the time were nowhere near as noticeable as the nerfs.

Being able to kill targets faster before overheating was good. They decreased its effectiveness when overheating, and increased it when it wasn't. 

 

1 hour ago, DieselPlatinum said:

In what way? Only thing OP about it is its alteration which is incendiary band.

 

1 hour ago, DieselPlatinum said:

Just tell me how Vulcan is OP.

Stock Vulcan melts targets like a furnace up close. From calculations, it seems that it's like Magnum where the real strength begins in the highest modifications. Mk1 Vulcan should deal about the same damage per second as before the rework, but at Mk8, it has a 45% increase in DPS compared to before the rework. Unprotected light hulls can be dead in 1 second. Unprotected heavy hulls can be dead in 2 seconds. Your best bet is to drive perpendicular to the Vulcan and at a far enough range so that it's hard it to keep consistent DPS on you. I believe it's too strong at close range and too weak at long range, effectively making it a short range turret with long range capabilities. 

 

And as DaringDeer had pointed out with his stats on the Legends he follows, Vulcan is the most used and scores the best. 

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29 minutes ago, DieselPlatinum said:

You mean higher damage per shot now. And no, a stat increase doesn't make a turret OP.

Hornet already has an ability that benefits it's teammates. It allows everyone to see where all the enemies on the map are and their health if they're close enough. So there's really no need for hornet to gain anything else except maybe 15 - 25 points for just activating its OD.

I was referring to this part...

"Viking could give its teammates a 20% damage increase for 10 seconds"

If that team-mate gaining 20% increase was a Hornet with OD activated....

16 minutes ago, TheCongoSpider said:

 I believe it's too strong at close range and too weak at long range, effectively making it a short range turret with long range capabilities. 

They changed the balance of it... does not make it completely OP... as you say in your own post "too weak at long range".

Would not be the end of the world if they adjusted the damage down a bit - but - my faith in Devs doing things in useful increments is quite low.

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36 minutes ago, wolverine848 said:

I was referring to this part...

"Viking could give its teammates a 20% damage increase for 10 seconds"

If that team-mate gaining 20% increase was a Hornet with OD activated....

Oh my bad then, and yeah this is a good point. Maybe it can have the 20% damage buff if it doesn't activate its OD. If the hornet activates its OD, then it won't get the 20% damage bonus that it's Viking teammate gave it.

 

Same way would work if a Viking gave another Viking teammate the boost.

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8 hours ago, DieselPlatinum said:

You mean higher damage per shot now. And no, a stat increase doesn't make a turret OP.

LOL...! Gauss is OP just because it doesn't have a laser & does some splash damage, but highly increasing the damage of a turret is not OP. You gotta be kidding me man ?

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40 minutes ago, featwasath said:

LOL...! Gauss is OP just because it doesn't have a laser & does some splash damage, but highly increasing the damage of a turret is not OP. You gotta be kidding me man ?

I haven't used a Vulcan at an appropriate rank with the appropriate strength since it has been reforged. But I have encountered it plenty of times, and I have been able to either kill it, counter it, or dodge it many times.

While Gauss gauss's sniper shot is almost instantaneous and it hits you out of nowhere, it's no surprise that many are complaining it's OP.

 

I think your problem with Vulcan is that you're too used to the old version of it, that you may need to adjust your gameplay to it.

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18 hours ago, Michael828 said:

Players abused the high damage with Hornet's overdrive and drones. They easily destroyed any hull I used, and in less than 2 seconds. Insane

Firebird is quite strong but I'm still not convinced it requires any drastic nerfs at this point.

Its the same thing with other hulls too. Especially guass and magnum. 

Its the hornet od that needs a nerf.

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5 hours ago, DieselPlatinum said:

I haven't used a Vulcan at an appropriate rank with the appropriate strength since it has been reforged. But I have encountered it plenty of times, and I have been able to either kill it, counter it, or dodge it many times.

While Gauss gauss's sniper shot is almost instantaneous and it hits you out of nowhere, it's no surprise that many are complaining it's OP.

 

I think your problem with Vulcan is that you're too used to the old version of it, that you may need to adjust your gameplay to it.

I can say the same. Your problem with Gauss is that you're too used to the old version of the game prior to Gauss, that you may need to adjust your gameplay to it 

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5 hours ago, narnia-1 said:

Its the same thing with other hulls too. Especially guass and magnum. 

Its the hornet od that needs a nerf.

Agreed. Hornet definitely needs a nerf.

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6 hours ago, featwasath said:

I can say the same. Your problem with Gauss is that you're too used to the old version of the game prior to Gauss, that you may need to adjust your gameplay to it 

That doesn't work so well with Gauss. Unlike Vulcan which just got buffed a couple months ago. Gauss has been ruining gameplay since it has been added.

 

The only time I can counter Gauss is if I just so happen to see it locking on to me in time. 90% of the time, I'm usually preoccupied with oh I don't know, playing the objective or keeping my teams base safe, which is the perfect time for the Gauss to strike.

 

Vulcan at least has a trail so you can know where it is at and get into cover.

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5 minutes ago, DieselPlatinum said:

Vulcan at least has a trail so you can know where it is at and get into cover.

Tracing Gauss isn't really an issue, you can guess from where you got shot the same way you do when you get hit by a Thunder or Smoky, especially if the Gauss uses the sniping shot, unless you want to tell me you could never guess from where you're getting hit by Thunder ?

The only real issue is not Gauss itself, it's the combination of Hornet with Gauss (and mostly Booster)
It literally melts down the enemy in certain situations (or modes such as Siege)
The literal "One shot, one kill" 

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12 minutes ago, aqwzsxedc said:

Tracing Gauss isn't really an issue, you can guess from where you got shot the same way you do when you get hit by a Thunder or Smoky, especially if the Gauss uses the sniping shot, unless you want to tell me you could never guess from where you're getting hit by Thunder ?

The only real issue is not Gauss itself, it's the combination of Hornet with Gauss (and mostly Booster)
It literally melts down the enemy in certain situations (or modes such as Siege)
The literal "One shot, one kill" 

Well tracing it isn't an issue at all. It's the fact that it can lock onto you without indication combine with an almost instantaneous hit.

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19 hours ago, DieselPlatinum said:

Well tracing it isn't an issue at all. It's the fact that it can lock onto you without indication combine with an almost instantaneous hit.

So all that time to lock-in is a big issue but having a shaft with light capacitors alteration that can literally one shot you with booster while taking less time than the Gauss to lock-on is not a problem?

Let's not mention Shaft with Heavy capacitors that can just use that trick (to hide your lazer) and literally can one shot a juggernaut
Or the fact that you're dead even tho you saw the Railgun's shot trail due to him using overdrive

In every game, there is that one weapon/turret that is made for snipers/stealth-lovers; it is up to you to learn how to counter it
Going in without even looking at your surroundings is definitely not Gauss' fault, nor Shaft's fault, nor any Turret's fault

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5 hours ago, aqwzsxedc said:

1) So all that time to lock-in is a big issue but having a shaft with light capacitors alteration that can literally one shot you with booster while taking less time than the Gauss to lock-on is not a problem?

Let's not mention Shaft with Heavy capacitors that can just use that trick (to hide your lazer) and literally can one shot a juggernaut
2) Or the fact that you're dead even tho you saw the Railgun's shot trail due to him using overdrive


3) Going in without even looking at your surroundings is definitely not Gauss' fault, nor Shaft's fault, nor any Turret's fault

1) All shafts still have to be immobile while sniping while Gauss doesn't. Gauss only needs 2 seconds of your time, doesn't matter if your staying still or moving a lot.

2) all it takes is one well timed shot to avoid disaster from a railgun, and the railgun most likely wastes it's shot and now has to reload. Gauss has that 2 second aiming recovery time which it can use to lock back on to you.

3) so you're saying it's my fault that I chose to play the objective and help my team rather than spending all battle just hiding?

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Instead of a laser, a lock-on target symbol could be added when Gauss uses the "sniping" mode.

 

The tank who is being targeted would see a flashing marker like this bQGC2NZ.jpg on his vehicle, but the player would not know who is aiming at them. 

This would be a simple warning for the victim, and it would not give Gauss' position out.

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1 minute ago, 2shots2kills said:

Instead of a laser, a lock-on target symbol could be added when Gauss uses the "sniping" mode.

 

The tank who is being targeted would see a flashing marker like this bQGC2NZ.jpg on his vehicle, but the player would not know who is aiming at them. 

This would be a simple warning for the victim, and it would not give Gauss' position out.

That's what I've been wanting for a very long time. I don't really care about the gauss's location. Just need an indicator that it's locking on to me. I can just assume it's coming from a certain direction.

 

Finally someone who has the same thought as me here.

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Gauss's lock-on either needs:

1. A laser. 

2. Increased lock-on time. 2 seconds is pathetically short. 

3. A splash damage nerf. You shouldn't be able to get x5 kills just because the opponent is trying to capture an objective.

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1 hour ago, sensei_tanker said:

Gauss's lock-on either needs:

1. A laser. 

2. Increased lock-on time. 2 seconds is pathetically short. 

3. A splash damage nerf. You shouldn't be able to get x5 kills just because the opponent is trying to capture an objective.

A laser indication is too generic. Considering striker and shaft and jugs striker have lasers. I'm looking more for what the quote below has to say.

On 4/11/2020 at 12:02 PM, 2shots2kills said:

Instead of a laser, a lock-on target symbol could be added when Gauss uses the "sniping" mode.

 

The tank who is being targeted would see a flashing marker like this bQGC2NZ.jpg on his vehicle, but the player would not know who is aiming at them. 

This would be a simple warning for the victim, and it would not give Gauss' position out.

 

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22 hours ago, sensei_tanker said:

A laser. 

How about Static? Like, the flowing currents after getting hit by a Gauss sniper shot should actually appear while it's locking on. I know that a better indicator would be more convenient, but Tanki surely won't take drastic step to nerf its baby.

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isnt guass already nerfed? i tried it. it might be annoying when they shoot you without you knowing but it takes extreme skill. i mean just stand on the head of the guy with a guass. he cant do anything. also ive tried sniping with it and trust me its not easy. rest... i havent played tanki for a while so......

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14 minutes ago, Gauss-Hornet said:

How about Static? Like, the flowing currents after getting hit by a Gauss sniper shot should actually appear while it's locking on. I know that a better indicator would be more convenient, but Tanki surely won't take drastic step to nerf its baby.

So you want the equivalent of a laser and a lock-on?   So making it harder to get a hit than shaft, but with less damage than shaft?

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24 minutes ago, wolverine848 said:

So you want the equivalent of a laser and a lock-on?   So making it harder to get a hit than shaft, but with less damage than shaft?

Nothing about increasing or decreasing lock-on; just a slight indicator. And it would only appear once over the tank, not like continuous current streaks from Hunter's EMP. It would tell you nothing about the direction where the Gauss is, and you would have to react very fast (around half a second) in order to avoid getting hit. It would mainly allow you to equip a DA, if you're fast enough to do it. [I'd say it would be a 30% chance to actually accomplish that.]

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3 minutes ago, Gauss-Hornet said:

Nothing about increasing or decreasing lock-on; just a slight indicator. And it would only appear once over the tank, not like continuous current streaks from Hunter's EMP. It would tell you nothing about the direction where the Gauss is, and you would have to react very fast (around half a second) in order to avoid getting hit. It would mainly allow you to equip a DA, if you're fast enough to do it. [I'd say it would be a 30% chance to actually accomplish that.]

Oh... I misunderstood - thought you meant instead of a "laser" it's a static stream - extending to target from the Gauss.  My mistake.

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2 hours ago, wolverine848 said:

So making it harder to get a hit than shaft, but with less damage than shaft?

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

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