Jump to content
EN
Play

Forum


Recommended Posts

This Turret has sorta become irrelevant.

Low arcade shot damage, slow projectile speed, lackluster lock-on system, long reload, and too long of a lock on to deal mediocre damage. 

The difference in balance between Gauss and Magnum is that now, even though Magnum deals slightly less damage, its shots are more predictable, and you can freely shoot, unlike Gauss. With Gauss, there are wayyyy too many situations someone will drive in front of the Gauss user whether it be enemy or ally, and you will lose your charge. The enemy can also easily hide, which wastes the Gauss users time; which is probably by design. The damage you deal at full Mk8 (1800) in sniped shots is not the worth the time to lock on, and the extended reload time after that. 

If Shaft in a sniped mode is able to dish out high damage, enough to one shot MEDIUM Hulls, why does Gauss not one shot light Hulls?

Argument: Shaft is immobile. 

If you haven't caught on, or played enough Gauss recently, there is almost no grace time. You are basically forced to stop and camp with this thing as well. It isn't the "mobile sniper" it used to be. Also sure, Gauss has a quicker turn speed, but that is irrelevant with the damage it deals these days. Shaft also has the benefit of an arcade shot added to its already high damage gap.

 

Don't even get me started on Scorpion. Insane arcade damage, and an incredibly quick lock on.

 

Improve Gauss damage at max levels to deal 2000+ damage so a sniped shot can destroy a light Hull. 

 

Share this post


Link to post
Share on other sites

On 7/22/2022 at 1:30 AM, yellowghetto said:

Improve Gauss damage at max levels to deal 2000+ damage so a sniped shot can destroy a light Hull. 

 

Because you know either way they can't snipe the FLYING MONKEY, but we as hornet players will have a very difficult time with such gausses?

Share this post


Link to post
Share on other sites

On 7/21/2022 at 6:30 PM, yellowghetto said:

Why does Gauss not one shot light Hulls?

You see, yellowghetto, that is a privilege reserved for Booster and Crisis users. Simply the way turret damages have been balanced since October last year. ?

 

On 7/21/2022 at 6:30 PM, yellowghetto said:

This Turret has sorta become irrelevant.

Low arcade shot damage, slow projectile speed, lackluster lock-on system, long reload, and too long of a lock on to deal mediocre damage. 

The difference in balance between Gauss and Magnum is that now, even though Magnum deals slightly less damage, its shots are more predictable, and you can freely shoot, unlike Gauss. With Gauss, there are wayyyy too many situations someone will drive in front of the Gauss user whether it be enemy or ally, and you will lose your charge. The enemy can also easily hide, which wastes the Gauss users time; which is probably by design. The damage you deal at full Mk8 (1800) in sniped shots is not the worth the time to lock on, and the extended reload time after that. 

If Shaft in a sniped mode is able to dish out high damage, enough to one shot MEDIUM Hulls, why does Gauss not one shot light Hulls?

Argument: Shaft is immobile. 

If you haven't caught on, or played enough Gauss recently, there is almost no grace time. You are basically forced to stop and camp with this thing as well. It isn't the "mobile sniper" it used to be. Also sure, Gauss has a quicker turn speed, but that is irrelevant with the damage it deals these days. Shaft also has the benefit of an arcade shot added to its already high damage gap.

Don't even get me started on Scorpion. Insane arcade damage, and an incredibly quick lock on.

Improve Gauss damage at max levels to deal 2000+ damage so a sniped shot can destroy a light Hull. 

Yes, Gauss is currently on the weaker end for PC users. It's a combination of a few things but it is primarily the sniping mode. 

  • Longer acquisition time
  • Lower splash damage distribution
  • Retained 0.7-second aiming recovery time
  • Unbuffed critical hit rate and/or damage

 

The flow between arcade and sniping shots has become too discordant. The arcade shots are solid but when it comes time to mix them with the sniping shots, it is awkward to traverse around it. It takes longer to acquire a target with the same 0.7-second aiming recovery. Over the past year, maps have become more crowded so it was easier to lose lock with a Striker or Gauss then before. Splash damage distribution for some reason was nerfed, maybe to emphasise direct hits.mote like Magnum but it's harder to achieve because of the aforementioned reasons. EMP and AP Gauss were nerfed so people have to actually play with Stock and stop hiding behind tank-weakening status effects and a halved sniping reload. 

The critical damage of the arcade shots were recently nerfed to not allow it to 3-shot heavy hulls during Supercharge. Its critical hit rate has remained the same since December. 

 

Overall, it's incomplete. It's lacking something to keep it afloat. I would go more in the direction of QOL improvement by increasing the aiming recovery time to 1.5 seconds. Make it easier to pull off the lower splash damage sniping shots to get back to flowing between arcade shots. Your way seems to be giving it 2,000 damage for Stock. Alright. 

 

However, I'm not sure how much of an impact player feedback will have here. Gauss is planned to have garage augments (and maybe even more Container augments). They would need to set parameters for Stock beforehand to complement the augments coming. They know the augments coming and their purposes, which will allow them to tailor Stock to suit their needs. What we suggest here might not be what they'd do with it when that time comes. 

 

Share this post


Link to post
Share on other sites

I wish Gauss would return to what it was; I hardly use it now since the nerf. I don't see many gauss in battles lately.

Well I agree with you yellowghetto about gauss.

Another buff idea for gauss is to have arcade critical hit AP and EMP much like RICO AP and EMP. And tweek the reload time a little

faster, especially after the SNIPE. I guess they did this change to make Gauss a support weapon but then you don't get the kills.

 

Share this post


Link to post
Share on other sites

On 7/23/2022 at 11:03 AM, firety31 said:

Because you know either way they can't snipe the FLYING MONKEY, but we as hornet players will have a very difficult time with such gausses?

Doesn’t make a difference. Read the topic again.

 

On 7/24/2022 at 1:14 AM, cybernite said:

I wish Gauss would return to what it was; I hardly use it now since the nerf. I don't see many gauss in battles lately.

Well I agree with you yellowghetto about gauss.

Another buff idea for gauss is to have arcade critical hit AP and EMP much like RICO AP and EMP. And tweek the reload time a little

faster, especially after the SNIPE. I guess they did this change to make Gauss a support weapon but then you don't get the kills.

 

I don’t think they would do it on crits for Gauss because it will then be too similar to the new Thunder or Smoky, but with splash.

Share this post


Link to post
Share on other sites

I really think that the reload time needs to be less, taking in consideration  that it doesn't do that much damage, projectile travels slow (as mentioned in the topic), Lock Aim needs to be more accurate, It changes so fast from a tank to tank, It doesn't simply keep locked on the tank that you want it to be locked on if there is a tank beside it or passing infront.

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...