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basgemm

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About basgemm

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  1. I think personally a damage multiplier (or supplementary stat buff, crit etc.) on his battery would be great and further scales of redline
  2. I take my fun where I can, I've only really stuck with him this far because I want him to be better without playing in a rather counter intuitive way (the aforementioned quick thinking combo), there's no real reason for me to take gauss over chroma (or mesa or wisp etc.) besides meme'n and 'FaSt', I know a lot of people are happy with where he is right now but I personally don't see why he shouldn't be improved further, I don't see the point in releasing frames when they fail to match pre-existing ones besides in specifics such as speed (with gauss exceeding at that compared to contemporaries). I feel like gauss is in a weird spot being unable to fill any role besides off-DPS and of course 'fASt', but without the teamplay elements that come with frames like wisp, volt or harrow, design wise this makes sense you're supposed operate independently of your teammates, using your speed to zip in and out of combat rarely sitting back with your team, but fast isn't a role that needs to be filled, zephyr in my opinion suffers for much the same reasons offering great defense and mobility just like gauss does but doesn't contribute much to the team besides some hard cc and ragdolling, both have certainly cut out their own niches and I'm not saying every frame needs to be a perfect allrounder that can be mobile whilst being impenetrable, while dishing out chroma grade damage while healing teammates (*cough* harrow what) but warframe at the end of the day, is a game all about killing there's no point in cc when you could just kill the enemy "oh but it prevents the enemy from harming you and provides a window to attack" and to that end gauss' most redeeming trait is redline.........
  3. heheh, after finding the quick thinking combo for gauss it's really changed my opinion of his kit, QT is by no means neccessary but it makes him soooo much better for non star chart missions since you can reliable tank hits from high level enemies (essential invincibility until the enemies can oneshot you). thermal sunder is the weakest of his kit definitely, I imagine they're just gonna make an augment later on that adds the respective damage type to you weapons on cast or while in it's radius, which I feel should be standard to help boost his dps, since he sits in a weird psuedo Nezha spot but has no team oriented abilities also I swear to god that there's a bug with battery charge, on wiki it says mach rush charges battery by 10% but in my experience it barely seems to jump/move at all often making sprinting in circles spamming 3 more reliable for charge building for me atleast (I'll test with redline on/off and kinetic plating on/off before reporting it)
  4. hahah, sorry, s' gon get nerf'd anyway
  5. it's not about the damage reduction, it's about the energy gained from taking damage, just try it out, you don't need any charge
  6. So I just found out accidentally that quick thinking + kinetic plating = invincibility
  7. Ree I wanna love this big boi, copy pasta from another thread since I'm dumb the design of gauss visually is nothing short of fantastic, you can tell at a glance that it's the racecar warframe, personally I've always wanted a mecha themed warframe, in that matter I've very satisfied with what gauss brings to the game aesthetically and to a lesser extent with his abilities. as much as I love gauss I gotta complain about some of his abilities simply because I want him to be better deserving of the design work put into him. Passive: i'm happy he has an effect tacked along with it, given that it could have just been where they put the battery mechanic without having any use besides abilities. March Rush: MR is thematically great, It's essential to the frame and isn't something we've seen before, especially since it has no other discernible purpose bar building battery faster and decent mobility, yep it's damage is a joke, yep it's cc is limited by not being tied to duration and frankly making it harder to hit enemies, but the ability remains fun to use and depending on the tileset very practical. The biggest problems for me being that it doesn't scale with strength in any truly beneficial way (ideally speed would increase based on str), efficiency is dismal mainly due to it using X energy per Xm meaning it doesn't benefit from duration to provide additional efficiency. Kinetic plating: my only problems with streamline comes from redline itself and it constantly draining battery, as such I'll just say this since it's be bugging me; why in tarnation doesn't the shield visually cover from head to toe like a big ol' bubble shield? it feels like his feet and head can still get shot! idk maybe it's my fov making it look that way... Thermal sunder: this sucks.. I mean the cc on cold is great, and using the pull combo for melee is fun but thematically it doesn't really fit in my opinion and it feels as if it were thrown in just to fill the 3rd ability slot, I'd understand if gauss had more of an overheat mechanic making it dangerous to go at high battery (imagine sienna from vermintide 2) but since that doesn't exist it just slows down gameplay and wastes your energy to use fire, I'd have preffered a chanel ability like harrows where you channel it to cool gauss down and the longer it channels/cools the more battery efficient kinetic plating becomes and the faster the battery builds charge (or idk make it give battery charge when you ram into fools) Redline: it's solid, the dps increase comes at the sacrafice of sweet sweet ammo, something especially limited when playing with his signature weaponry, the melee speed is good, reload and holster speed depend much more on your loadout than a flat attack speed buff. overall it's underwhelming for what and how long the casting animation is, which leads me to the last bit, who the #*!% decided to make it so it takes longer to get to 100% when you increase duration? IN WARFRAME'S CASE DURATION HAS ALWAYS BEEN GETTING THE MAXIMUM AMOUNT OUT OF THE SAME ENERGY COST SO THE LOGIC THAT IT'S INCREASING THE SIZE OF THE BATTERY AND THUS THE TIME IT TAKES TO CHARGE IT ,IS INAPPLICABLE. this ability is outstanding.. for the last 5 seconds of it's duration that is... the 4th ability is normally where you get the game changer, the ability that makes the warframe stick out, be it Mesa's peacemakers or hildryn's apache mode there's there's always satisfaction when you press 4 and something big happens, In Gauss' case the only big thing to happen is a cool animation... gauss' attempt at imitating harrow's quick shooting, a melee speed buff similar to valkyr and the ability to make thermal sunder and kinetic plating good.. for 10 seconds... What a boatload of ass... and did I mention none of those buffs scale with strength? Changes I'd make: 1. battery gain scales with power strength or efficiency passively 2. thermal sunder empties the battery and grants a movement speed and attack speed buff which scales of STRENGTH and duration 3. redline is now channeled and no longer drains battery. redline no longer provides attack speed buffs but it increases the battery cap by 100% scaling of power strength to increase the cap further, redline provides a damage multiplier equal to the redline percentage, redline also allows thermal sunder to achieve much greater buffs due to filling the battery beyond 100%. 4. make march rush a channelled ability consuming energy only when you sprint or roll, and make the energy drain into energy/s, maybe even make it give battery per enemy ran over (march rush doesn't need to do damage since it has it's place purely as mobility and lite cc) 5. Kinetic plating with the aforementioned changes to the other systems would be a god tier ability, imagine old immortal wukong but it actually requires upkeep and player interraction *Edit*1: essentially if it sounds like gauss'd be overpowered, then so be it, it's better to be op in warframe than to quietly fall into obscurity as the honeymoon period ends , think titania; she got some love recently but is still mediocre and underused, she released mediocre and stayed mediocre and without continual community interest she wouldn't have gotten any changes. just remember that frames like mesa, chroma, trinity etc exist, most seem to fill one specific purpose but when did we forget that mesa can constantly be rocking 95% damage reduction whilst staggering and damaging enemies that do shoot her this is on the same frame that has a 4th ability with good enough efficiency to melt anything given enough time regardless of how poorply modded it is
  8. forgot about that... no point in copy pasta it. though I might do that anyway
  9. the design of gauss visually is nothing short of fantastic, you can tell at a glance that it's the racecar warframe, personally I've always wanted a mecha themed warframe, in that matter I've very satisfied with what gauss brings to the game aesthetically and to a lesser extent with his abilities. as much as I love gauss I gotta complain about some of his abilities simply because I want him to be better deserving of the design work put into him. Passive: i'm happy he has an effect tacked along with it, given that it could have just been where they put the battery mechanic without having any use besides abilities. March Rush: MR is thematically great, It's essential to the frame and isn't something we've seen before, especially since it has no other discernible purpose bar building battery faster and decent mobility, yep it's damage is a joke, yep it's cc is limited by not being tied to duration and frankly making it harder to hit enemies, but the ability remains fun to use and depending on the tileset very practical. The biggest problems for me being that it doesn't scale with strength in any truly beneficial way (ideally speed would increase based on str), efficiency is dismal mainly due to it using X energy per Xm meaning it doesn't benefit from duration to provide additional efficiency. Kinetic plating: my only problems with streamline comes from redline itself and it constantly draining battery, as such I'll just say this since it's be bugging me; why in tarnation doesn't the shield visually cover from head to toe like a big ol' bubble shield? it feels like his feet and head can still get shot! idk maybe it's my fov making it look that way... Thermal sunder: this sucks.. I mean the cc on cold is great, and using the pull combo for melee is fun but thematically it doesn't really fit in my opinion and it feels as if it were thrown in just to fill the 3rd ability slot, I'd understand if gauss had more of an overheat mechanic making it dangerous to go at high battery (imagine sienna from vermintide 2) but since that doesn't exist it just slows down gameplay and wastes your energy to use fire, I'd have preffered a chanel ability like harrows where you channel it to cool gauss down and the longer it channels/cools the more battery efficient kinetic plating becomes and the faster the battery builds charge (or idk make it give battery charge when you ram into fools) Redline: it's solid, the dps increase comes at the sacrafice of sweet sweet ammo, something especially limited when playing with his signature weaponry, the melee speed is good, reload and holster speed depend much more on your loadout than a flat attack speed buff. overall it's underwhelming for what and how long the casting animation is, which leads me to the last bit, who the #*!% decided to make it so it takes longer to get to 100% when you increase duration? IN WARFRAME'S CASE DURATION HAS ALWAYS BEEN GETTING THE MAXIMUM AMOUNT OUT OF THE SAME ENERGY COST SO THE LOGIC THAT IT'S INCREASING THE SIZE OF THE BATTERY AND THUS THE TIME IT TAKES TO CHARGE IT ,IS INAPPLICABLE. this ability is outstanding.. for the last 5 seconds of it's duration that is... the 4th ability is normally where you get the game changer, the ability that makes the warframe stick out, be it Mesa's peacemakers or hildryn's apache mode there's there's always satisfaction when you press 4 and something big happens, In Gauss' case the only big thing to happen is a cool animation... gauss' attempt at imitating harrow's quick shooting, a melee speed buff similar to valkyr and the ability to make thermal sunder and kinetic plating good.. for 10 seconds... What a boatload of ass... and did I mention none of those buffs scale with strength? Changes I'd make: 1. battery gain scales with power strength or efficiency passively 2. thermal sunder empties the battery and grants a movement speed and attack speed buff which scales of STRENGTH and duration 3. redline is now channeled and no longer drains battery. redline no longer provides attack speed buffs but it increases the battery cap by 100% scaling of power strength to increase the cap further, redline provides a damage multiplier equal to the redline percentage, redline also allows thermal sunder to achieve much greater buffs due to filling the battery beyond 100%. 4. make march rush a channelled ability consuming energy only when you sprint or roll, and make the energy drain into energy/s, maybe even make it give battery per enemy ran over (march rush doesn't need to do damage since it has it's place purely as mobility and lite cc) 5. Kinetic plating with the aforementioned changes to the other systems would be a god tier ability, imagine old immortal wukong but it actually requires upkeep and player interraction *Edit*1: essentially if it sounds like gauss'd be overpowered, then so be it, it's better to be op in warframe than to quietly fall into obscurity as the honeymoon period ends , think titania; she got some love recently but is still mediocre and underused, she released mediocre and stayed mediocre and without continual community interest she wouldn't have gotten any changes. just remember that frames like mesa, chroma, trinity etc exist, most seem to fill one specific purpose but when did we forget that mesa can constantly be rocking 95% damage reduction whilst staggering and damaging enemies that do shoot her this is on the same frame that has a 4th ability with good enough efficiency to melt anything given enough time regardless of how poorply modded it is
  10. Weapons: great fun, albeit short lived fun due to high firerate and reload but tiny ammo pool, the damage output doesn't reward conservative shooting either, so either make the ammo pool larger or give a minor passive ammo mutation, (or maybe even make it drain battery to get a free reload when at 0 ammo) Gauss: (after playing for longer and with more builds I've refined my problems down to a few dot points) *His first ability march rush should build battery charge when hitting enemies with it (if it does this already increase the amount of charge), this'll make it easier to build charge and build charge faster in a wider variety of situations. *as plenty of people have already stated; increase the energy conversion on kinetic plating, not by much, maybe bump it to 15-20% at most. *if possible for thermal sunder it would be good to be able to press the ability key 3 times in rapid succession to deploy an ice and fire proc simultaneously in order to get the most out of the duration. *and finally, make redline's buffs scale from power strength, and make it easier to build to 100%, this makes the setup worth the payoff.
  11. Passive: This passive is impossible to notice ingame due to how this frame is supposed to be played, on paper it makes sense; dash into combat take some damage dash out and quickly recharge your shield, but in reality it's more like ; run into combat get oneshot due to shields being a joke and then be near immortal while dashing away due to AI's inability to aim at fast fast thing. In my opinion the 2nd abilities' damage reduction should be moved to the passive; "gain damage reduction based on how fast you move, buff remains in effect for X seconds scaling with power duration after reducing speed" 1st ability: overall not much I can fault, as written by prior users it desperately needs some form of damage scaling, removal of energy per metre and adding speed scaling from power strength. 2nd ability: Kinetic plating requires too much setup to be useful and it's usefulness is fleeting, it should provide projectile reflection and damage reduction without requiring a high throttle (think ice chroma, zephyr's turbulence, mesa's shatter shield), instead having the energy conversion scale of the throttle, or maybe having another buff tied to the ability such as sprintspeed (that'd be a meme) or a damage/projectile speed buff. 3rd ability: I think this whole ability should be replaced.... it'll always be a bad ability even if it's range were extended, some form of vent ability that builds throttle in exchange for sacraficing shields, as if moving energy from one system to another, this'd allow you to sustain your buffs after being immobile during instances such as reviving teammates. 4th ability: Redline needs some form of damage scaling, that or increasing the quantity of bolts to make CC more consistent. summary: I've only played an hour of acceltra so the only complaint is it's non-existent ammo supply, overall DE have made a fun to play frame that lacks endgame potential, yet again gauss seldom dies due to AI being unable to hit him, intentionally atleast (hit by a few stray bombard rockets), It's near impossible to sustain high throttle on normal starchart tilesets, hence why I think atleast the damage reduction should be consistent without the passive.
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