After 2 solid days of play and a forma later. I could feel i could give solid feedback on gauss
Gauss is a fun frame with a fun niche, he's fast and zippy and really compliments gun play. He requires various micromanagement his battery level enrgy pool and the skills that require either. I'm all for micromanagement but the reward for maintaining these skill imo does not meet the effort that it requires.
His bread and butters, zip from point A to B, marathon in open areas. It's probably the most fun mobility skill in the game. My issue with it is that all it is, a mobilty tool. And not a practical one in most cases.
In enclose spaces Gauss will be slamming into walls and object constantly, causing the impact it's known for, however the damage this does is extremely low borderline negligible even at midlevel foes and it's damage type [impact] doesn't aid it It provides excellent CC which is great for closing the gap.
In Open Areas it's fun to run from point A to B however at the point which you receive Gauss players would've obtained an Archwing, which allows more convenient/faster travel. Gauss shouldn't be faster than AW but he should be able to compete with them with heavy investment being obviously slower but remain a fun and viable method of travel.
Mach Rush's slam needs a form of scaling,;whether a multiplier based on battery level (Enhanced by Redline), Mod scaling [Primary, secondary, melee ect) or % based on enemy HP ect, If the slam aspect is integral to his toolkit, Mach Rush's slam should feel rewarding and not a by product of being clumsy.
After a period of continuous running (5s as an example) Mach Rush's speed slowly begins to ramp up, draining increase energy the faster he goes up to a cap.
The skill does it's job as protecting him from my experience, the bonus protection against stagger and knockdown is an really good addition that helps him keep on the move.
The skill gives energy back to guass based on being hit, however Guass' entire kit revoves around movement which in most cases preventing him from being hit. Even on hit, the energy return is very small and negible given Guass' energy hungry skillset
The % reduction is based on the battery current level however since it is drained per hit Gauss can easily end up losing his entire battery under heavy fire and the DR it provides
Either Kinetic plating should reward energy based on enemies hit with Mach Rush or Increase the % of energy return by the skill potentially affected by mods.
A short delay (1-2s) should be added between Guass being hit and the battery drain, this prevents guass from losing his entire battery too quickly in heated moments and allows him to regroup/perform counter measures.
It's a good form of CC and an addition way for Gauss to regan his battery outside Mach Rush.
With how valuable his battery level is, the fire sunder is very lackluster to use. The slow's Freeze is not only excellent CC but helps top up the battery level, the fire Panic okay however continually stacking it is rarely advised as it will heavily deplete his batter level and energy.
In Redline, the Armor strip may as well not exist as even at 200% power strength it takes well over 5 blast procs to strip a level 50 Bombard. That's over 10 thermal sunder casts. While the utility is appreciated, it's current state the boon is very, very minor.
In addition to increase the fire DoT enemies continually hit by the Fire Thermal sunder should take increase damage ( 20%, 40% ect ) while within the ring of fire
The Blast Proc should strip a flat % of armor, around 40%-50% so that Guass can strip armored targets enemies in 2 Blast thermal sunders, which would be 4 casts to accomplish.
My favourite skills and a great self buff at that.It's charge time is abit on the long side but I conisder it a trade off for the massive boost to gunplay.
It's area damage for an ultimate is pretty minor, while it does provide good passive CC in staggers it's damage is very minor.
Teammates should be able to benefit off Redline when Guass is near.
It's AoE sparks damage potential increase as Redlines meter increases
Teammates within Affinity radius of Guass should feel the benefit of Redline's effect.