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FitzSimmons

Gauss is perfect but....

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gauss is perfect but there is 1 problem here. gauss abilities drain battery and redline has a function where it can negate those battery drain when the counter reach 100% the problem is the duration of redline is not long enough to reach 100% for players to enjoy the 100% counter benefit. either make efficiency reduces the battery drain or make duration to build counter faster or maybe make mach rush boost the counter for xx% each cast

Edited by FitzSimmons
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Redline *does* last long enough to reach 100%, you *have* to use the powers to reach it though.

I agree that the amount of battery you get from just sprinting should be higher, or make it so you get more battery based on power strength for the powers that increase battery.(Also, Melee should charge battery)

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2 minutes ago, Hixlysss said:

Redline *does* last long enough to reach 100%, you *have* to use the powers to reach it though.

I agree that the amount of battery you get from just sprinting should be higher, or make it so you get more battery based on power strength for the powers that increase battery.(Also, Melee should charge battery)

yes it does last long enough but with 250% duration it only last for the last it takes more than 30s to reach 100% with full battery on if i keep it full. thats too long for fast paced game

 

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16 minutes ago, FitzSimmons said:

yes it does last long enough but with 250% duration it only last for the last it takes more than 30s to reach 100% with full battery on if i keep it full. thats too long for fast paced game

 

Why bother disagreeing if you're going to agreee later? Just say it does need a tweak to scale properly.

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The problem isn't necessary that the duration is too low, because Gauss is made to build Duration anyway and that makes Redline last over a minute and a half, but that its battery growth is limited by Duration, so that the longer the buff lasts, the longer it takes to get too 100% (which means Gauss can only stay at 100% for the same fraction of total time in all cases). Thus, building Gauss as he ought to be built causes Redline to become painfully slow to charge up, for what ultimately inevitably feels like a limited payoff, especially considering how quickly his battery drains otherwise. Duration shouldn't slow down the battery growth, and if we can't have that, at least it should slow down the battery drain.  

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You can have around 20 seconds with 100% redline at full battery.  that's more than enough time.  Being at 100% isn't even needed though.  As you only need to be above the redline for his synergies to be present and if you're building for high duration your buffs are insanely strong even at say 50-60%.  The argument that high duration screws over your redline time is an argument born from misunderstanding of how his kit works.

Having your battery nearly topped off constantly means redline charges faster.  Having a higher % of redline and high battery level means the passive drain on your battery whenever your not sprinting is far less of a loss.  You can already sprint around to counteract the drain but having those factors means you actually build battery in those conditions just from moving.  And you're considered sprinting as long as you hold that key down while you're jumping/bullet jumping and aim gliding.  Meaning your offense overall is still good on the move but you're less penalized for stopping passive drain wise.

really the only significant costs of battery are his plating and his fire cast.  I'd argue that you only really use kinetic plating to gain energy (along side a rage/adrenaline mod) and switch it off until you're nearly at full or full with redline and battery.  But honestly Early game kinetic plating in conjunction with adaptation is enough to build your defense before you switch off kinetic plating.  So you really don't even need to turn it back on again unless you need energy.  And the heat cast is a situational build specific thing anyway.

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On 2019-09-12 at 11:42 PM, (XB1)Knight Raime said:

You can have around 20 seconds with 100% redline at full battery.  that's more than enough time.  Being at 100% isn't even needed though.  As you only need to be above the redline for his synergies to be present and if you're building for high duration your buffs are insanely strong even at say 50-60%.  The argument that high duration screws over your redline time is an argument born from misunderstanding of how his kit works.

Having your battery nearly topped off constantly means redline charges faster.  Having a higher % of redline and high battery level means the passive drain on your battery whenever your not sprinting is far less of a loss.  You can already sprint around to counteract the drain but having those factors means you actually build battery in those conditions just from moving.  And you're considered sprinting as long as you hold that key down while you're jumping/bullet jumping and aim gliding.  Meaning your offense overall is still good on the move but you're less penalized for stopping passive drain wise.

really the only significant costs of battery are his plating and his fire cast.  I'd argue that you only really use kinetic plating to gain energy (along side a rage/adrenaline mod) and switch it off until you're nearly at full or full with redline and battery.  But honestly Early game kinetic plating in conjunction with adaptation is enough to build your defense before you switch off kinetic plating.  So you really don't even need to turn it back on again unless you need energy.  And the heat cast is a situational build specific thing anyway.

tbh being 100% is op. kinetic plating + 100% redline is the best tank ever 

Edited by FitzSimmons

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19 minutes ago, FitzSimmons said:

*laughs in 100% damage reduction*

(Kinetic Plating doesn't block toxin.)

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