Difference between revisions of "Gauss"

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m (Now bleeds (closed regen 20>10 HP/s) as of v1.8.8.2)
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The '''{{PAGENAME}}''' is a hardened artillery gauss turret designed to be difficult to dislodge with artillery. {{ Infobox zkunit
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The '''{{PAGENAME}}''' is a hardened artillery gauss turret designed to be difficult to dislodge with artillery. {{Autoinfobox zkunit
| name = Gauss
 
 
| defname = turretgauss
 
| defname = turretgauss
| description = Gauss Turret, 20 health/s when closed
 
| image = http://manual.zero-k.info/unitpics/turretgauss.png
 
| icontype = defense
 
| cost = 400
 
| hitpoints = 3000
 
| sight = 664
 
| weapons =
 
{{ Infobox zkweapon
 
| name = Light Gauss Cannon
 
| type = Cannon
 
| damage = 200
 
| reloadtime = 2
 
| dps = 100
 
| shielddamage = 150
 
| range = 560
 
| projectilespeed = 1200
 
| special1 = Water capable
 
| special2 = Piercing
 
}}
 
| abilities =
 
{{ Infobox zkability regen
 
| customlabel1 = Closed regen (HP/s)
 
| customdata1 = 10
 
}}
 
{{ Infobox zkability armored
 
| reduction = 75%
 
}}
 
 
}}==Description==
 
}}==Description==
The Gauss is a compact, resilent turret with a medium-range gauss cannon. When popped down, it recieves a quarter of incoming damage as well as small amount of health regeneration. It can also attack underwater targets.
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The Gauss is a compact, resilient turret with a medium-range gauss cannon. When popped down, it receives a third of incoming damage as well as small amount of health regeneration. It can also attack underwater targets.
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==Tactics and Strategy==
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Gauss has a similar role to [[Stinger]], aka, it excels at exerting control over an area and generally putting a stop to enemy assaults. Its not quite as effective as Stinger in this role, but its dramatic damage reduction when closed tends to make it the superior option when enemy artillery is making itself a problem.
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Gauss also has piercing shots and a greater fire rate, both of which make it significantly less vulnerable to swarms than Stinger. Its still not a riot turret though, and if the enemy has a significant raider presence you should consider supporting your Gauss with an anti-swarm turret. [[Faraday]] tends to be a good option because, like Gauss, it is armored and therefore artillery-resistant when not firing.
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Gauss has a second life in the sea: it can shot underwater targets as well, and therefore can serve as a heavier turret option for sea than [[Urchin]], as well as an artillery-resistant option.
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There are two problems however: Gauss cannot be built on sea by default, and it does not have any sonar capability. You will have to place your sea Gauss in a convenient beach or island. Depending on depth and on how much you want the turret, terraforming a small earth pillar out of the sea may be viable. The upside is that since your sea Gauss will always be on solid ground, it will never be vulnerable to exclusively aquatic weapons, which makes it much harder for many waterborne units to take them out. Though due the lack of any sonar, an Urchin (preferably placed on land, to avoid exclusively aquatic weapons) or something else with sonar will be required for the Gauss to attack underwater targets.
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{{Navbox buildings}}
 
{{Navbox buildings}}

Latest revision as of 01:50, 18 May 2024

The Gauss is a hardened artillery gauss turret designed to be difficult to dislodge with artillery.

Gauss
(turretgauss)
Popup gauss turret, regenerates when closed (Anti-Sub)
Gauss defense
Stats
Cost 400
Hit Points 3000
Vision Radius (elmo) 664
Abilities
Improved Regen
Closed regen (HP/s) 10
Armored Form
Reduction (%) 66%
Weapons
Gauss Cannon
Damage 200
Reload Time (s) 2.1
Damage per Second 95
Range (elmo) 560
Projectile Speed (elmo/s) 1200
Water capable
Damage increase vs large units

Description

The Gauss is a compact, resilient turret with a medium-range gauss cannon. When popped down, it receives a third of incoming damage as well as small amount of health regeneration. It can also attack underwater targets.

Tactics and Strategy[edit]

Gauss has a similar role to Stinger, aka, it excels at exerting control over an area and generally putting a stop to enemy assaults. Its not quite as effective as Stinger in this role, but its dramatic damage reduction when closed tends to make it the superior option when enemy artillery is making itself a problem.

Gauss also has piercing shots and a greater fire rate, both of which make it significantly less vulnerable to swarms than Stinger. Its still not a riot turret though, and if the enemy has a significant raider presence you should consider supporting your Gauss with an anti-swarm turret. Faraday tends to be a good option because, like Gauss, it is armored and therefore artillery-resistant when not firing.

Gauss has a second life in the sea: it can shot underwater targets as well, and therefore can serve as a heavier turret option for sea than Urchin, as well as an artillery-resistant option.

There are two problems however: Gauss cannot be built on sea by default, and it does not have any sonar capability. You will have to place your sea Gauss in a convenient beach or island. Depending on depth and on how much you want the turret, terraforming a small earth pillar out of the sea may be viable. The upside is that since your sea Gauss will always be on solid ground, it will never be vulnerable to exclusively aquatic weapons, which makes it much harder for many waterborne units to take them out. Though due the lack of any sonar, an Urchin (preferably placed on land, to avoid exclusively aquatic weapons) or something else with sonar will be required for the Gauss to attack underwater targets.