Ifthe sensor gives you an output of 6 842, method 1 will tell you that the output is 1 gauss. Method 2 will tell you that the output is 957 mgauss (about 4 % difference). (This also comes from the fact that
You might say that method 1 output only an integer value in gauss and that you want output in miligauss. There is no problem with that, just multiply the raw_data with a 1000 and you get a 1000 x bigger result (which is what you need, because 1 gauss = 1000 mgauss).
Gauss seems fast but really isn't and is difficult to mod into speed in comparison to other warframes. For example, Volt can easily achieve faster speeds with ability strength that is much higher than Gauss's.
A list of some warframes that easily achieve speeds faster than Gauss's Mach Rush even when well modded into sprint speed:
Some of the warframe with parkour speed mods and yellow archon shards reach speed on much higher scales than Mach Rush when well-focused into sprint speed. This along with Gauss Prime's trailer advertising him as being extremely faster than a bullet almost feel betraying and falsely advertised as he does not reach nearly as high speeds.
Yes, being fast is fun but you have probably already noticed that going to fast in the game can affect how the ability to react and control your character in order to play. I honestly think that if a player chooses to be this fast in the game that if they can manage the skill to move this fast, they should be rewarded.
My solution to this issue would be to increase the speed and scaling of sprint speed for Mach Rush extremely but, start its speed at the normal threshold and allow the player to adjust the speed of Mach Rush using right/left click or right/left trigger to increase and decrease speed to reward those who want to go that fast and those who might want to use Mach Rush when traveling in open world.
Ultimately adding a way to adjust speed in Mach Rush would make Gauss as fast as he is intended to look and give players the speed they actually want without making Gauss too difficult to control or mess with current modding systems.
My Gauss build is not outsped by a full strength Volt. Not by a long shot. And he could even be faster if I swapped my red archon shards of duration into parkour velocity yellow ones (they also increase sprint speed btw).
Consists of slapping every possible sprint speed mod, the sprint speed aura and coaction drift; but also using a primary with Amalgam Serration and using the Praedos' incarnon perks that increase mobility. Lastly, Infested Mobility replaces Thermal Sunder.
The sizeable advantage I have of using this Gauss build over anything else is that I still get a huge buff from redline, despite not having all duration mods (I actually decrease it with Fleeting Expertise to pretty much negate any energy cost), meanwhile, all these frames you point out that "go faster" (they do not) all have to sacrifice something of note in order to achieve their peak, save maybe Zephyr who can dump range as it's only useful for her 2.
And then there's Titania, which is objectively speaking the fastest, though it's to a fault. Funny memes occur when razorwing blitz is used at 300%+ strength and with infested mobility (then you're in fissures and you get double ability strength from the reactant because haha funni), but it is not actually usable, which defeats the whole idea of "going fast". Like sure, you're going fast, but you're going so fast you're not even able to actually play the game, it's pointless. Mach Rush's restrictive movement is what keeps Gauss playable, whereas absurd strength Razorwing blitz does not.
As for collision QoL, that's coming with Dante Unbound, next week. In previous Devstreams, we were told they were working on making the collision model less rough and smoother around the corners so that we do not get stuck in them anymore. We'll have to see it tested with our own broken speed frames, but I'd say they probably gave it enough thought.
1. No, yellow archon shards with parkour velocity do not increase sprint speed at all. T-T
2. I have made a pure speed Gauss build and I have seen pure speed Volt build in which Gauss is completely outclassed, here is an example: =N54717V0Js0
3. The warframes that sacrifice for speed have to sacrifice much less than Gauss to become easily faster.
4. I already made the point of too much speed being a problem which is why I suggested it to be adjustable for those who are skilled enough to benefit from it.
5. I wasn't talking about sticky corners; I was talking about Gauss's limited turn speed causing him to crash directly into railings and small objects kicking him out of Mach Rush
Personally I feel the primary issue with Gauss's 1 is that there is such a heavy restriction on turn speed, so it's basically useless on a ton of tiles unless you're happy with just doing the short bursts.
Zephyr's Tailwind will not only gain speed the longer your Duration is (you accelerate for the Duration of the animation, meaning you're faster at the other end the longer the animation lasts), but can also gain more with Jet Stream.
And everyone, every single person that I've seen talking about this, has forgotten that the single fastest frame in the game is Nova with Warp, able to cross distances so fast that the game can't actually load the next tiles fast enough.
Forget usability, forget problems with the speed itself. There is no reason for us to go this fast, because anywhere that speed matters, it's not straight-line speed, it's Mobility, the option to not just go fast, but go fast around corners and weaving between obstacles that DE deliberately places in every single tile.
I have to keep asking this of players that want him to be faster: Why?
There is nothing in Warframe that actually needs us to do this.
has forgotten that the single fastest frame in the game is Nova with Warp,
I never said it was required, I said it should be optional should someone want to go that fast for fun and believe that it was disappointing that the one warframe that is themed on that principle isn't even that fast. The general idea is it is a game; game = fun; more fun = better game.
As for practical application of speed I have used the extreme speed in Circuit with Mach Rush to keep enemies stunned and effectively not get hit at all. The faster you are (if you can control it) the faster you can kill enemies or even crowd control with normally single target methods.
I wouldn't consider Nova fast because of the impracticality of using Warp in combat. All Warp is good for is transportation, not speed; good if you need to go A-B, not good if you need to go A-B-C-D-E in a circle or some other oddly shaped room in quick succession. Not to mention the problem with Warp portals being left around in tighter rooms should you try it.
So..... here's the relevant question: What if there are as many players that find the game more 'fun' if Gauss stuck to the speed you can achieve now? Or even: What if people genuinely think it's fine and they find their fun in the other abilities Gauss has and don't really think much of his theme beyond flavour?
There is a reason that people on the Forums do not argue 'fun' as part of the discussion, and why many people you will meet here with more than a few thousand comments don't even bring it up in reply to other topics. It's an opinion, and opinions hold exactly as much weight as other opinions, so the second somebody with a counter-opinion shows up, it's cancelled out. All that matters in these discussions is the functional and factual.
Ah, no, key misunderstanding. If you're talking about usability in combat, that's not speed. That's mobility. Two different things. Warp is amazing for speed. Warp is not amazing for mobility as it can only go point-to-point.
Speed with control is Mobility. A frame that is functionally slower than Gauss in a straight line may have more mobility because they aren't over-shooting a specific stopping point or are able to turn and access another direction more quickly.
This is why Zephyr is considered fast overall, because her Jet Stream allows for faster sprinting, her Passive allows for more precise jumps and landings, and her Tailwind can be used to bypass many obstacles when used judiciously. However, when using Tailwind her Speed is increased at the direct risk to her Mobility as it can get her stuck into places that are difficult to get out of without coming to a complete stop and turning around.
Put this another way, if you will: Your goal on these Forums is to convince the Developers to make a change you want. What logical, functional reason can you come up with that will make them dedicate paid hours of their Dev team to code, test and then implement the change for a future update? And why is it compelling enough that other players will be genuinely disappointed if DE do not do it?
Rule of cool, the concept of 'fun', the Lore... these are all frequently used arguments by players. They are also very, very weak arguments to present to people that would have to pay their staff to do something.
I guess you can't have it all, I for one sometimes need a frame with absolute control over his speed, he can go as fast as he can and as slow as he wants, Zephyr comes to mind, she has two speed buffs, so you can tweak both in a way that gives you more options while moving.
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