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Gauss   Solid Gauss

Components


…Heavy long-range railgun with a charge system: the longer it charges, the more powerful the shot. Shoots kinetic projectiles accelerated to incredible speed. Such projectiles not only inflict increased damage to physical shields, but also ignore defence systems… – in-game description


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Purchase Information
In-Game Cost 10,000 Components
Real Value Icn info for user popup.png None
Exp Level Icn info for user popup.png 19
Type
Hardpoint Icn info for user popup.png Heavy
Tier Icn info for user popup.png IV
Gauss.png
Base Statistics Attributes
PilotRankPrivate icon.png Level 1 Kinetic Kinetic


WeaponDamage.png Damage 5320 per round Manual Manual


WeaponRange.png Range 800 meters Single Shot Single Shot


WeaponReload.png Reload 8 seconds Freeze Defense Mitigation


Capacity 1 round Charges Charge-Up


Unload Instant


Workshop Production Information
1 Day Cost Silver 3 Day Cost Silver
150,000 510,000
Components Components Components Components
60 170

Introduction

The Gauss is a long-range weapon (up to 800 meters) heavy kinetic weapon. It has a light and medium counterpart (Volt and Weber respectively) and can be viewed as the kinetic counterpart to the Trebuchet.

Strategy

The Gauss is a unique weapon belonging to the Railgun family. Like its light and medium counterparts, the Gauss penetrates a robot's defense system, allowing it to bypass any damage resistance the target may have. Robots such as Fury, Raijin, Behemoth, and Jaeger do great with the Gauss since they have hardpoints and unique abilities that work well as with the Gauss as a sniper.

An interesting feature of the Gauss is its charge attribute, meaning it has multiple reloads: the initial reload and the charge reloads. The initial reload is the first reload the Gauss actually needs (if it's not complete, the Gauss cannot fire), but it is quite short. However, after the initial reload is complete, it is followed by numerous charge reloads: each of these are shorter than the initial reload, but every time a charge reload is completed, the Gauss' plasma bubble will glow brighter, and the shot, if fired then, will deal more damage. In short, the longer the Gauss is left on-standby, the more damage it will deal.

The Gauss, unsurprisingly, is critically effective at picking off enemy targets one-by-one. If the Gauss user focuses all of its attention on one enemy, that enemy will either take extreme damage, be entirely destroyed or be forced to take cover, allowing the Gauss user to change its focus onto a different target, essentially taking one robot out of the enemy's team effort. However, if the Gauss user changes their focus with every shot, despite its high damage per shot the Gauss's total damage to the enemy's team effort will be minimal.

A Gauss commander should always make sure that no enemy crosses into knife-fighting range of the Gauss user, as despite the Gauss's considerable damage per shot, its damage per second is extremely low. Even if the Gauss user is just having a firefight with an enemy built for mid-range-combat, the chances of the Gauss commander making it out of the fight without sustaining huge damage is minimal.

Pros and Cons

Pros

  • 800m range allows robot to fire at enemies without fear of retaliation
  • Defense Mitigation attribute allows it to penetrate any robots' damage resistance (if appliable)
  • Single shot attribute allows robot to minimize exposure time
  • Kinetic attribute allows double damage to physical shields
  • Tremendous damage when fully charged
  • Fast projectile speed makes it hard to miss

Cons

  • Long reload
  • Ineffective in close combat against specialized brawling weapons
  • Single shot means shields will soak up excess damage when destroyed
  • Cannot penetrate energy shields
  • Horrible at sustained fighting

Upgrade Cost

Tier 4 Mk 1
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 100,000 02:00
3 200,000 05:00
4 400,000 14:00
5 2,000,000 28:00
6 4,000,000 66:00
7 6,000,000 102:00
8 11,000,000 124:00
9 17,000,000 140:00
10 36,000,000 148:00
11 52,000,000 152:00
12 70,000,000 160:00
Totals Cost Time [DD:HH:MM]
198,700,000 39:05:00
Tier 4 Mk 2
Level Upgrade cost Upgrade time
HH:MM
1 0 00:00
2 2,500,000 24:00
3 5,000,000 48:00
4 10,000,000 72:00
5 22,500,000 96:00
6 22,500,000 96:00
7 22,500,000 96:00
8 22,500,000 96:00
9 22,500,000 96:00
10 22,500,000 96:00
11 22,500,000 96:00
12 22,500,000 96:00
Totals Cost Time [DD:HH:MM]
197,500,000 38:00:00
  • NOTE: base level starts at level 1 cost is 7,500 Gold
  • MK2 Upgrade cost 500 Gold

Weapons data

33 Gauss
In the workshop WorkshopYes.png Yes or WorkshopNo.png No WorkshopYes.png Kinetic Kinetic


Manual Manual


Single Shot Single Shot


Freeze Defense Mitigation


Charges Charge-Up



Particles Ammo Rate of Fire Unload Reload Shot Interval Tier Version Slot Type Trajectory
1 7 1 Instant 8 1 4 6.7 Heavy Kinetic Straight
MK 1 MK 2
Damage per shot Damage per magazine DPS Damage per particle Damage per shot Damage per magazine DPS Damage per particle
760 5320 760 760 1 2175 15225 2175 2175
840 5800 840 840 2 2215 15505 2215 2255
920 6440 920 920 3 2255 15785 2255 2295
1015 7105 1015 1015 4 2295 16065 2295 2330
1115 7805 1115 1115 5 2330 16310 2330 2370
1230 8610 1230 1230 6 2370 16590 2370 2410
1350 9450 1350 1350 7 2410 16870 2410 2450
1485 10395 1485 1485 8 2450 17150 2450 2490
1635 11445 1635 1635 9 2490 17430 2490 2530
1795 12565 1795 1795 10 2530 17710 2530 2530
1975 13825 1975 1975 11 2570 17990 2570 2570
2175 15225 2175 2175 12 2510 18270 2610 2610
MK3 Damage per shot Damage per magazine DPS Damage per particle
{{{mk3shot1}}} {{{mk3magazine1}}} {{{mk3dps1}}} {{{mk3particle1}}}


Update History

Version Changes
6.9.0 Now available in Workshop 2.0
6.7.2 New limited edition model: Solid Gauss (Operation: Tactical Superiority (Part 2))
6.3.0 Weapon was added to the game

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