Difference between revisions of "Skipping Gauss Weapons"

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Not going to argue about the Sonic Pistol being a good reaction fire weapon. It has equal cost and accuracy as the Gauss Rifle. The Gauss Pistol is the best weapon for reacting with that can still damage a superhuman Tasoth (from the back). The absolute best weapon to react with in this game (and I really hate to say this) is the Dart Gun. Great training weapon nonetheless. -[[User:NKF|NKF]] 03:26, 5 April 2009 (EDT)
 
Not going to argue about the Sonic Pistol being a good reaction fire weapon. It has equal cost and accuracy as the Gauss Rifle. The Gauss Pistol is the best weapon for reacting with that can still damage a superhuman Tasoth (from the back). The absolute best weapon to react with in this game (and I really hate to say this) is the Dart Gun. Great training weapon nonetheless. -[[User:NKF|NKF]] 03:26, 5 April 2009 (EDT)
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: Depends what you mean by "best to react with". There's a) Makes you perform a lot of reaction shots and thus good for training. b) Kills your enemy.
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: I had some shipping lane missions. Somehow ended up burning all my Gauss ammo, ALL of it, by the end of the mission only 4 men out of my 14 men team could fire their weapons. Later on I did the missions with Sonics, and my ammo was just fine. Though this was quite some time ago, so maybe my memory gets faulty or something. ... crap. I remember getting Synonium Device missions early on as well. Those could get pretty hairy without Sonics, though I recall completing them with Gauss, albeit they were more of a headache.
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: I found that the Hydrojet Cannon was pretty darn great for underwater missions, actually. ... Comparing Gauss and Underwater only weapons... how many Land Missions against Gillmen and Aquatoids do you go through? ... How many missions against Tasoth and Lobstermen do you go through? ... Actually, I found that there were 2 playstyles. A) was to have a generic loadout for all missions. B) was to manually setup each loadout based on mission type. ... Overall, I found that before you get Transmission Resolver, you have no idea what type of alien you are going to be facing. However, you ALWAYS get warning before hand whenever the mission will be on land. Therefore, it is a PAIN, but it is very very possible to use Torpedo Launchers and Hydrojets in your normal games, and switch loadouts during land missions. (That's what I'm forced to do once I get DPLs, so I might as well get used to it, i guess?) However, having a team with a loadout for Aquatoids and meeting Lobstermen = abort mission.
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: Actually, I don't really consider Gauss to be "starting weapons". Truth be told, on Superhuman, by the time you get them, even rushing, it can be a little late in the game. Especially if you have to spend a lot of money making your base defensible. Same for laser weapons, really. Of course, in Xcom, the weapon flow is always : purchased weapons -> Laser Pistol -> Laser Rifle -> Heavy Plasma -> Psi.  In TFTD, the enemy upgrades itself to Rifles so fast on superhuman, that I found my weapon flow to be : Purchased Weapons -> Sonic Rifle -> Psi. Hmm. [[User:Jasonred|Jasonred]] 10:29, 5 April 2009 (EDT)
  
  

Revision as of 14:29, 5 April 2009

General Discussion

In Xcom, researching laser weapons first is considered a matter of course... after all, you didn't want to be still using pistols and rifles when the Mutons arrive. Heck, even snakemen were hard to put down with those things.

However, in TFTD, Gauss has some huge failings. Using Ammo (a HUGE difference in the 2 stage terror missions and the alien artefact sites!), enemy resistances against Gauss are huge...

In my last few TFTD games, I skipped Gauss entirely and completely. Instead, as soon as I captured alien tech, I concentrated on Sonic Weapons, as well as Aqua plastics and armor.

Note that researching up to Gauss Rifles takes 450 scientist days, 910 for Heavy Gauss. Sonic Pistol + Clip take 1000 days.

The whole POINT of laser weapons in Xcom was that, early on, you could make do with terrestial weapons (actually, the explosive weapons stay good til the end of the game). Researching Laser Weapons gave you something powerful for when the tougher aliens started appearing. Laser rifles killed anything except Superhuman Sectopods with good efficiency.

Gauss Weapons... when the tougher aliens start appearing, Gauss becomes really weak and not very useful. Lobstermen laugh these off, Tasoth's take quite a few shots from this...

And the item management issue. Sigh. Laser Weapons were much treasured for the ability to bring in 20 soldiers to the mission and only need 20 item slots. Those Gauss things... aargh. You gotta bring at least 60 items, 20 guns and 40 clips, and even that will get spent really fast.

Overall, I would say that Laser Weapons are a very good long term investment in Xcom... you spend 450 lab days and a few engineering weeks, and you use them for the entire campaign. Gauss, you spend longer in engineering, and then you only use Gauss for maybe a month before realizing that you have to throw it away and rely completely on sonic weapons.

NKF seems to favor gauss... personally, I don't bother using it anymore. ... Any other opinions among you Xcommies out there?

Well Gauss weapons do have some uses. First of all though, if you are equipping squads based on what you learned in the first game, you'll have problems. Gauss weapons are not meant to be an entire team weapon like lasers were in EU. Weapon diversification is the name of the game in TFTD. Also, gauss has damage modifier issues which can make it totally ineffective against some (actually most) aliens. But Gauss does have something Sonic does not: Auto Shot. I find it useful when storming the inside of a USO. Accuracy at such close quarters is basically a non-issue. Damage from the sonic line is greater, but you will only be able to use Snap or Aimed shots. An Auto Shot from a Gauss Rifle is just as good as a Sonic Pistol since it's putting 3 shots on the target instead of 1. Of course, Gauss isn't going to do much against a few aliens so in this case Sonic has to be the primary weapon used. --Zombie 10:55, 4 April 2009 (EDT)
I've always considered it a stepping stone technology myself rather than a long lasting technology like laser tech. No - that honor goes to the drills. Such a pity they can't attack terrain!
Despite its damage being completely nerfed by the damage modifiers, autoshot for the gauss pistol and gauss rifle more than make up for it. The gauss weapons are mainly replacements for your jet harpoons and work very well against all the aliens you meet until you start fighting the lobstermen. By then you should've developed better weapons. In fact you would be wise to supplement them with sonic pulsers early into the game for when you need that extra punch. You can just as easily get by with Gas Cannons (and you can - they're awesome), but Gauss weapons fill the niche of your fast/weak assault weaponry that is valuable for your forward soldiers.
Is it a waste of research time though? Well - that's entirely up to you. It might matter if its your first time playing the game or if you're trying to run a speed game. But there's only a finite amount of technology available, so you can easily pick and choose the one you want right away and get the rest when there's not much else to do. No rush to T'Leth after all. But that's just how I approach the game. -NKF 16:04, 4 April 2009 (EDT)
Well one aspect that is quite similar to EU is the payoff for researching Gauss is the economic aspect, to manufacture Gauss Cannon for profit. So there is not just the tactical benefits to consider, there are also economic benefits for researching the Gauss stream. Spike 18:04, 4 April 2009 (EDT)
OMG, The Gauss/Laser Cannons. Geez. Takes QUITE a lot of researching to get them, and they're not as useful as Avalanche Missiles. The only point behind them is that you can sell them for big profit. GEEZ. ... Xcomutil's profit nerf renders them COMPLETELY useless, IMHO. In fact I'll add that to the wiki? ... But that's a good point, Spike.
No, you are right, there is no rush to T'leth. The rush is in researching Psi/MC, actually. Meh. ... Actually, NKF, I had a number of games (especially on Superhuman) where Lobstermen appeared far earlier than might seem reasonable. (of course the aliens should logically be very uhnreasonable and wipe you out with maximum force right from the start...). I found that not having researched Sonic when you get your first Lobsterman Terror Mission is a little horrifying.
Also, those freaking tentaculats! Freaking Flying Chryssalids! Erk. These alone make reaction fire very VERY important in TFTD. And, since reaction is always snap shot, I found that Gauss was never enough to save my agents from zombification, only sonics gave them a chance to survive.
I don't see how Gauss is a stepping stone to Sonics. It's more like a detour. (It is obvious Gauss Rifle is stepping stone to Gauss Cannon though).
The fact that auto-fire makes Gauss really powerful in close combat, eg when fighting in an alien craft, is a very very good point! ... However. DRILLS. Hmm hmm hmm.
Analysing the 4 races, Aquatoid and Gillmen can be easily dealt with via standard store bought equipment. Tasoth only take 70% Gauss damage and 120% sonic damage! Lobstermen laugh at Gauss. So, I find that using store bought Gas Cannons, and Hydrojet Cannons on Aquatoids and Gillmen seems to be very adequate to my needs. Especially, early on, my men have shit for accuracy and explosive ammo is uber... heck, those Terror units are pretty freaking resistant to Gauss too.
Anything, Gauss can do, Heavy Explosive does better. :) Jasonred 22:31, 4 April 2009 (EDT)


Gauss is not a literal stepping stone, as in a prerequisite. It just gives your troops a good start in the battlefield, allowing you to concentrate more on building up your resources and other supports so that you can start phasing in the sonic weapons.

Experiences will vary from player to player regarding the appearance of the Lobstermen - so you just have to deal with them as they appear, such as avoiding them or getting really good with the Thermal Tazer! (Coincidentally, did we ever bust the myth about sonic weapon research accelerating their appearance?)

But because we all have different ways we like to approach the game: You don't have to force yourself to use gauss if you don't want to. The game's lenient enough to let you decide how you want to cook your seafood.

Is till consider the first two gauss weapons as some of the best weapons you can start with. Perhaps not as powerful as the Gas Cannon, but they are still light and fast and come packed with lots of ammo. The high ammo does it for me, as I tend to go through it very quickly even when I take careful shots.

The mighty Gas Cannon can definitely be used in lieu of gauss (which is why I made special mention of it in the TFTD Best Starting Weapon Summary), but you have to be extra mindful of its ammo.

Then there's always the option of just researching the Sonic pistol after your first mission. Because it's still early into the game, ammo conservation will also be a major concern. We won't always be lucky enough to gather large amounts of ammo and might use more ammo than they can gather.

Weapon diversification often wins the day in TFTD's early stages and helps save the more precious ammo. If you can accommodate all three somehow, that's even better. I like my dual pistols thank you very much!

Not going to argue about the Sonic Pistol being a good reaction fire weapon. It has equal cost and accuracy as the Gauss Rifle. The Gauss Pistol is the best weapon for reacting with that can still damage a superhuman Tasoth (from the back). The absolute best weapon to react with in this game (and I really hate to say this) is the Dart Gun. Great training weapon nonetheless. -NKF 03:26, 5 April 2009 (EDT)

Depends what you mean by "best to react with". There's a) Makes you perform a lot of reaction shots and thus good for training. b) Kills your enemy.
I had some shipping lane missions. Somehow ended up burning all my Gauss ammo, ALL of it, by the end of the mission only 4 men out of my 14 men team could fire their weapons. Later on I did the missions with Sonics, and my ammo was just fine. Though this was quite some time ago, so maybe my memory gets faulty or something. ... crap. I remember getting Synonium Device missions early on as well. Those could get pretty hairy without Sonics, though I recall completing them with Gauss, albeit they were more of a headache.
I found that the Hydrojet Cannon was pretty darn great for underwater missions, actually. ... Comparing Gauss and Underwater only weapons... how many Land Missions against Gillmen and Aquatoids do you go through? ... How many missions against Tasoth and Lobstermen do you go through? ... Actually, I found that there were 2 playstyles. A) was to have a generic loadout for all missions. B) was to manually setup each loadout based on mission type. ... Overall, I found that before you get Transmission Resolver, you have no idea what type of alien you are going to be facing. However, you ALWAYS get warning before hand whenever the mission will be on land. Therefore, it is a PAIN, but it is very very possible to use Torpedo Launchers and Hydrojets in your normal games, and switch loadouts during land missions. (That's what I'm forced to do once I get DPLs, so I might as well get used to it, i guess?) However, having a team with a loadout for Aquatoids and meeting Lobstermen = abort mission.
Actually, I don't really consider Gauss to be "starting weapons". Truth be told, on Superhuman, by the time you get them, even rushing, it can be a little late in the game. Especially if you have to spend a lot of money making your base defensible. Same for laser weapons, really. Of course, in Xcom, the weapon flow is always : purchased weapons -> Laser Pistol -> Laser Rifle -> Heavy Plasma -> Psi. In TFTD, the enemy upgrades itself to Rifles so fast on superhuman, that I found my weapon flow to be : Purchased Weapons -> Sonic Rifle -> Psi. Hmm. Jasonred 10:29, 5 April 2009 (EDT)


Research Time Comparison

Gauss vs Sonic

Ref	Avg 	TOT.
0	50	  50	Gauss Tech		
29	100	 150	Gauss Pistol		
62	60	 210	Gauss Pistol Clip	
30	300	 510	Gauss Rifle		
63	150	 660	Gauss Rifle Clip	
31	460	1120	Heavy Gauss		
64	230	1350	Heavy Gauss Clip
32	420	1770	Craft Gauss Cannon
8	600	 600	Sonic Pistol		
9	400	1000	Sonic Pistol Clip
6	700	1700	Blasta Rifle		
7	400	2100	Blasta Clip		
4	800	2900	Sonic Cannon		
5	400	3300	Cannon Power Clip


Research discussion

An average of a thousand scientist-days of research is needed before you have a usable Sonic weapon - and you can't start until after your first combat. The Gauss weapon sequence delivers progressively better weapons at 210, 660, and then 1350 days. An additional 420 days (total 1770) unlocks the economic benefits of Gauss Cannon manufacturing. And each of these Gauss weapons is its own "stepping stone", a significant improvement on anything else available (so skipping research on the Clips is not sensible). Though, as has been discussed, in TFTD you need a mix of weapons.

The decision to develop Gauss weapons as a stepping-stone weapon may hinge on how much Research capability is available. If you have 50 scientists from the outset (or by your first combat), you may be able to afford to wait out the average of 20 days using only standard weapons. Even then it is likely to be a while before you have the manufacturing capability, or looting success, to arm all your aquanauts with Sonic weapons. Though if you tend to use small squads, that will be easier.

Personally I develop Gauss weapons from the outset. When I get my first Sonic Pulser, I switch to developing that, as it is easily scavenged and a massive equaliser. I develop Gauss weapons at least as far as Gauss Rifle. Unless I'm going down a Manufacturing Profitability route, I'm not so sure about proceeding to Heavy Gauss. The additional 690 days is not so far off the 1000 required for functioning Sonic Pistols. With Gauss Rifles and Sonic Pulsers in hand, you can manage pretty well during the delay in researching Sonic Pistol. Spike 10:05, 5 April 2009 (EDT)

Other Topics for Comparison

1	180	Particle Disturbance Sensor	
2	210	Medi Kit		
14	200	Sonic Pulser		
25	400	Aqua Plastics	
59	180	Plastic	Aqua Armor	
15	450	Zrbite	
60	205	Ion Armor		
61	330	Mag-Ion Armor	
41	670	Transmision Resolver
3	500	M.C. Disruptor	
40	420	MC Lab	
66	500	Vibroblade			
67	500	Thermic	Lance		
68	600	Heavy Thermic Lance
10	900	Disruptor Pulse	Launcher	
11	300	Disruptor Ammo		
12	550	Thermal	Shock Launcher	
13	180	Thermal	Shock Bomb	
16	600	M.C. Reader		
17	450	Ion-Beam Accelerator		
18	450	Magnetic Navigation		
26	600	Manta			
27	700	Hammerhead			
28	900	Leviathan			
33	660	Sonic Oscillator		
34	880	PWT Cannon		
35	510	Gauss Defences		
36	620	Sonic Defences		
37	800	PWT Defences		
38	930	Bombardment Shield		
39	360	MC Generator		
42	250	Coelacanth/Gauss			
43	430	Displacer/Sonic			
44	690	Displacer/PTW			
56	300	Alien Origins		
57	500	Ultimate Threat		
58	600	Tleth the alien city