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Everything posted by TheCongoSpider
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After the second-latest Patch Note, these equipment received these changes with Viking's Overdrive. Plasma Torch - Buff Autocannon - Buff Vulcan - Buff Small Calibre Charging Machine - Buff Subcalibre Rounds - Nerf Sledgehammer Rounds - Nerf Electromagnetic Accelerator "Scout" - Buff
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Is Electromagnetic Accelerator "Scout" the new Thunder?
TheCongoSpider replied to TheCongoSpider in Archive
How do you all feel about this, after the critical hit update? -
Finally got Viking Heat Resistance. ?
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Never do this again, please.
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On TO mobile, when a part of the interface is loading, you are unable to go to other parts instantly. As seen in the video, when I press the garage, I immediately start pressing the shop button and it only responds when the garage has finished loading. The same for when the missions section is pressed (that always has to be loaded whenever touched, and never pre-loaded like the shop or the garage).
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They're the same status. Cryo Railgun is garbage. Cryo Smoky is no longer as good as before the change, Shock Freeze is a damage dealer now and not a status applier like it was before.
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It's hardly worth using cold immunity right now. Your speed during the freezing is still fast and I barely feel the turret rotation speed decrease.
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The range is shorter.
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5,000 points in DM is 500 kills. That's quite a lot.
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They occur, but mostly with Defender, Booster, Crisis, Lifeguard.
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You claim that Vampire Nanobots is broken to this day, the same you did when it was released. It's important to have experience fighting against it (and ideally, experience using the augment yourself but it is exclusive for gambling so not reliable). As far as I'm aware, you haven't been playing the game for a while. Why not come back and fight those Vampire Isidas to see if anything has changed, or deduce why exactly they are OP? Especially with all the balance changes happening that you've missed. As soon as you take away a meta drone from a Vampire Isida, they become much more manageable. It's really only the ones using heightened defenses/effective HP (Defender, Crisis, Lifeguard) that are the problem.
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Is it still godlike as you say now that Tesla is here and Firebird and Freeze have triple damage critical hits? Do keep in mind that critical hits are disabled with Vampire Nanobots.
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The vampirism is a fixed number of healing and not dependant on the damage you deal to an enemy. The ranged turrets have increased in power over the years to deal with melee turrets easier before they get into range. It is exclusively for offense. It has no way of gaining points outside of combat with enemies, unlike Stock. They are when they pass allies that are injured. Firebird and Freeze can only have their kills stolen. Isida can have its kill stolen, and then heal an ally to gain more score. Isida has something to fall back on as it is not wholly offensive like Firebird and Freeze. I've made sure to note my experience with Vampire Isidas that weren't using Defender or Crisis. If the armour boost and the smart cooldown reduction that Defender gives weren't so broken, this augment wouldn't be so bad to face.
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Mammoth's duration is also 7 seconds.
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It's a counter to Vulcan as well. Isida itself is a counter to Vulcan with its healing. If MM puts me in a small map and there are at least 2 enemies using Isida, I leave. It's not worth the effort, especially after the Driver nerf.
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I don't consider Vampire Nanobots to be wholly broken like some other UCs augments. And that's because while it does make them survive longer, they give up something big, something that can give them score reliably. I've fought Vampire Nanobots players and the only ones that really give trouble are those using Defender or Crisis. Every other Vampire were easy enough to deal with when you pile enough damage on them.
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This Uranium is currently live on the real servers, since the latest Patch Note. Don't forget to keep an eye out for new patches.
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Reverting the update entirely.
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What do you suppose they do instead if Ultra Weekend frequency drops significantly? Ultra Weekend are to sell Ultra Containers, which seems to be where they make the most money as evidenced by their frequency and prizes found in them.
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Your proposal will still make Light Capacitors inferior to Heavy Capacitors.
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He's talking about the Firebird unfreezing itself, not an ally. If the Firebird became fully frozen, simply shooting the turret would put itself back to neutral temperature.
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It does.
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Destabilised Plasma used to have a linear splash damage distribution, until suddenly in late 2018, its splash damage distribution changed to dealing the weak damage (25%) throughout the entire radius, as seen in this video. No announcement was made for this change, and ever since then, it has been an augment that had little use over the others. You gave up the main feature of Ricochet for tiny splash damage. I reported this as a bug many months ago but nothing had been done, so I'll take the alternative route and make a suggestion for it: The suggestion is to fix this bug, or if it was intended and was never publicly spoken, revert this change and have its splash damage distribution become linear again. An alternative method would be to increase its maximum critical hit chance to 33%, turning it into a critical hit augment option for Ricochet (as we see this is the direction being headed for all the turrets). The good thing with this is that those with Ultra Container equipment and very balanced drones will likely not touch or come near this augment at all. They will stay with Minus-Field Stabilisation, Adrenaline or AP Ricochet. This suggestion will put this augment into being viable with the others and have a purpose.
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In this case, does it really matter.
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They removed the decreased reload after the salvo.
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