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Everything posted by TheCongoSpider
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That's how modifications of Smoky work, ever since it underwent its projectile conversion in January.
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Initial critical chance - chance of a critical hit on its first shot after spawning. Consecutive critical chance/minimal critical chance - chance of obtaining a critical hit with the next shot after a previous critical hit. Maximum critical chance - highest chance possible for a shot to be a critical hit. Railgun starts at 50% chance after spawning. If the shot is a critical hit, the chance for the next shot to be a critical hit (consecutive/minimal critical chance) is reduced to 10%. If the next shot is a critical, it will stay at 10%. If the shot was not a critical, the critical chance increases to 50%. In essence, it looks like: Spawn, 50, 10, 50, 10, 50, 10, 50 etc. For comparison, Smoky's initial chance is -50%. After it gets a critical hit, it's consecutive chance is -50%. For Twins, the initial chance is 0%, the maximum chance is 25% and the consecutive chance is 0%. For the other turrets, the initial chance is 0%, the maximum chance is 10%, and the consecutive chance is 0%.
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Another unannounced change: Healing per second with Ares' Overdrive can be increased with the boosted damage supply.
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Crusader and Mammoth's OD charge rates were significantly buffed with the start of the May Holidays event. You can find the updated list here. The zero retention makes sure that that is more or less a one time issue. And if Hopper happens to fail before it caps, then it will have to start over instead of having 70%+ retained for them to get another attempt 20-30 seconds later. Now multiply this by 5 different Hoppers in the battle, all trying to capture the rugby ball or assault flag. It does. It does matter a lot. Not all Hoppers use their jump when already on top of a capture point. Many use it beforehand to escape mines or defenders that have counters to their hop. Hopper heats anyone that doesn't have Heat Immunity to maximum temperature. The 10 second charge bonus delay prevents the Hopper from getting OD charge from any kills it happens to gain while it is still alive after the jump. Not to mention that with a charge bonus delay of 2 seconds, Hopper Crisis users will be able to start feedback loops again. I'm sure you don't want that.
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Another slight passive charging rate decrease, when the May holidays started. 5th fastest now. Zero retention is VERY impactful. Especially for what Hopper was like before any of its nerfs. It becomes even more impactful when the number of that hull in any particular battle is high. A lot of the problems with Hopper last year and some of this year was caused by its ridiculous and unnecessarily long retention period. I explained in another thread why a hull with charging parameters like Hopper having a long retention period is bad. It makes the feedback loops much less potent if not non-existent. And this also ties into the problems that was caused by its long retention period. It was 3 seconds. This stun nerf was very potent for defending players. I can now actually fight back against a Hopper trying to escape and since I have Heat Immunity for the hulls I use most, the 1 second stun is hardly a bother. With all that out of the way, there is still the problem or Hopper itself. It can hop. All those nerfs they did to it affected what happened after the hop. As they said in the RU Q&A that ThirdOnion created a topic about, they don't plant to change the hop. I hope whatever change they have planned is sensible.
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High-speed gameplay.
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This implies that the drone you're using with your Isida is 14/20. The last update nerfed the effect of double armour and double damage. You must fully upgrade your drone to have 100% of its effect like you used to some weeks ago. Your Isida's healing wasn't nerfed. Your double damage supply was.
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The RU Forum announcement for this says it's 100 stars and not 100 Tankoins.
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Probably a "Use X Overdrives" daily or weekly mission.
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Since September 2020, where they made the base EXP multiplier x4 instead of x1.
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You could have asked here. ? Viking gives a flat: x2.5 damage to non-melee turrets, x3.5 with 100% boosted damage. x3 damage to melee turrets, x4 with 100% boosted damage. The multiplier for the damage increase with the boosted damage depends on the current % damage boost you have. For example, with base Boosted damage at 33% power, the multiplet will add 0.33 to it. For a non-melee turret, the multiplier will be 2.5 + 0.33 (from the base Boosted Damage supply), which will give x2.83 damage. Here's some fun facts: The innate damage boost for melee and non-melee turrets when Viking's Overdrive was released was x10 and x3 respectively. It was quickly nerfed to x3 and x2 respectively. In 2020, the innate damage boost for non-melee turrets was increased to x2.5 (from x2). The firing rate increase is ~x4 for most turrets that reload.
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I would say Crusader. But if you're going to be using Crusader with Heat Immunity, you might as well use Adrenaline instead of Incendiary Band.
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It always was, even before the buff.
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Yes, it is.
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Because Railgun is now very dependant on critical hits, Armadillo can serve as a replacement for the Falcon module. Not a perfect replacement, of course, but potent enough. Similar to how Heat Resistance/Immunity can be substitutes for Firebird protection.
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Railgun I agree with but not Vulcan. Against protected enemies, it still takes very long for me to kill them. People overestimate how influencial Vulcan crits are.
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They are on the Wiki, yes. The manual charge is called "Charge per battle pt", and the passive charge is called "Charge per second". https://en.tankiwiki.com/Overdrive
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In terms of Overdrive charging, Dictator's strength is in its manual recharge rate, i.e the charge you get from points in battle. It's the 2nd slowest passive charging Overdrive, but the manual recharge rate makes up for it.
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Updated passive Overdrive recharge times: Crusader: 50 seconds Mammoth: 1 minute 15 seconds Wasp: 1 minute 40 seconds Hornet: 1 minute 55 seconds Hunter: 1 minute 55 seconds Hopper: 2 minutes 5 seconds Titan: 2 minutes 5 seconds Dictator: 2 minutes 25 seconds Ares: 2 minutes 25 seconds Viking: 4 minutes 10 seconds
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From playing with them in MM and a private battle.
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Unwritten changes in the Patch Notes: Crusader: Overdrive recharge rate increased from 1,000 units to 2,000 units. Mammoth: Overdrive recharge rate increased from 700 units to 1,300 units. Hopper: Overdrive recharge rate decreased from 900 units to 800 units.
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I do agree that LCR was hit hard with its nerf, but you have to take into account that it will be ignoring protection modules almost half the time.
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This one.
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It's a team drone. Most players would prefer something that helps them solo. And even when you are a team player, you often have to fight your allies to take the box becuase they don't know about the drone. You would be right if you said this before November, 2019. It was the only drone that was impractical to use in MM. The only thing that was worth using the drone with was a Mortar Magnum. After the change in November 2019, it became practical to use. It won't get as much mileage as a Saboteur drone, but Miner is fun to use imo. Due to its niche in MM, it does not require many upgrades. Miner needs an incentive to be used over Saboteur. They need to let Miner's mines have a higher chance to be a critical hit.
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And better it is. Your wish has been granted. Are you willing to fork over the money for completing the wish? ?
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