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TheCongoSpider

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Everything posted by TheCongoSpider

  1. Seems like a complementary change alongside Twins. Turrets of specific range categories have had equal range paramaters since at least 2018. It's only recently they broke away from that with Hammer getting more direct power than Twins and Ricochet so its maximum reach was decreased, and Gauss going from long range characteristics (120m max, 180m min) to medium range characteristics (90m max, 120m min). It's natural that turrets of the same category follow one another with range parameters, just like Isida and Tesla did with Firebird and Freeze after their changes.
  2. TheCongoSpider

    Black Friday 2024

    After 6 years, it has finally returned to us.
  3. TheCongoSpider

    Can someone please explain why....

    Most turrets have vertical auto-aim. Tesla ball, Twins, Hammer, Ricochet - 11° up, 14° down Smoky, Thunder, Scorpion - 9° up, 12° down Gauss, Shaft, Railgun, Terminator - 7° up, 10° down Striker and Vulcan were the same as Smoky and Thunder until late 2021 when their upward auto-aim was increased to 45° as an anti-Hopper measure. Everyone has this. Mobile and gamepad players have horizontal auto-aim, ranging from 3° to 5° to the left or right. Again, until we can see a video recording of your issue, we cannot help you.
  4. TheCongoSpider

    Winter eSports TankiFund 2024

    It's just something the DE wiki does with very new augments that have only been in 1 or 2 events. And it seems that the DE augment wiki and EN augment wiki are quite close knit recently so EN seems to put it there too. It's not to be taken literally, calm down.
  5. TheCongoSpider

    Can someone please explain why....

    Only Vulcan and Striker received increased upwards auto-aim and that was in late 2021. Are you saying your vertical auto-aim has not been working for almost 3 years?
  6. TheCongoSpider

    Can someone please explain why....

    Do you have a video recording of this? Do you remember the latest time period when things felt normal with it?
  7. TheCongoSpider

    Can someone please explain why....

    It can also mean that you may have been misunderstanding a series of events in the battle. This is why having proof of the occurrence helps in solving the mystery. It answers as many questions as possible. Mobile (and gamepad) users have horizontal auto-aim on some turrets. But this has nothing to do with what you're reporting here.
  8. TheCongoSpider

    Can someone please explain why....

    You need to record a video of this.
  9. You'd need to record a video so we'd know exactly what you're talking about.
  10. Press the team score counter at the top middle of the screen.
  11. The more I play with it, the more this feels like an emergency nerf for chain groups rather than a rework. No augment besides Electroturret makes me want to use them. Adrenaline isn't adding much. Acceleration Protocol damages you with the bigger splash radius trying to use it like a melee range Electroturret, and decreases your chain lightning damage when playing it the way it was intended to be used. Dilatory Protocol will keep reducing the damage you do if you don't choose which ball you fire at wisely. Faster to set up but still too slow for my liking. Status augments can't use their balls for chains and slower firing rate means less crits. The reload is heavy, heavier than even release Tesla, and punishes misses much more. Maybe each augment can have different ranges on their chains and balls.
  12. After the recent update, a firing rate increase with lower damage bonus sounds plausible.
  13. The EN patch notes sometimes have either wrong or mistranslated changes. The RU patch note had the correct changes. If EN and RU have different wordings or parameters changing, you should probably trust the RU patch note.
  14. There are lots of ways they could nerf it. They could nerf the damage, adjust the splash ranges, adjust the projectile speed, adjust the reload, nerf the entire turret as a blanket change. It seems they chose to nerf the entire turret...
  15. Can you explain why? I've seen multiple of every turret since the restart. Are you looking properly?
  16. You deal x5 damage with Viking Overdrive and Tesla, x6 if you have maxed Boosted Damage enabled. X6 puts you to 3,780 final damage. If the enemy is using Boosted Armour, that will be cut in half to the 1,890 damage you see. 5*630 = 3,150
  17. Impact force IIRC is affected by range rather than speed.
  18. It's criminal that a Large Calibre template augment took so long to receive downsides for having extra damage.
  19. Tesla has the same damage coefficient as the other melee range turrets, +400%. What augment are you using on your Tesla that is making you see only +200%?
  20. It feels like nothing changed with Ares.
  21. TheCongoSpider

    Day of the Dead 2024

    The main thing stopping me from enjoying this DM mode with Oracle drone was they removed auto-supplies from it in a recent patch. I am once again at a disadvantage every time I'm respawning and that severely limits the amount of equipment I can do well with there. And the FPS drops halfway into the battle. And the screen freezes. Oh dear, multiple things not allowing me to enjoy the game.
  22. TheCongoSpider

    Let's discuss Tesla!

    Pointing out that players cannot control their Tesla's critical hit rate means I'm a Tesla player as well? Tesla has a relatively high critical hit rate for its firing rate and that pairs very well with the status augments that have relatively long status durations. That doesn't mean they can control it individually. As I said, Tesla is getting a change soon and we will soon see what it entails.
  23. TheCongoSpider

    Since when have hovering hulls had good air control?

    It most likely came with the recent gamepad patch which changed the maneuverability of the hulls.
  24. TheCongoSpider

    Ideas for Hulls and Overdrives!

    Sounds like needless complication to the game.
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