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Everything posted by TheCongoSpider
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I think Booster consumables should be phased out from the game/ limited to drones
TheCongoSpider replied to Acecaddy in Game Discussion
You can disable auto-supplies, you know. -
I think Booster consumables should be phased out from the game/ limited to drones
TheCongoSpider replied to Acecaddy in Game Discussion
But are they not already limited to the drones? That's where the supply boosts come from. Or are you talking about the supplies themselves? -
I was waiting until I updated the Crisis list and some of the current Booster list before I responded. I just happened to be busy at that same time and got around to doing it now. I just wanted to get out that unfinished Booster post out of the way at the start because over time this became inconvenient to do on a phone. It doesn't take long. It took quite longer back when Crisis was 60 but now that they're both 25 I can copy what I have for Booster for Crisis. Crisis may have additional stuff like RDS allowing for a surprise with an unboosted normal + boosted critical. Usually there won't be huge rebalances to multiple equipment so only few things change at a time.
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UPDATED: 24/01/25 With 25 units of additional damage enhancement: Tesla: Will start one-shotting unprotected light hulls Electroturret will kill an unprotected medium with the ball lightning Electroturret will kill an unprotected heavy hull with ball + halved chain lightning Hammer: Will start one-shotting unprotected light hulls with the normal damage Ricochet: Ricochet will take at least one fewer shot to kill medium hulls on average Helios' will kill a medium hull with DA with single + full burst Thunder: Will start one-shotting unprotected light hulls with the normal damage Small Calibre Charging Machine will start 3-shotting unprotected heavy hulls with the normal damage Anvil Shells will kill an unprotected heavy hull with weak normal hit + critical hit The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 81m (from 91m) Hyperspeed Shells will start one-shotting unprotected medium hulls after 118m The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 4.27m (from 4.92m) The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 6.9m (from 7.9m) Smoky: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage Supercumulative Rounds will start 2-shotting unprotected heavy hulls with normal + crit Striker: Will start one-shotting unprotected light hulls with the normal damage Will kill heavy hulls that have DA with a salvo Uranium will start one-shotting unprotected medium hulls Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 3.95m (from 4.35m) Vacuum Warheads will start one-shotting unprotected medium hulls at 5.57m Railgun: Will start one-shotting unprotected medium hulls with the normal damage Scout will start one-shotting unprotected medium hulls with the critical damage LCR will start one-shotting unprotected heavy hulls with the normal damage Round Destabilisation will kill a medium hull with DA with unboosted normal hit + boosted critical hit Gauss: Will start 2-shotting unprotected medium hulls with the arcade shot Will start one-shotting unprotected light hulls with the arcade critical hit Large Calibre will start one-shotting unprotected light hulls with the normal damage AP Gauss will be able to kill a light hull with DA with critical + normal hit Solenoid Cooling will start one-shotting unprotected medium hulls with the salvo Super Solenoids will kill a heavy hull with DA with 2 arcades + salvo Super Solenoids will kill a medium hull with DA with unboosted normal + boosted salvo Hyperspeed Shells will start one-shotting unprotected light hulls at 85m Magnum: Will start one-shotting unprotected medium hulls with the normal damage The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 5.15m (from 6.4m) The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 10.2m (from 12.1m) Shaft: Will start 2-shotting unprotected medium hulls with the normal arcade damage Will start one-shotting unprotected light hulls with the critical damage Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage Healing Emitters will start 3-shotting unprotected heavy hulls Healing Emitters will kill a medium hull with DA with a fully charged sniping shot AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot Quasar will start one-shotting unprotected medium hulls with the critical damage Scorpion: Will start one-shotting unprotected medium hulls hulls with the critical damage Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Missile Launcher Wolfpack will kill a heavy hull with DA with salvo + arcade Phoenix will start one-shotting unprotected light hulls with the normal damage Adrenaline: Railgun will start one-shotting unprotected heavy hulls with the critical damage at 82% HP Magnum will start one-shotting unprotected heavy hulls with the critical damage at 82% HP
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Throughout the years I've hardly had a problem using projectile turrets against Crusaders. I have always had it against Paladins. Besides the AP on the OD at the time, part of the reason I hated fighting Paladins was because I knew that my accuracy wouldn't be high against them. My projectiles would seemingly phase through them on multiple turrets, not just Smoky. Thunder, Striker, Ricochet, Gauss, Vulcan. All of them were missing shots on Paladins that I didn't have a problem with Crusader. Crusader Icicles apparently were supposed to be a prime counter to Paladin ODs yet my Icicles phase through Paladins quite often. If it didn't phase then it most likely would still directly impact them and only do 1,000 instead of 4,000. This was made even worse if they were using Crisis or Trickster. Source? That doesn't sound or look right.
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This topic is about Plasma Resonator, not Helios.
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This is just a buffed Autocannon augment with extra unnecessary steps. This is just a buffed Adrenaline augment with extra unnecessary steps.
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For the possible prizes. This is not the first time we've had this event. If you do not have many Rubies to spare, yes it would be better to spend it on something more profitable or on something you know exactly what you're getting.
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UPDATED: 24/01/25 With 25 units of additional damage enhancement: Tesla: Will start one-shotting unprotected light hulls Electroturret will kill an unprotected medium with the ball lightning Electroturret will kill an unprotected heavy hull with ball + halved chain lightning Hammer: Will start one-shotting unprotected light hulls with the normal damage Ricochet: Ricochet will take at least one fewer shot to kill medium hulls on average Helios' will kill a medium hull with DA with single + full burst Thunder: Will start one-shotting unprotected light hulls with the normal damage Small Calibre Charging Machine will start 3-shotting unprotected heavy hulls with the normal damage Anvil Shells will kill an unprotected heavy hull with weak normal hit + critical hit The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 81m (from 91m) Hyperspeed Shells will start one-shotting unprotected medium hulls after 118m The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 4.27m (from 4.92m) The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 6.9m (from 7.9m) Smoky: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage Supercumulative Rounds will start 2-shotting unprotected heavy hulls with normal + crit Striker: Will start one-shotting unprotected light hulls with the normal damage Will kill heavy hulls that have DA with a salvo Uranium will start one-shotting unprotected medium hulls Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 3.95m (from 4.35m) Vacuum Warheads will start one-shotting unprotected medium hulls at 5.57m Railgun: Will start one-shotting unprotected medium hulls with the normal damage Scout will start one-shotting unprotected medium hulls with the critical damage LCR will start one-shotting unprotected heavy hulls with the normal damage Round Destabilisation will kill a medium hull with DA with normal + critical hit Gauss: Will start 2-shotting unprotected medium hulls with the arcade shot Will start one-shotting unprotected light hulls with the arcade critical hit Large Calibre will start one-shotting unprotected light hulls with the normal damage AP Gauss will be able to kill a light hull with DA with critical + normal hit Super Solenoids will kill a heavy hull with DA with 2 arcades + salvo The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 79m (from 86m) Hyperspeed Shells will start one-shotting unprotected light hulls at 85m Magnum: Will start one-shotting unprotected medium hulls with the normal damage The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 5.15m (from 6.4m) The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 10.2m (from 12.1m) Shaft: Will start 2-shotting unprotected medium hulls with the normal arcade damage Will start one-shotting unprotected light hulls with the critical damage Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage Healing Emitters will start 3-shotting unprotected heavy hulls Healing Emitters will kill a medium hull with DA with a fully charged sniping shot AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot Quasar will start one-shotting unprotected medium hulls with the critical damage Scorpion: Will start one-shotting unprotected medium hulls hulls with the critical damage Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Missile Launcher Wolfpack will kill a heavy hull with DA with salvo + arcade Phoenix will start one-shotting unprotected light hulls with the normal damage Adrenaline: Railgun will start one-shotting unprotected heavy hulls with the critical damage at 82% HP Magnum will start one-shotting unprotected heavy hulls with the critical damage at 82%
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Playing the Objective in Game Modes is Not Worth it.
TheCongoSpider replied to ok_hand in Game Discussion
The normal bots aren't the exact same on both teams. Bots using specific turret/hull combinations in a particular map can inconvenience you more than in others. The equipment the enemies have also can synergise very well with the bots on their team and the terrain on the map and make it harder for you, a specific teammate or even your entire player team. I didn't bother to check low-mid ranks since I don't have an account or Healing Emitters down there but endgame bots deal very slightly above what the turret does with fully upgraded Boosted Damage. For example a Gauss bot deals 1,428 normal and 1,812 critical damage every 1.3 seconds. That is pretty sizeable when you don't have Gauss protection. With the sheer number of them you're bound to get hit by some of the bots. -
That is correct. If you do not complete the contract, you will not be eligible to receive points for that specific day.
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update Patch Update #788 - Released 24th January 2025
TheCongoSpider replied to Marcus in News Archive
We've come full circle again. I wonder how long it'll take for it to get nerfed this time. -
update Patch Update #788 - Released 24th January 2025
TheCongoSpider replied to Marcus in News Archive
This feels quite random. What criteria did it meet to get a straight DPS buff and not any other random augment in the game? It should have been at that reload from the very start. I guess its fate is now sealed as a Subcalibre Rounds Thunder alternative for the foreseeable future. -
update Patch Update #787 - Released 17th January 2025
TheCongoSpider replied to Marcus in News Archive
I got a client freeze a half a second after seeing a Crusader Icicle bounce upwards into the sky so I'm not sure if that's fully fixed. -
It's already been revealed.
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update Patch Update #787 - Released 17th January 2025
TheCongoSpider replied to Marcus in News Archive
Is this bugged on mobile? I've shot 37 Icicles and only 8 of them actually dealt damage to an enemy. Sometimes a direct hit only gives me 1,000 damage instead of 4,000. The ones that do end up doing damage have an even longer delay between explosion and damage than before. I even had an icicle that bounced twice in mid-air right in front of me, even without any walls nearby, and went flew the sky. -
What augment are you using? There are vertical Magnums and horizontal Magnums. Horizontal Magnums are locked at a specific angle but can rotate horizontally. Vertical Magnums cannot rotate horizontally but can freely change the angle. Horizontal augments: Adrenaline Harpoon Destroyer Vacuum Core All status effect augments Vertical augments: Reinforced Gun Carriage Automated Gunpowder Loading Mechanism Mortar Bombard
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Why does the aiming time reset when I encounter other enemies blocking me when aiming at an enemy?
TheCongoSpider replied to NBIHFADH in Archive
Usually the players with very low ping won't have or notice the bug. There is also the bug that resets your lock-on progress randomly. From what I saw, those two bugs are intertwined when using the Hacked Aiming Processor augment. The same time that my progress would be reset to 0 is the same time the lock-on would be cancelled entirely if my aim is off of the target. As such, the Hacked Aiming Processor augment does not work for me and I assume Nemesis would also be a giant headache for me to use. -
Why does the aiming time reset when I encounter other enemies blocking me when aiming at an enemy?
TheCongoSpider replied to NBIHFADH in Archive
Yes this is a bug that has existed for about 2 and a half years. It has not been fixed yet. The intensity of the bug varies from player to player. Some won't have the bug at all. Some will have it so severe that it is a headache to use the turret. -
I'm surprised they haven't given it any offensive properties yet, like Jammer or 100 chaos damage per second to any enemy within the dome.
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Blaster has splash damage parameters. It deals 3,000 damage between 0-3m. The blast radius starts at the epicentre of the hull (usually where the turret mount is) so to get full damage you'd usually have to be touching the enemy tank on the server during the exact moment of explosion. It very quickly goes down to 50% damage between 3-4m, and extends towards 15m. A Blaster user will most often be doing 50% damage of the total damage.
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But Blaster is not an exception. It's not reduceable by modules.
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Chaos damage as an official term didn't exist before mid 2022. Blaster drone between 2018 and mid-2022 dealt the damage of whatever turret you were using. This damage was enhanceable (Boosted Damage) and armour and turret modules would decrease the damage at this time. Crusader between 2020-mid 2022 had enhanceable damage but no module could reduce its damage, only armour (Defender/Crisis reduced it further than Brutus) Wasp, Ares and Mammoth would be examples of chaos damage before the term was coined. Their damage was not enhanceable nor reduceable by armour or modules. The only thing that used to decrease Wasp's damage was Titan's dome but that was removed in 2021 if I'm remembering correctly. Chaos damage as it is now refers to damage that cannot be increased or reduced by external factors. It deals the same damage every time. Grenades deal chaos damage and Opex said in a Vlog that grenades won't have modules against them.
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Blaster dealt turret damage between 2018-mid 2022. It was changed to chaos damage in 2022.
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Tbf he does have a point with the hover hulls. Most of the people I see using Resonator are with hover hulls and Viking. I've taken all the hover hull nerfs in stride over the years but it would be disingenuous of me to ignore that if I had to rearpull a number, ~70% of sweaty group members I've been fighting since Paladin's release have been using hover hulls.
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