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Posts
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Everything posted by TheCongoSpider
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Wasp's bomb ignores all damage reducers.
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Oh. You made it sound like they exited the battle via Esc + Enter. The dome gives additional armour to the players inside of it. This additional armour reduces damage taken by the player. The armour-pierce status effect ignores everything that reduces damage taken. It is not directly affecting the dome, it is affecting the armour/protection that the dome gives to the players inside of it. A Hornet Overdrive can be active on the enemy team but you or the players inside your dome can be safe. Because you and your allies may not be inflicted by the status effect, and as such, the protection provided by the dome won't be ignored. It does not affect the dome, it affects the protection the dome gives. They said in the EN Livestream that they were looking to "fix" Titan's Overdrive in future. Here's to hoping it's a meaningful fix and not another slurry of augments and status effects.
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What? Yes, it applies the status effect to tanks. These tanks have abilities that reduce incoming damage. Those abilities include the supply double armour, protection modules, passive protection from drones, and Titan's dome. When the status effect is applied to a player, every single ability that player has to reduce incoming damage is ignored. As mentioned before, Titan's dome is one of those abilities. It does not matter when the dome is placed. If the player is inflicted with the status effect, anything that decreases damage taken will be ignored. And why should the dome work differently to DA? If a player becomes pierced and then they activate their DA, that will not change the damage the Hornet is doing to the player, because the status effect makes it so that damage ignores the protection the DA gives. Same thing for the dome. If the player becomes pierced and then they activate their dome, that will not change the damage the Hornet is doing to the player because the status effect makes it so that damage ignores the protection the dome gives.
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Is that from the Wiki? The wiki hasn't been fully updated for the change yet and still contains some statements from before the change. It's only been a day since the change came. With the current Hornet, only the radar (enemy location and HP bar reveal) is terminated when the Hornet dies or exits the battle, but the armour-pierce status effect stays as it has its own preset duration. I don't think I understand what you're trying to say here. ?
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Spawn protection protects against armour pierce. So if you spawn and a Hornet activates their Overdrive j front of you, you will not be inflicted with the status effect, the same way a Firebird would not raise your temperature when you are shot while you have spawn protection. So no more spawnkilling with Hornet, basically. Every shot.
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The dome gives increased armour to all allies inside. Armour-piercing pierces the increased armour that dome provides. As long as you are not armour-pierced, the protection from the dome won't be ignored.
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Yeah and they'll nerf the arcade shot again, leaving the obviously problematic sniping shot alone.
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The temptation is gone.
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I'm seeing many players calling Hornet's Overdrive useless now. I wonder why. All it did was become more team-oriented. And even then, it still has many things going for it, such as a fast recharge, and the unecessarily long retention period. Let's talk about the retention period, because after the change, Hornet's retention period is VERY dangerous for enemies now. Before it was more of a secondary characteristic that came together with the others to make it efficient powerhouse it was. But now, it has immense utility for the team if the Hornet is willing to sacrifice themselves. All you have to do is activate your Overdrive right before you die and any enemy in your line of sight will be armour-pierced. Meanwhile, you retain 80-90% of your Overdrive charge, waiting to do it again. You don't have to do this intentionally and put yourself in danger just to get value out of it. The Hornet can just decide to do it if death is inevitable. And while completing the 45-Overdrive mission, I've helped my team out a lot thanks to that retention period.
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It seemed that way in the Test Server. Shaft, Railgun and Striker lasted for 7 seconds, Smoky and Hammer lasted for 5, Ricochet lasted for what looked like 1.5-2, Freeze lasts for 1 at maximum. I didn't use the others. The current AP for Hornet seems to last 9 seconds.
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What's different with this new Hornet? It's also affecting itself.
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Well as you saw it's coming in the game tomorrow. Every shot that the Railgun shoots with that augment applies to armour-piercing status effect to any enemy hit by it. Your Railgun module will be less effective if there are many or even one there. I put Railgun protection for a reason. Now they can just bypass it innately from their turret augment.
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These things always feel like it's the players' job to find that out rather than them being transparent upfront.
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The augment that asem.harbi is showing above in the screenshot. I can say for sure that this will compete with Scout and LCR for viability. The armour piercing augment ignores DA, so if the enemy has both DA and 50% protection, the armour piercing augment should kill faster. But if they just have a protection module, it might take longer. I can't remember if the armour pierce peirces modules as well. Not many players were using protection modules against the turrets I was using so I couldn't see for sure. If it does pierce modules as well, then this would be better than Scout or LCR in 1 v 1s against an enemy with both DA and protection module.
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I played with some of the armour-piercing augments and by god Railgun's armour-piercing augment needs to be nerfed before release. If it stays the way it is currently, it'll hurt to go against many of those in the enemy team.
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Hornets have 22,000 HP there. Critical hit damage seems to be -20%. Not much. It's a net upgrade to Stock since the subsequent normal shots will be dealing full damage.
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Are these Incendiary Bands using Hornet?
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They took away the dome's ability to decrease the heating and cooling rate of ignition and freezing back when they nerfed it in December. But seriously, when did it every reduce the heating and cooling rate? Even when I was in the dome I was getting put to maximum and minimum temperature almost instantly.
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And now I am tempted to make it to 1,000.
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It's still high-maintenance because survivability is low in Tanki, especially if you're a light hull. At any point you could have fatal damage in the form of a medium range or long range turret, or you can be snuck up on by a melee or short range turret. I'd rather not use the drone at all because I value my repair kits and would rather use them with the Mechanic or Miner drone.
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Defender (and I'm assuming Booster as well) consume 2 additional of the supply only if it is activated manually. If it is activated via a drop box on the map, no supplies are consumed. Lifeguard will consume 2 repair kits only if the drone activates, that is, your health depletes to 0 like you said. Manually activating a repair kit or activating a repair kit via a drop box on the map do not consume supplies.
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https://en.tankiwiki.com/Drones For the Lifeguard drone, it would be more accurate if it states Repair Kits consumed: 2 instead of 3. Booster and Defender are almost always activated by the user manually, which would result in 1 double damage/armour + 2 additional, resulting in 3 total. But Lifeguard's trigger is not tied to manually using a repair kit, and as a result will only be consuming 2 repair kits at a time and not 3.
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Most likely.
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About 25 minutes. I was tempted to go until the server restart to see how much I would get.
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Yes.
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