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Everything posted by TheCongoSpider
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This is the distance I recorded with an Mk3 Thunder. Mk2 Striker: Mk1 Smoky: Mk1 Twins: Mk1 Ricochet:
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Oh right, and as for the auto-shoot on mobile, it seems more or less like a fixed distance rather than matching the turret's maximum damage range. The presumed range for all medium turrets can be imagined from the distance between one base in Parma MM to another.
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Scout shouldn't be able to one-shot light hulls with that firing rate. Everything is weak against Defender; that's just how it is. I used to see much more LCRs than Scouts. After Scout's damage buff, I've been seeing much more Scouts than LCRs. It doesn't help that it's the most popular turret in the game. If you ask me, it can keep the impact force but that damage buff needs to be reverted. Maybe my opinion on the augment will change when Hornet gets nerfed. I doubt since it's not only Hornet that I see it being used on.
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And there's a reason all those 40+% protections are walking around.
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Hopper's effect is a stun, not EMP.
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Third Lieutenant playing with Legends.
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No, for 2 reasons. 1. Applying a 50% damage increase during the Overdrive will change many interactions in the game that were already skewed in the Hornet's favour. Many fragile barriers will be broken. Most importantly, these turrets - Thunder, Striker, (augmented) Railgun, Gauss and Magnum. Giving 50% more damage to Thunder and Striker will allow them to one-shot light hulls, and quickly 2-shot heavy hulls. That's just the Stock version. Then we have the augments. Sledgehammer Rounds and Small Calibre Charging Machine will now be able to comfortably 2-shot medium hulls. Missile Launcher "Uranium" will now be able to one-shot medium hulls. Then we have the long range turrets, which need a damage increase the least. With 50% more damage, an LCR Railgun, Gauss and Magnum will be able to comfortably one-shot a heavy hull, and they won't need double damage to one-shot a light hull. The other turrets won't break notable barriers like these would. 2. It's a slap on the face for Viking's Overdrive. Both Viking and Hornet's Overdrive influence the damage your turret deals. Hornet will always allow you to deal 100% of your damage everywhere you would have been dealing less. Viking directly increases your damage, but that damage can be decreased by any or a combination of double armour, protection modules, and Titan's dome, all of which Hornet ignores. It has been discussed in the past whether or not Hornet's Overdrive was better than Viking's. Hornet gives consistent large damage with normal reload time for 20 seconds while Viking gives significant burst damage for 7 seconds. In the higher modifications, everyone has supplies, and everyone has protection modules. Viking has to brute force its way through the damage reduction while Hornet gets to bypass it. With certain turrets and augments, being able to bypass protections for 20 seconds is better than burst damage for 7 seconds. Viking is countered by Titan's dome while Hornet is not. With that in mind, we then take a look at their Overdrive charging parameters. Hornet passively charges more than twice as fast as Viking. Moreover, Hornet is able to chain Overdrives while Viking cannot. Hornet's retention period is twice as long as Viking. Kill a Viking quickly after it activates it and it won't retain much if any charge, and must start the slow build up process again. Kill a Hornet quickly after it activates it and it will retain a lot of charge (40+%). Hornet has all of these things, so the thing it needs least is more damage on top of all this. If 50% more damage is added to Hornet, Viking will be powercrept in the higher ranks. Hornet doesn't need more damage, it needs less.
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Here's why I don't think Smoky's augments are OP: Assault Rounds: Gimmicky. You lose damage. Can be countered by Heavyweight Construction which I see on a regular basis for my preferred target hulls (Hornet, Wasp and Viking) so there is little to no reason for me to use this augment. Supercumulative Rounds: Critical hits come out too seldom and often at the most inconvenient times. This could change from person to person depending on their luck. High-Precision Aiming System. This is basically Thunder with Subcalibre Rounds. It's kinda fun to use but a faster firing rate usually helped me more due to Stock Smoky's damage. Incendiary Rounds: Strong but now countered by the many Heat Resistances and Immunities. Cryo Rounds: Gimmicky. Good for defense but that's it. Was a little underwhelming when I used it. Definitely shouldn't use this with lower modifications of Smoky. Autocannon: The only one bordering on OP if not OP. Relies heavily on accuracy and luck and can outdamage Stock given certain situations. Stock can also outdamage it in certain situations. Adrenaline: Here's the funny thing about Adrenaline for Smoky. Unlike the other ranged turrets, Smoky doesn't break any notable barriers when its damage is increased from this augment. Even if you're on 1 HP, it will take the same amount of shots to kill an unprotected light hull, medium and heavy hull from full HP as Stock (assuming no critical). It's not like Adrenaline for Gauss or Magnum where you can get enough damage to start one-shotting heavy hulls at will. Not like Thunder or Striker that get enough damage to one-shot light hulls and 2-shot heavy hulls. It only shines against enemies that were previously injured. And even then it might still take the same time for me to kill them as Stock. It's only the critical hits that give you good damage but that's only when you're near death. It's not worth being on low HP with Smoky Adrenaline like it is with other turrets.
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Annnnnnd you used it with Hornet. ? What exactly is the first video showing? You could have gotten those flag captures with any turret. Doesn't show that Smoky is OP or anything. If you want to show that an undergraded turret is OP, use it with something other than Hornet that ignores defenses. Hornet is 1 of 9 hulls. 8 of those 9 hulls will be dealing with protection and DA. That's where the majority of gameplay is and that's where you should use it to prove your point.
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Actually, that was on me. I misread your statement.
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Faster than Wasp overall. It's the fastest charging OD.
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Good luck.
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I have 3 other accounts that focus on Shaft.
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When I play with Shaft, I don't have a hard time against Smokies unless the enemy is using Assault Rounds...which is basically never. It's not. It's really not. I don't understand. Smoky requires 4 shots (sometimes 5 if you're unlucky) to kill a light hull without DD. With DD, it takes 2 (sometimes 3 if you're unlucky) to kill a light hull. Thunder can use splash damage so it doesn't have to hit the target directly. The only Smoky augment that borders on OP is Autocannon. Everything else is either an alteration (High-Precision Aiming System) or gimmicky fun (Assault Rounds, Cryo Rounds).
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Reinforced Aiming Transmission is generally the best augment for Vulcan overall. I've seen Incendiary Band Vulcans do well with Ares, usually paired with Heat Immunity.
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One radar does nothing to the other. Every Overdrive's effect has a counter to it. There is nothing that inherently counters the effect of Hornet's Overdrive. You can't shut it down like a Hunter can with Titan's Overdrive. It's not like two Mammoths where they damage each other just by touching. That is Mammoth's effect. Nothing counters Hornet's effect.
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Well Hornet is not a counter to Hornet...or more accurately, Hornet's Overdrive is not a counter to Hornet's Overdrive.
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Gauss, Magnum, Shaft and LCR Railgun are the only turrets capable of comfortably one-shotting unprotected medium hulls with DD, of the same modification and 1 below. I chose Gauss as OP because of its horribly good splash damage distribution in the sniping mode picking up multi-kills too easily, not even taking into account the cancer that is EMP Gauss. And it's a common turret too. I chose Isida as UP. I would have chosen Railgun or Twins if not for the fact that their augments make up for their status. Isida doesn't have any solid Augments like other turrets have. One is basically not needed if you have superb Ping, another is a niche playstyle that puts you at the mercy of your teammates, and the last one is downright awful due to Stock Isida's balance and you need superb Ping with that one.
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The only application of this type of counter is Hunter and Titan, and Mammoth to a lesser extent. Is Isida a counter to Isida? Is Twins a counter to Twins?
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From what I've seen so far, it's too much of a gimmicky hull to be devastating in terms of raw power. It only seems to break flag gamemodes and that's it. It paired with Crisis (anything paired with Crisis, really) is the biggest problem but it isn't what the majority of the playerbase has or will be using anytime soon. Outside of CTF, Assault and Rugby, it doesn't seem to be making a noticeable impact on anything.
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It has the fastest Overdrive charge speed. Charges slightly faster than Wasp on average.
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Yes? That's how I've been playing for years. I wasn't able to get accustomed to other controls. I remember trying out <, > and ? for a bit when I first started playing because of the loading screen tip but I've been using WASD ZXC with my left hand for as long as I can remember. If anything my thumb finger is the first to be fatigued if I play extensively. For Shaft, when I'm in sniping mode I use WASD to aim it. I would only use Z or X if I need to retain the turret rotation momentum (this happens only in Flash as far as I know) and if I don't need to raise the scope higher or lower.
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Index and middle finger alternate between WASD depending on what direction I'm going or what the situation calls for. Index finger also presses E for lowering the camera, R to see the stats of enemies (on Flash), and 3, 4 and 5 for DD, SB and mines. Thumb finger controls the turret with ZXC and Shift for the Overdrive. Ring finger is used to press Tab, 1 and 2 for Repair kit/DA, and pressing Q to raise the camera. My pinky finger does nothing. My default hand position at the start of a battle is middle finger on W, index finger on D, thumb on Z and ring finger on Tab.
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