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TheCongoSpider

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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Playing with Arrow or WASD what do you prefer

    My right hand does the shooting. My left hand does everything else.
  2. TheCongoSpider

    Playing with Arrow or WASD what do you prefer

    When I play on PC, I use WASD, ZXC, Q and E, Tab, Shift and 123456 with my left hand. My right hand is for Spacebar and Enter to chat. My left hand does the majority of the work.
  3. TheCongoSpider

    Bugs and Glitches Reports [Closed]

    Now this could be pure coincidence with the way the game chooses the next Juggernaut. When a Juggernaut dies, the player closest to spawning will be chosen. So let's a team's Juggernaut died, and then two players died 3 seconds apart. The order of the respawn would be player A, then 3 seconds later, Player B will spawn. Because Player A was closest to spawning when the Juggernaut died, Player A will become the Juggernaut, and not Player B. It is likely that you happen to be the closest player on the team to spawn, and consequently, you become the Juggernaut, regardless of how much you've charged your OD. Most often, you can't help this. You can't directly influence every action in the battle to your favour.
  4. TheCongoSpider

    Updated October Challenge I

    This answered itself, no need to comment, Marcus. ?
  5. TheCongoSpider

    Updated October Challenge I

    @Marcus Upon the start of the October Challenge, if you had not completed any missions the day before, will those missions be overwritten by the new missions with stars?
  6. TheCongoSpider

    Recommended GS for each rank.

    Taking EXP out of consideration, the ideal combo for the beginner ranks is Shaft - Dictator. It holds up well even all the way to Legend.
  7. TheCongoSpider

    Recommended GS for each rank.

    Unless the player lucks out in their containers continuously or dedicates the account entirely to Juggernaut, this is not a good thing to do. The best thing is to take it slow and have as much of an advantage as possible. One of my WO4 accounts took it as slowly as possible during the x3 EXP, was able to luck out in containers (some 10k and a few 25k, the rest were mostly commons). I decided to buy Coinboxes during the 50% sale and I got lucky there being able to go many rounds of Coinboxes thanks to the Weekly Containers I saved up and ended up with 182k to spend instead 100k. And instead of purchasing another combo or a lot of protection modules, I used most of the crystals to pruchase Adrenaline for my choice of turret, specific protection modules, and I have 2k of each supply excluding RK (which has around 1,000). If I had brute-forced my way through the ranks, I highly doubt I'd be in a good position against players at a higher rank than me. I didn't play during the x6 and x8 EXP. And I'm not playing on it now because TO mobile is too uncomfortable to use.
  8. Was considering this, but honestly, the damage is more problematic for me. It shouldn't be able to one-shot light hulls and two-shot heavy hulls with that firing rate.
  9. Understandable. It should be 20%. The main problem I see with Isida is getting consistent damage with it due to its smaller cone angle and the way it damages enemies. I didn't want to tamper with the cone angle since despite it being harder to aim, it has no damage drop off like Firebird and Freeze do. Protection modules also seem to limit it very much compared to Firebird and Freeze (though this can be rectified with the current hull augments). I didn't want to directly increase its DPS or introduce a secondary mechanic like vampirism, so instead, I improved its effectiveness after it expends all of its energy. It was a choice between 7 or 8 seconds as the new reload and I chose 7 seconds. It can go to 8 as well. The lower energy consumption was also a test to see if both together are problematic or one in particular, and the troublesome one would be dealt with. Due to the decreased reload, a Support Nanobots Isida can keep someone alive more efficentl after it expends all of its ammo. So to balance that out, I decreased the amount of score Isida gets for fully healing an ally. So Isida stays attack-oriented as the devs intended. Because Nanomass Reactor now has an increased amount of energy to use and a faster reload to help it when it runs out of ammo (Nanomass needs that help especially), I re-added the energy consumption penalty when healing, so that it doesn't become objectively better than the pre-buff Stock Isida. I was considering not giving Thunder anything due to how popular it is. A popular weapon generally should not be buffed because it's popular for a reason. So I slightly increased the projectile speed to slightly increase the hit rate from far away. Also as an experiment, I gave Subcalibre Rounds a faster reload (on par with Small Calbire Charging Machine) to see whether or not it would become troublesome or overshadow SCCM or Stock. The increase to 900 m/sec is mostly to increase its effectiveness at close-mid range. I chose one of two routes for Striker. At the moment, using the salvo for Striker is risky due to the high acquisition time and the small grace period. One-by-one missiles are most often used so I increased their speed to see if this will increase the effectiveness of the salvo as well. This is also to see whether or not players would stick to Missile Launcher "Uranium" if they see that the projectile speed for Stock is increased. Because the maximum projectile speed of Stock is increased, I significantly toned down Missile Launcher "Hunter"'s maximum projectile speed boost. I didn't want it to overshadow Stock if in the case that the increased projectile speed for Stock does not make using the 4-missile salvo appealing or more effective. The other route was to decrease its acquisition time or to simply let it have a 2-second grace period like Gauss has. I had chose the first one in fear that Missile launcher "Cyclone" may become too powerful as a result of the increased grace period. I think I may have worded that incorrectly. The recovery rate is the rate in which Shaft replenishes energy. For Shaft, that applies to the sniping mode almost 100% of the time. The recovery rate shows how quickly after a sniping shot you get back to full ammo to go back into sniping mode. I would have wanted the past 2 Shaft changes to be reverted, but I decided to mix it up halfway. The current sniping mode for Shaft is too strong, and the current arcade mode is too weak, and this greatly encourages camping. So I decreased the sniping mode reload from 3 seconds (currently) to 5 seconds (what it was before the buff months ago). I then increased the range of the arcade mode but not all the way to what it was. The arcade shot change was made with Rapid-Fire Mode in particular in mind. It's not in a good spot at the moment because sniping is much more efficient with the other Shafts, and its effective range of the arcade shots (which is what it focuses on) is too short. So I halfway increased the range of the arcade shots and gave them a higher weak damage %. I wanted it to focus on the arcade shots, so I significantly decreased the sniping mode damage, but as compensation, I removed the recovery rate penalty that it has. Arcade shot weak damage was increased as compensation for the fact that the Shaft I'm suggesting is objectively worse than the Shaft months ago. So I strengthened the arcade shots as much as I could without putting it back to what it was before. What changes would you make to the turrets?
  10. TheCongoSpider

    Recommended GS for each rank.

    I'm assuming the recommended GS is for the combo that produces the highest number for them. If the player is a completely new player, then my recommended GS for Colonel is 4,900. If the player is an experienced player looking to have an advantage as much as they can, my recommended GS for Colonel is 5,800. So my fairly reasonable GS for Colonel would be around 5,200. It will vary depending on the specific equipment they're sticking to. My 2 WO4 accounts have at least 3,300 GS. I often find myself in battles against other Warrant Officers with 1,000-2,400 GS. Sometimes I see players with under 1,000 GS.
  11. TheCongoSpider

    Let's Discuss Augments

    All Adrenaline augments are worth it. It increases your damage for the low requirement of HP, which is bound to happen in a battle. If you only use Stock, there is no reason not to use Adrenaline. Yes. While Electromagnetic Salvo is more devastating to the enemy, Stock Gauss does have its own advantages over it that presents itself in battle often. The main advantage is its higher sudden damage. Gauss' average damage is more than enough to one-shot unprotected medium hulls of the same modification. EMP Gauss will likely always take 2 shots to kill the same hull. Being able to end the engagement against a full HP enemy with one shot is huge, especially if you yourself only needs one hit from the target to die. Shooting into groups with Hornet's OD from a far vantage point will usually have Stock Gauss or Adrenaline yield more than EMP. That damage is enough to one-shot most tanks there thanks to the generous splash damage distribution. Everywhere else though, EMP Gauss tramples over Gauss. EMP Gauss serves as an equalizer if the enemy has supplies while you don't. And thanks to the 2x faster reload sped after a sniping shot, you can keep the enemy without supplies for as long as you want if they keep rushing towards you. EMP Gauss by itself is a menace to mass pushes, but this is a team game with team battle modes. The EMP Gauss along with teammates who have their own supplies will be able to swiftly kill anyone coming their way. Being unprotected against a turret in Tanki with DD will not have you live long, and EMP Gauss can do this to anyone it chooses. If I had EMP Gauss, there is no way I'm taking it off unless I start feeling sorry for my enemies and use Adrenaline instead. EMP Gauss by itself gives a team so much utility.
  12. Based on my experiences playing with and/or against turrets, I'll list changes I would make if I were in charge of balance. They aren't to be applied altogether, rather it would likely be some changes happening at one point and testing the waters for others. You are free to disagree with my suggestions and if you wish for an explanation as to why I suggested a particular change, you may do so. Firebird - NA Incendiary Mix - Energy consumption increased from 100 eng/sec to 166 eng/sec - Freeze - Freezing level of turret increased from 20% to 50% + Corrosive Mix - Damage increased from +10% to +15% + Isida - Reload decreased to 7 seconds + Energy consumption when attacking decreased from 166 eng/sec to 142 eng/sec + Score gained for fully healing an ally reduced from 12 to 10 - Nanomass Reactor - Added 50% penalty to energy consumption when healing - Hammer - Pellet damage increased from 120 to 130 + Adaptive Reload - Increased clip reload penalty from +10% to +20% - Dragon's Breath - Increased clip reload penalty from +15% to +20% - Slugger - Increased turret rotation speed penalty from -30% to -50% - Twins - Projectile speed increased from 60 m/sec to 70 m/sec + Stable Plasma - Projectile speed penalty increased from 11% to 20% - Thunder - Increased projectile speed from 400 m/sec to 500 m/sec + Subcalibre Rounds - Increased reload speed from +10% to +20% + Striker - Increased maximum projectile speed from 700 m/sec to 900 m/sec + Missile Launcher "Hunter" - Maximum projectile speed decreased from +100% to +25% - Smoky - NA Supercumulative Rounds - Decreased critical hit chance penalty from -60% to -50% + Assault Rounds - Increased impact force from +35% to +50% + Vulcan - Decreased angle of ricochet from 60 degrees to 50 degrees + Shaft - Recovery rate in sniping mode decreased from 333 eng/sec to 200 eng/sec - Arcade shot maximum damage range increased from 30m to 45m + Arcade shot minimum damage range increased from 42m to 60m + Arcade shot weak damage increased from 25% to 50% + Rapid-Fire Mode - Maximum sniping damage decreased by 40% - Recovery rate penalty removed + Magnum - Reduced fixed angle of elevation from 12 degrees to 8 degrees + Mortar - Decreased maximum damage by 25% - Gauss - Decreased average splash damage range from 12m to 8m in sniping mode - Decreased average splash damage from 90% to 70% in sniping mode - Railgun - NA Electromagnetic Accelerator Scout - Increased maximum damage penalty from -30% to -40% - Round Destabilisation - Maximum impact force increased from +20% to +70% Impact force is now dependent on damage dealt
  13. TheCongoSpider

    Recommended GS for each rank.

    What about the other question?
  14. TheCongoSpider

    Recommended GS for each rank.

    What progression rate and type of player are we basing this on? Are we basing it on x1 EXP or x4 with the frequent-enough x8? I assume the player in question is starting an account today with whatever multiplier of experience we set from the last question. Is it an experienced player who knows how to budget and knows the mechanics of turrets and hulls which suit them? Or is it a player completely new to the game? I'll be using my experience on my two Warrant Officer accounts to give a recommended GS depending on the rank, as those two accounts did not have an advantage from past updates when I started playing them recently.
  15. TheCongoSpider

    Recommended GS for each rank?

    I actually very much want to see what numbers the devs recommend. After the Mk conversion and augment change, the average GS in the mid ranks went down. Now we have the boosted EXP with less crystals to compensate which I presume will further decrease the average GS in the mid ranks.
  16. TheCongoSpider

    Let's Discuss Overdrives

    Yeah that's the wrong drone. Supplier allows you to activate supplies on allies within a certain radius when the user activates it. It's a mini Dictator Overdrive essentially. Do keep in mind that activating Supplier will most often come from your personal supply stash and not drop boxes, so you're going to have to abuse the drugs if you want to use it. Otherwise, it's a waste of batteries. It's effective, but one of the most expensive drones to maintain. Each activation of the drone consumes 2 of your repair kits. Repair kits are the most valuable supply sans batteries.
  17. TheCongoSpider

    Let's Discuss Overdrives

    It's actually not OP. ? It was just a narrative to bring negative attention to the drone since those drones don't attract or cater to most players' needs or playstyle. I like supportive/defensive playstyles. My 2 most upgraded drones on this account are Supplier and Miner. For the average player, you're better off upgrading a drone that can be used offensively.
  18. TheCongoSpider

    Hopper

    If a hull is introduced with the same Overdrive as Hornet, but with this new hull, it also doubles your turret's damage for the duration, it is not a nerf to Hornet. You would just have two problematic Overdrives instead of one. The only way you can indirectly nerf Hornet is creating a hull augment that doesn't make you or your HP bar show up on the radar, like Stun or EMP Immunity with Hunter. I see what you mean but that is power creep and does not put hulls (especially those 2) anywhere near equal terms.
  19. TheCongoSpider

    Episode 272 of the V-LOG is live!

    This is something I should have asked before I gave my feedback on the forced auto-shooting controls on mobile. I will ask it now. Who exactly is the target audience for these controls? What kind of players was it intended for? Using these controls for a week, my performance in battles has dropped significantly with all but one turret - Vulcan. Funny how Vulcan was the only one not affected like the other turrets in that change. It become uncomfortable to play every turret except Vulcan, to the point where a few was unbearable. I waited as patiently as I could until they added the button disable it, hoping I could be able to use the controls I am comfortable with again. Now the update has dropped, and I am able to disable the auto-shooting. But lo and behold, disabling the auto-shooting setting instantly enables the fire on double tap setting. I've used all 3 combinations of settings with every turret that I have available. They are all (except Vulcan) still very uncomfortable to play, or downright unbearable to play. I missed out on the chance to obtain Ultra Containers from the special missions because of these controls. So I ask, why not give us the ability to disable all of that and use the controls we had before? Was it hard or impossible to do this? Do you have some other goal in mind with these changes? It is no longer enjoyable for me to play; it feels like a chore now. Consequently, I will stop playing until it becomes worthwhile to. Given the current state of the game, that is not likely to happen in the near future. We have bloated EXP so I can't progress smoothly on my lower accounts, now mixed with these inane controls.
  20. TheCongoSpider

    Let's Discuss Drones!

    This used to happen. Not anymore for support drones (the only drones able to give the user score). Let's take a journey back to December 2019, to the days of the Dictator-Mechanic exploit. What made this effective? a month prior to this, many drones were given changes. 4 of the 5 support drones were given the ability to to score points for sharing the effect of the drone. Mechanic gave 10 score for each ally that received the effect, the most out of the 4. In addition to that, manually activating the supplies (RK, DA, DD, speed boost and mine) decreased the cooldown of the repair kit, allowing the drone to be activated many times more often. Those 10 score contributed towards Overdrive charge. Dictator's Overdrive may be underwhelming compared to others, but it has a fairly fast charging rate, which mostly comes from points. Dictator has the highest point to Overdrive charge ratio of all hulls (currently tied with the two most recent hulls Ares and Hopper). So Drones such as Driver and the Support drones worked the best with it. But here is the main part and what sparked what happened in the above video - Dictator was given the ability to earn points for allies affected by it on December 26th. The kicker was the amount of points per ally, which was 25. If a Dictator was able to share its effect with 4 allies, it would gain 100 score immediately. This coupled with Dictator's generous point to Overdrive charge ratio, coupled with the support drones giving score made obtaining the Overdrive easier and you getting a lot of score out of it. It was soon nerfed to 10 score per ally affected by the Overdrive, and Mechanic was reduced to 7 points. A week later, they disabled the ability to gain Overdrive charge from points from support drones.
  21. TheCongoSpider

    Let's Discuss Drones!

    It works with anything. At worst it would be redundant with Isida but the chance of that happening is very low. Mechanic can help heal multiple allies around you if you yourself are low on ammo to heal them.
  22. TheCongoSpider

    Let's Discuss Overdrives

    Yes that would be correct. For added benefit, you can equip one of the 4 support drones, Mechanic, Engineer, Supplier (OP btw), or Trickster.
  23. TheCongoSpider

    Let's Discuss Overdrives

    Dictator is the only Overdrive that gives the user score upon activation. Like Aegis said, activating the Overdrive near teammates will give you 10 score per teammates affected. If by assists you mean assisting in killing an enemy, the way to obtain an assist is to deal at least one non-zero damage number to an enemy and have them destroyed by someone else within a specific time period. You can obtain assists solely by activation with only four Overdrives, those being Wasp, Mammoth, Ares and Hopper. All four of those Overdrives can inflict non-zero damage upon activation and if the target is killed by an ally, the aformentioned hulls will get an assist.
  24. TheCongoSpider

    Let's Discuss Overdrives

    What do you mean?
  25. TheCongoSpider

    Top 3 turrets/hulls?

    The effectiveness of Defender by itself was nerfed considerably. However, the effectiveness of Defender combined with high % protection modules has remained almost the same. So if the Defender user does not have protection against your turret, then it should have become more bearable. If they have high protection against your turret, it would be just like before the nerf.
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