-
Posts
8 123 -
Joined
-
Last visited
-
Days Won
95
Everything posted by TheCongoSpider
-
update Patch Update #784 - Released 29th November 2024
TheCongoSpider replied to Marcus in News Archive
Now apply that same logic to your Smoky and a long range turret, which by the way can hit across an entire map rather than disappearing after 90m. -
update Patch Update #784 - Released 29th November 2024
TheCongoSpider replied to Marcus in News Archive
The 90m you speak of is the range at which Ricochet dealt its minimum (i.e low) damage. It would be tickling you. That 90m is the range at which your Smoky is at 100% damage and starting to drop. Your Smoky at 120m is the range it is dealing its minimum damage, the same range that a long range turret (Shaft, Scorpion arcade and Railgun) is at 100% damage and starting to drop. Ricochet was not encroaching on anything. Striker has no damage drop off but you wouldn't call that a long range turret, would you? -
update Patch Update #784 - Released 29th November 2024
TheCongoSpider replied to Marcus in News Archive
By that logic, your Smoky has 120m damage range which is equal to a long range turret. Does that make your Smoky a long range turret? -
update Patch Update #784 - Released 29th November 2024
TheCongoSpider replied to Marcus in News Archive
Feels nicer overall. While I still do well with Heavy Plasmagun, I'm not a fan of the current one. I no longer enjoy using Ricochet. That range nerf hits very hard and the critical chance increase isn't noticeable to offset that. Hopefully it gets a positive change in the near future while Plasma Resonator gets nerfed because Resonator doesn't interact with any of these nerfs. Making an augment that increases damage on bounces while discouraging normal Ricochets to bounce with this decreased range with nothing to compensate for it? That doesn't make sense. Finally this was a partial solution to the shots going through enemies. The rate at which it phases through enemies significantly decreased and I'm finally enjoying playing with it again, especially Supercumulative Rounds. High-Precision Aiming System, even with this projectile speed increase, is still phasing through enemies half the time for me and the overall experience is still as garbage as it was before. It's still a worse Subcalibre Rounds Thunder. Two exotic augments disproportionately hogging all of the homing on the missiles feels awful. It's time for Stock to get a homing buff. It's been too long. And the projectile speed being reduced that much for lower modifications? Explosive Shells' downsides felt thematic when it released 2 years ago but now, when the dedicated salvo augments are great and Uranium existed in the ToA fund for many to get, why does Explosive Shells still have all those downsides? It doesn't have to have reduced projectile speed anymore. Super Solenoids feels really nice to use now as it passes some damage thresholds with arcade and salvo mixing. Would be nice if the base turret didn't feel lacklustre because of all the bugs with the salvo mode. It's been 2 years and 3 months since that bug appeared. Why hasn't it been fixed yet? -
update Patch Update #784 - Released 29th November 2024
TheCongoSpider replied to Marcus in News Archive
If you're talking about the augments, the RU patch note specifies that it's the final projectile speed. So the initial projectile speed is still fast (even faster now) and will reach farther before slowing to a halt. -
update Patch Update #784 - Released 29th November 2024
TheCongoSpider replied to Marcus in News Archive
Sometimes they keep augments at a certain number after a change to the base turret. With Broadband it got a net positive from 15m to 16.5m while Sustainable stays at exactly 40m. If you hadn't seen the patch notes, you'd think nothing changed at all while you were using it. -
update Patch Update #784 - Released 29th November 2024
TheCongoSpider replied to Marcus in News Archive
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. -
After 6 years, it has finally returned to us.
- 21 replies
-
- 12
-
-
-
-
-
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.
-
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.
-
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?
-
Do you have a video recording of this? Do you remember the latest time period when things felt normal with it?
-
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.
-
You need to record a video of this.
-
update Patch Update #783 - Released 22nd November 2024
TheCongoSpider replied to Marcus in News Archive
You'd need to record a video so we'd know exactly what you're talking about. -
Press the team score counter at the top middle of the screen.
-
update Patch Update #783 - Released 22nd November 2024
TheCongoSpider replied to Marcus in News Archive
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. -
After the recent update, a firing rate increase with lower damage bonus sounds plausible.
-
update Patch Update #783 - Released 22nd November 2024
TheCongoSpider replied to Marcus in News Archive
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. -
update Patch Update #783 - Released 22nd November 2024
TheCongoSpider replied to Marcus in News Archive
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... -
update Patch Update #783 - Released 22nd November 2024
TheCongoSpider replied to Marcus in News Archive
Can you explain why? I've seen multiple of every turret since the restart. Are you looking properly? -
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
-
update Patch Update #783 - Released 22nd November 2024
TheCongoSpider replied to Marcus in News Archive
Impact force IIRC is affected by range rather than speed. -
update Patch Update #783 - Released 22nd November 2024
TheCongoSpider replied to Marcus in News Archive
It's criminal that a Large Calibre template augment took so long to receive downsides for having extra damage.
Jump to content




























































