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Everything posted by TheCongoSpider
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Lemme clarify. Vulcan with "auto-shoot" works differently to Smoky/Thunder/Ricochet etc. Pressing the shoot button will spin up the Vulcan and start shooting. It will continue shooting until you press the button again to stop it from shooting. What I'm going to say below is for Smoky/Thunder/Ricochet. In order for an enemy to be highlighted, the turret must be facing them and they must be within the turret's maximum damage range. Highlighted means if you were to shoot a hitscan turret while the enemy is highlighted, it will hit. There is horizontal auto-aim on mobile. Those extra degrees also highlight the target since the auto-aim will hit them. To lead shots with Vulcan you must move your hull and camera in a particular way to keep the curved line of bullets hitting the target while they're moving. Aiming at the front of the moving target while moving the hull and/or camera does this. Here is a fat-finger-drawn representation of what I mean. The big circle is my Vulcan and I am moving backwards to the left while my enemy, the square is moving forward to the right. The projectiles appear to form a curve. If pulled off correctly, all of the projectiles should hit until the target moves behind an obstacle or they die. It looks similar to 1:12 - 1:15 in the video also in the spoiler.
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This happens when you die or respawn inside of a Titan Overdrive. For the time being, avoid going into Titan domes if you feel as if you will be destroyed in them (by a Viking, Hornet, Mammoth or Wasp).
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You now have more control over your hull and camera movement while the game shoots your Vulcan for you. With this, you can move both of them at the same time to mimic leading your shots like you would on PC and it has been working excellently for me. Because of this, I can now comfortably lead shots with RAT. RAT's rotation speed was too fast to keep a firm aim on the moving target to get maximum DPS. With my camera settings, Stock Vulcan rotation speed was perfect for this and was one of the reasons why I always used SSR instead of RAT. It only shoots when an enemy is highlighted. Enemies are highlighted when they are within your maximum damage range. Any farther and they won't be highlighted, and as a result, won't be shot at. I meant range as in metres, not damage.
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What was the reason for the delay of the button to disable the automatic shooting? Was it a way to disguise a forced change of controls to mobile for data acquisition? Overall, it was a quality-of-life downgrade from my experience so far. After using the settings for 1 1/2 days, I will give my feedback and suggestions on it. The main negative aspect of this feature is the lack of autonomy I have over my turret. The shoot button is completely removed for a lot of them. It is too restrictive as it is now. This wouldn't have been a problem if the feature wasn't forced onto me in the first place (assuming that's what's happening). Breaking it down from the turrets I have used with it from melee to long range: Firebird: Overall, it is eh. The discomfort comes from the enemy moving out of your line of sight. The stream cuts off abruptly and you must now focus it back on the target. This can happen many times during an engagement and as a result, a lot of damage is lost and you may not even be able to kill the target at all. Isida: Overall, it is good. It finally allows me to play Support Nanobots Isida, albeit a very restrictive one. The cone angle of Broadband Emitters seems to have noticeably decreased and I am not able to keep focus on the target as well as I can without auto-shoot. The cone angle was possibly decreased to match that of the line-of-sight requirement for the auto-shoot. Twin:: Surprisingly went well. Slow projectile turrets are not the best with this feature so I used Plasma Accelerators and did well. Plasma Accelerators only auto-shoots within the maximum damage range, which is less than half of the maximum range. Being able to manually shoot with Twins was a huge help for this augment. Ricochet: Did not go so well. Again, it is a slow projectile turret. It is hard to lead shots with this and projectiles seem to have a higher chance of missing against moving targets due to the line-of-sight requirement. Minus-Field Stabilisation has the same problem as Plasma Accelerators, except Plasma Accelerators has the ability to shoot outside of its maximum damage range. Ricochet has no such ability and is not comfortable with MFS. Hammer: Bad. Every Hammer except Slugger was garbage. And even then, Slugger was still shackled by the unplayability of Hammer in general on mobile from my experience using it there. The biggest gripe with it is not being able to discard my last shot to start the clip reload. I must look for someone to shoot and then they will come after me while I am reloading. Not a situation you want to be in. Thunder: Didn't play this one too much. Not being able to fire outside of the maximum damage range hurts it. Striker: The same problem as Thunder but even worse here since Striker does not have damage fall-off and will very much deal good damage with long range shots. The only augment that makes Striker comfortable to use is Missile Launcher "Hunter". Vulcan: Overall, excellent. As a DPS turret it needed to have an input constantly on the shoot button and that restricted you some in particular scenarios. Being able to choose when you want to keep shooting and aim at the same time without having to hold down the shoot button is a big upgrade in quality-of-life. It also opens up the possibility of playing non-Shooting Seed Regulator Vulcans comfortably. Smoky: Overall, good, but has the same problem as Thunder and Striker. Only being able to shoot in the maximum damage range gimps its damage and partially its utility. Smoky has an extra problem with the removal of the firing button, and that is the lack of autonomy for critical hit micro-management. This is especially noticeable with Autocannon, but given what auto-shooting does, it isn't much of a problem for Autocannon. Autocannon is by default better with manual aiming. Gauss: Overall, good. Has the same problem as Thunder, Striker and Smoky in that it only shoots in the maximum damage range. Being able to command the sniping mode separately is a good change. Magnum: Being able to see where the shot will land is a huge help, especially after the Magnum change. It is much easier to use as Stock now, the intended purpose of the change. My problem is the shoot button being too small and right-aligned. and I often press to the left of it when aiming the shot and it continues accumulating instead of shooting. Shaft: Horrible. Not only is the range in which the arcade shot auto-fires bad (a testament to the arcade shot nerf), the sniping mode requires an additional input to fire, often by the same finger. This has lost me too many hits to count. It is very, very uncomfortable to use Shaft with this. My suggestions for improving the experience of using auto-shooting: Considerably enlarge the shoot button and move it slightly to the left Move the Overdrive button closer to the right, away from the mine supply. Add a shoot button for the following turrets - Firebird, Freeze, Isida, Ricochet, Hammer, Smoky and Thunder Firebird, Freeze, Isida: Pressing the button during the auto-fire will have the turret continue to expend its ammunition until it is pressed again to deactivate it. Ricochet, Hammer: Pressing the button will have the turret continue shooting until pressed again to deactivate it. Smoky, Thunder: Pressing the button will continuously fire the turret. Shaft: While in sniping mode, the Shaft will auto-fire upon the appearance of the red outline of the enemy. I do hope the button to disable auto-shooting comes with the next app update. I won't be able to complete the special missions with these controls. They are too uncomfortable to use on a lot of the turrets.
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My concern as well, especially with the way it maneuvered floating downwards when it was going to catch the gold box.
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Who uses mobile and has Sledgehammer Rounds? Thunder auto-shoots when an enemy is in line of sight and within their maximum damage range. Sledgehammer Rounds decreases the maximum damage range all the way up to the Thunder's face. Does that mean Sledgehammer won't auto-shoot at all unless the enemies are right on top of you?
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@At_Shin Here are three that I recorded. All of them were against enemies with not the brightest GS or supply usage but still shows that the combo is at least playable. As you can see, there is still a problem with mobility. While I can finally strafe while shooting, I still cannot circle enemies properly. Circling requires me to meticulously decelerate and accelerate while turning to keep the projectiles trained on the target. I can't do that on mobile because there, it's full speed or nothing, so I overshoot it and can no longer initiate the circle. The other thing, which is just a product of the feature in general is it's hard to keep track of your ammo when most of your focus is going into strafing. The button is smaller and at the end of the screen. If I had Heat Immunity, then that wouldn't have been a problem but I have to be extra mindful of my ammo since I don't.
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Then what would be the point of Vulcan undergoing the rework? By increasing the projectile speed and decreasing the DPS even further, you[['re putting it back to what it was before the rework, and worse too since it still has travel time while pre-rework was a laser. To break away from what it was before the rework, you give it noticeably higher DPS but make it harder to deal full damage (projectile speed decreased).
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You know what would make shooting better for mobile? If you didn't put the shoot button all the way to the end of the screen and made it even smaller.
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It looks like, once again, the problem was the turret all along. ?
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I just played 3 battles with it and I can now play WaspVulcan on mobile. There's still one restriction in the mobility but it's much better to use now.
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So, uhhh, where's the option to disable the automatic shooting for mobile? Don't tell me they forgot to put it...
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You have to admit that the splash damage has been pretty bad for a while since the nerf and made RGC even more of a must-pick if you wanted to have good score as a Magnum.
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How does it suck in a 1 v 1 fight? It can keep the supplies off of its target for however long it wants to. It shines better with teammates around to kill the target faster but taking off the 50% protection you had against its damage (DA) and your damage to fight back against it (DD) is huge and the battle is decided. If the player is melee, take off the supplies and then shoot the arcade shots. They have no splash damage which makes it perfect for a 1 v 1. I've been spawnkilled and picked off by this thing too many times in a 1 v 1. I can't beat them. I just sit there and take the L. Nothing else I could do since I don't have EMP immunity.
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And that's why I only use SSR. With SSR I can turn the camera quickly and start shooting again immediately if an enemy happens to try to circle me or get behind me. I hadn't used Wasp Vulcan with SSR because I predicted that at that point, I might as well use my Dictator for more stability, HP and a better suiting Overdrive. If it will work like I think it will, then RAT would work better. More control over the hull would mean I can probably circle the target like I could on PC while firing at them. To circle them and keep damaging them I need maximum rotation speed. The caveat of that is I'd be focused solely on that engagement and not whatever else is around me so the impromptu tunnel vision would likely come back to bite me in the end. Yeah it'll depend on how exactly the auto-fire works. We'll have to wait and see. When I started playing mobile, I got frustrated moving the hull and tried looking for the setting that took this off and found it not too long after. Massive improvement. If you got accustomed to that then good for you. I couldn't. Enabling the movable stick was important for me. As you can see in the video, I like driving my hull backwards, both on PC and on mobile. With the stationary stick, I don't have much room to slide my thumb to drive backwards comfortably. So when I drive backwards I put the stick at the top of the screen to get much more room to turn.
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Incendiary Band by itself isn't something you'd want for Vulcan after the rework. Outside of overheating, it is bad and very easy to avoid the maximum DPS. During overheating though, it has a maximum heating rate that is faster than the heating rate that it had upon its release (that was heavily nerfed a few days later). Using this without Heat Resistance or Heat Immunity isn't comfortable or lucrative. I'm on the fence about the current Uranium. On one hand, yeah the damage increase breaks notable barriers for Striker and gives a stern warning for enemies that like driving in crowds. On the other hand, I just need to keep distance from it and I can avoid a lot of the missiles with a medium hull. The lock on is worse than Stock since it's only two missiles and the speed is reduced.
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Firebird - Incendiary Mix - It has too much ammo for the reload speed and DPS it has. If the current DPS is what the devs want for it, then put its ammo capacity back to 6 seconds. Freeze - nothing stands out for Freeze. Shock Freeze is the one that would have bordered on more annoying than OP but with the nerf to the turret freeze %, you can fend yourself against something that has less damage than Stock. More time for you to kill it. Isida - nothng Hammer - Slugger, Adaptive Reload, High-Capcity Ammo Clip and Dragon's Breath are all upgrades. The only one OP on paper is Adaptive Reload imo. Ricochet - nothing so far. Plasma Torch kills you much, much quicker but they run out of ammo very quickly so not much of a problem. Twins - Plasma Accelerators - It shuts me down from halfway across the map with the near unavoidable projectiles. Smoky - Autocannon - This feels more annoying than OP for me but I can see why others hate going against it. Thunder - Sledgehammer Rounds - It's no longer OP enough to put it in red. Thanks to the projectile speed implementation, Stock finally has an edge over it somewhere. Vulcan - Reinforced Aiming Transmission - 100% rotation speed for a near negligible decrease in the auto-aim? Sounds like heaven. Striker - Missile Launcher "Hunter" - It's the Duplet of Striker. Fast and consistent firing rate with increased projectile speed. The 4-missile salvo doesn't see much use from me in battles because one-by-one missiles are a safe guarantee of damage while my aim can get knocked off abruptly and lose all progress when I'm locking on because it only has a 1-second grace period. Railgun - Scout, LCR, Hyperspace, Death Herald - All 4 of them are a pain to deal with but Scout is by far the worst. 32% protection will still see my medium hull being two-shotted by a Scout. The firing rate is too close to Thunder that it might as well replace Thunder in the higher ranks. LCR is the standard high damage I exect from long-range turrets and some Railgun protection helps me from being one-shotted so all isn't too bad there. Hyperspace is just an unexpected (and unwelcome) surprise to be one-shotted from full HP with DA and Railgun protection. Death Herald was an upgrade even before the buff. I do not know why it should have ever received a buff. Magnum - Reinforced Gun Carriage - Makes Magnum too powerful since it will get direct hhits most if not all of the time, unlike Stock which won't be getting direct hits most of the time. Shaft - Light Capacitors - Increased firing rate with lowered damage makes survivability for medium hulls on equal footing much better but it gets t dish out that damage often. Saw a target running at the edge of your view, get to him quicker with the increased sniping rotation speed limit. Gauss - Electromagnetic Salvo <---- delete this.
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Interesting viewpoint. That is its gyroscopic feature, allowing it to stay focused on the target when under impact force from the enemy or turning your hull. It's supposed to help you. You may have been too accustomed to the other turrets. If you keep playing with Vulcan, you'll see how much of a benefit it is. I don't know what you mean here. Are you talking about its vertical auto-aim or are you talking about its ricocheting mechanic? Besides the much higher DPS I had before the damage nerf, I never thought I had an unfair advantage over my enemies. One of Vulcan's biggest weaknesses besides remote targets that are in motion perpendicular to its own hull, is its failure to deal with peek-a-booing enemies. It needs constant hits on the enemy to deal good damage. So ranged turrets like Railgun, Thunder, Striker, Smoky, Gauss and RGC Magnum counter you. Those enemies can peek and shoot you while they take minimal damage from you. Overall I don't think Vulcan currently has an "unfair advantage" over others by itself. I do see players still saying that Vulcan is overpowered even after the damage nerf so I'd want to hear what they think of it.
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It was a big loss. Then they started buffing it and buffing it until the loss is hardly noticeable up close. The loss is most notable with Dictator when it fights against Vikings at close range. The increased turret rotation was always worth the auto-aim loss imo. After the rework, you have 100% rotation speed. That's so much value for a 15% decrease in the auto-aim. RAT Vulcan has the auto-aim of a long range turret, of you're curious. Still top tier with medium hulls. Dictator is the least optimal with it but still very good to have when enemies circle you.
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This is for TO Mobile. Since the introduction of Ares, a bug has appeared where players on mobile will self-destruct given certain circumstances. I don't believe I've seen a report of what those circumstances were. Over the weeks, I had narrowed it down to the self-destruction triggering when the user is destroyed by an enemy Overdrive. This included: Dying to a Wasp bomb Dying to a Hornet while it has its Overdrive active Dying while you were stunned by a Hunter Dying to a turret supercharged by Viking's Overdrive Dying immediately or a few seconds after being frozen by a Dictator Overdrive Dying inside of an enemy Titan dome Dying to a Mammoth Overdrive Dying to Ares' Overdrive As of the past week, the occurrences of the self-destructions from these listed triggers have plummeted for me. Every one of those scenarios no longer trigger the self-destruction upon respawning. Every one, expect one scenario, and that is with Titan's Overdrive. At the moment, Titan's Overdrive is the only trigger remaining that is 100% consistent. Here are the details. Upon the trigger activating, the user will self-destruct upon materialising on their next spawn. If in the instance they stay unmaterialised inside of an ally for some time, they may not self-destruct but they will not deal any damage and will not be able to pick up supply drop boxes on the map. The following scenarios are what cause this to happen: Being destroyed (whether by the enemy or self-destruction) inside of a Titan dome (regardless of if it is an allied dome or an enemy dome) Having a Titan dome be deployed on the spot where you were destroyed while your camera was being transported to your base Having a Titan dome be deployed on the location in which you were to spawn. Upon entering a battle, a Titan dome is present on the battlefield To better explain the last point- you queue for a battle. You are then loaded into a battle that was already ongoing. If before you spawn there is a Titan dome present on the map (regardless of if it is an allied or an enemy dome), the player will self-destruct after materialising. Sometimes, there occurs multiple self-destructions in a row. Where the player self-destructs after materialising, respawn, and then, again, self-destruct after materialising. The exact cause of multiple self-destructions in a row is unknown, but it could likely be an unfortunate combination of the triggers listed above. There is one scenario that occured recently where I self-destructed twice in a row: My tank - Titan + Smoky + Driver Enemy tank - Titan + Vulcan + Booster I put my dome down. The enemy Vulcan, who was within 10 metres from me, puts down their dome which cancelled mine. They activate their Booster and kill me within the 3-second duration of the Booster's increased damage. I hope this information was helpful in rectifying the bug.
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Reinforced Aiming Transmission.
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This one was a lucky placement given the enemy team's GS and them not using many supplies, but you can clearly see the restrictions on mobile. The biggest one besides comfortable mobility is the camera. I'm a light hulls which means I die easily. I need to do as much damage as possible before I die. I can do that on PC (Flash) because my camera follows the turret directly and I can keep the stream of bullets steady on them while I'm circling them. On mobile, due to the camera, I cannot circle them and as a result, I cannot keep the stream of bullets steady. Also see that I pulled off the bomb behind the wall trick on a Shaft again. Didn't think it would have worked but then again, on PC it would appear that my tank lags so it's understandable if the Shaft missed. I wanted to go after the flag at the beginning but sometimes the game doesn't give you the prompt to drop the flag. So I waited until it was safe to give it to someone else.
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