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Everything posted by TheCongoSpider
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Yes it's a net nerf, but not a complete nerf with no buffs. I use it when I want to defend. I also like putting many in one place and watching protected medium hulls die to them.
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It means the drone's cooldown period in which it cannot be activated is 3 seconds. This is a buff in that you can manually use DA and activate the drone, and 3 seconds later, the drone is able to be activated again by running over a DA drop box. It's also a buff in that if you were to die to a Hornet Overdrive right after you spawned and activated the drone, you no longer have to wait 10 seconds after the next respawn to get the extra protection, you can activate the drone again after the respawn and you'd have the extra protection, because the cooldown is so short. A shortened cooldown period is one of the reasons that the Miner Drone is finally practical in MM. The cooldown is so short (10 seconds) that when you materialise after spawning, the drone will already be able to activate. So the only way to counter a Miner drone is to run over its mines.
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You can say the same for Gauss, Magnum, and Shaft, who all can one-shot fully protected medium hulls. Are they all OP? You have to wonder, why Vulcan? Why is Vulcan used with it and what players are complaining about now? Why is it Vulcan Hornets dominating battles with 40+ kills and not Thunder Hornets, or Striker Hornets, or Ricochet Hornets. Why is it Vulcan? I see it all the time. Mk8 Vulcans shredding entire teams by themselves, sometimes without even being touched because they kill their enemies before they can be touched. You have yourself a mid range Isida. Highest DPS in the game. It's not just on Hornets I'm seeing Vulcans dominating. It's every hull, each with their own optimal augmented Vulcan. Titan and Mammoth with Incendiary Band, Hornet and Viking with RAT, Wasp with RAT, although I've only encountered one of those so far but I am one myself. Maybe it's actually balanced and I'm just seeing things. Either way, I will continue getting easy first places with my Vulcan.
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Yes, I wonder why you bought it an upgraded it.
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Hmmm, I wonder why...
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@wolverine848 Don't die.
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I have a feeling Pit Stop boxes are going to make a stellar return.
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Isn't a key thing for every player to know how much damage their turret deals?
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Scenario 2 is correct as well.
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It's a heavy hull.
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You really think Vulcan isn't overpowered?
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UPDATED % Charge for each hull when obtaining a kill: Wasp: 10% Hornet: 7% Hunter: 9% Viking: 7% Dictator: 10% Titan: 8% Mammoth: 10% As it is being updated frequently with no excessive traffic in the thread, I will edit any further changes here, or will make a new post if more traffic happens to flow.
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Do you consider Viking's Overdrive, Titan's Overdrive and Mammoth's Overdrive legal hacks?
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So you want the answer from that angle? Change the dividers into multipliers. 0/20 Defender will give your hull x2.5 HP instead of the usual x2. 20/20 will give your hull x4 HP instead of the usual x2. You wanted to know how Defender's protection worked.Double armour reduces the damage you take; it does not "increase your HP". It can be interpreted as increasing your HP, but really it's reducing damage taken. A boost in the supply means you take less damage than you normally would. Your Dictator has 3,000 HP. With double armour, incoming damage is reduced by 50%. If a Shaft that deals 3,000 damage shoots you, the Shaft will deal 1,500 damage. Let's add a 20/20 Defender. With that, incoming damage is reduced by 75% (damage ÷ 4), meaning enemies will only be dealing 25% of their damage to you. So that Shaft will now be dealing 750 damage.
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Yes. The Defender drone's effect is attached to the double armour that the tank uses. Hornet's Overdrive ignores the double armour, essentially ignoring the Defender drone's effect. Hornet and Hunter's Overdrive are effective counters against the Defender Drone.
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If you were to shoot someone who has 20/20 Defender, you will only be dealing 25% of your damage to them. That is enhanced by the presence of protection modules. If you deal 1,000 damage on equal footing, you will deal 250 damage to someone with a 20/20 Defender. If that Defender user had 50% Railgun protection, you'd be doing 125 damage, 50% of the 25% damage you were doing before the module. Defender, like all drones, also has a passive % protection. It's not significant in the grand scheme of things but ultimately helps it the survivability as well. In the worst case scenario, where the Defender user has 50% against your turret, you will only be dealing ~10% of your damage to them.
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Normal DA reduces damage by 50%. If your turret deals 1,000 damage, DA will make it deal 500 damage. Da divides damage by 2. Defender adds to that effect. For each 100% in the parameter, it adds 1 to the divider. At 0/20, which is 50%, it adds 0.5 to the divider. 2+0.5=2.5. Damage you take will now be divided by 2.5 instead of 2. For 20/20 Defender is 200%. That adds 2 to the divider 2+2=4. Damage you take will now be divided by 4 instead of 2. Defender does not use extra double armours. I explained this to DieselPlatinum some time ago, and will link it in a subsequent post. You will see how much Defender divides damage by for each upgrade.
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Ricochet doesn't take too much out of its energy to kill someone on equal footing. But when you add DA and a protection modules, it will take them much longer. They will likely still kill you if they survive long enough, but they'd eat through nearly all of their energy just to kill one target.
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You guys are getting rare items?
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This is true. From dissecting this further, your record seems less legitimate. If you captured 8 flags, then that would leave only 6 more flags for your teammates. Your teammate in 2nd place, THE_LORD, got 210 score from kills alone. His total score indicates that he went for some flag captures as well. Assuming he got 8 assists from the "rations" you left your team, he'd have 250 score. That is 3 flags captured to make up 400. 3rd place, miso333_GTO, 165 score from kills alone. Adding 7 assists to that would be 200 score. That's 3 flags' worth of score missing. 4th place, 120 score from kills alone. Adding 8 assists to that, it's 160 score. That's almost 2 flags' worth of score missing. 5th place, 105 score from kills alone. Adding 9 assists to that, it's 150 score. That's at least one flag worth of score missing. 6th place...I'll assume that's a Magnum that kept shooting into the enemy base, so many many assists would come to him due to splash damage and your Vulcan Hornet's effectiveness. 7th place, likely tried to capture flags but failed because of the blue team's defense. 8th place, likely got that score from assists. This is assuming there were no Dictators on your team. If there were, please clarify. I would assume that you would remember the events of the battle that you would have liked to claim as a world record. It still looks legitimate, but I can't say 100% with what little information we have of this.
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In order to get scores like that, the enemy team would stay for the entire battle, for whatever masochistic reason they may have, whether it be for missions or for stars. That's how I was able to get 50 kills in an SGE battle. They stayed for the entire battle despite how badly they had it, which is surprising and sad at the same time.
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Can you explain in more detail?
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Incendiary Mix favours higher modifications of Firebird due to the large increase in direct damage throughout. Seeing that your Firebird is Mk6 (and possibly 10/10), it should be good enough to get good value out of Incendiary Mix.
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