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Posts
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Everything posted by TheCongoSpider
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Well it should be given after a nerf, or a rework. Or it should have been given when it was released and have it tailored to that.
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Aww, why make it so that we see who has their OD ready on the enemy team? It ruins the surprise and people will unintentionally become more predictable. If anything that should be something given to Hornet's Overdrive.
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UPDATED Until I collect more information from the HTML5 version, here is an update: % Charge for each hull when obtaining a kill: Wasp: 10% Hornet: 7% Hunter: 8% Viking: 8% Dictator: 10% Titan: 8% Mammoth: 10%
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Can you also change "melee range turrets to "short range turrets" in the announcement?
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Twins, Ricochet and Hammer are confirmed melee range turrets.
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He said "rebalanced". Past tense.
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Auto-aim. THe same way you aim at tanks with Dictator.
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How do Incendiary Band's targets accumulate heat?
TheCongoSpider replied to TheCongoSpider in Archive
I've tested it with Mk1 Vulcan and the findings are inconsistent. Sometimes, I can hit one damage tick and they get one tick of afterburn. Sometimes I hit one damage tick and they don't get any. So the modification will affect how quickly you heat the target due to the increase in firing rate from the later modifications. It makes me wonder if the intervals between the projectiles count as cooling, just like the intervals between Firebird's direct damage ticks. -
How are you going to tailor Challenges for this?
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Go to your garage, and click on the alteration box for your hull. You should see the list of alterations there to purchase.
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If so, then the Vulcan should still be shown overheating, yet it is not. There is no visible heat being shown. The tank is at neutral temperature. Vulcan needs to be overheating in order for the bullets to become ignited. If it's not ignited, it should not become incendiary.
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It's only logical that Vulcan not be able to ignite enemies with Incendiary Band if itself can't overheat. Unfortunately it is not like that. It simply initiates the ignition mechanic when it runs out of overheat resistance (ammo bar) like Diesel said. Let's hope it gets nerfed in the near future because nothing screams bamboozle more than engaging a non-overheating Vulcan only to be ignited yourself. Consistency isn't consistent in this game. Like Incendiary Mix doing the same thing that Corrosive Mix does but better, and even worse, they're the same price now. IB should only work with Heat Resistance and not Immunity.
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The bomb ignores DA.
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Hornet gets 7% OD for a kill. So those Vulcan Hornets who end up ploughing through the entire enemy team is making back around 60% to 85% if they're really lucky. Driver Drone also makes it possible to get more Overdrives but it doesn't give the survivability that Defender Drone does to actually collect all those kills comfortably.
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I don't see the option for Sandal MM. It only has the pre-MM Sandal.
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Yes, it did, because of how close M2 Smoky and Titan stats are to M3.
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Keeper Kit in the shop. Then upgrade it to M2. Titan and Smoky M2 had statistics that were very close to M3. Those M2 stats were converted to Mk6, because they were so close. Same thing with Wasp.
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Is it just me or has Hunter's OD become more consistent? I haven't been using it much lately but for other players, I've been seeing a lot less whiffs due to range.
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Exactly. I get 90-110 Ping. Isida would be so much more comfortable if my Ping was 20 or something.l, especially Nanomass Reactor.
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There is a shot reload delay.
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Vulcan's DPS increases triples from MK1 to Mk8. At Mk8, it had a DPS of 1,000. With a 20/20 Booster, 1 second of damage is 4k damage, so they're likely using Booster. In the case that they're not using Booster, Mk8 Vulcan kills unprotected Mk8 medium hulls in 1.5 seconds.
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I wish I could be this confident. Nanomass Reactor is too unreliable for me currently. It's bad enough that my damage output is even more tight accompanying the difficulties of keeping precise aim with this, my damage also randomly cuts off around a second after I engage an enemy. So they now know I'm there and I just wasted 3 seconds of my 4-second ammo clip to only deal 3 ticks of damage. I prefer to use Support Nanobots in Siege.
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Given that it loses Overdrive charge when it is killed during the EMP charge-up, having a Viking-like reload speed would be too much of a downgrade from what it is now. The direction they headed with the nerf seemed to be nerfing its post-engagement impact on the enemies. It is still strong in the fact that it immobilises enemies, making it an effective engagement ender once successfully activated. You just need to hopefully make the most of it. So it's more of an in-the-moment Overdrive.
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So after playing with Vulcan on mobile for a while, it became clear some potential spots. These aren't safe spots where you're inaccessible to enemy fire, and it isn't guaranteed that any enemies would be there at any given time, but can be useful. The horizontal auto-aim likely plays a part in unlocking these spots, so I've been trying to mimic it on Flash to see if they're legitimate in non-Mobile TO scenarios. Also, it may just bad perspective, but it seems as if on Mobile, the angle needed for the shots to bounce is slightly decreased. Mobile is really helpful for utilising Vulcan's ricochet mechanic to the fullest. I can only dream of what Rubberised Rounds would feel like on Mobile. ? Some of the spots depend on whether or not an enemy is present where the bullets will Ricochet to. Using Dictator might not be the best idea. It would be better to use a hull that is shorter, perhaps Viking or Hunter.
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