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Everything posted by TheCongoSpider
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Yes, I told you that here.
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Just players being optimal. You'd use something with Hornet that shreds opponents before they shred you, and Vulcan perfectly does that.
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Maybe you've been out-of-sync with Uranium so it feels weird or downgraded after a long haitus?
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What is your reference? I looked around for some old Uranium gameplay to mimic what they did. Their missile took 2 seconds to reach to the target, and my missile took 2 seconds to reach the same spot just now. The only thing I can see that would make a difference is the minimum projectile speed of the Striker you're using but I doubt that would have a noticeable effect given how small the increase is from M2 to M4.
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What?
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I think it's because Stock Magnum on Ares would have a limited field of view. The other hulls can turn around and be able to see all around them but Ares can't do that as it strafes when you do the hill steering inputs.
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New record. I've finally achieved 50 kills in a team battle.
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They implement these mechanics into the game and then leave us to figure out the workings of it. I guess it makes material for articles in the Newspaper. I mean, they just dumped 31 alterations on us and disabled the Test Server for a short while upon their entrance. The only way to know what it did and its interactions were to buy it and use it.
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Don't worry, it wasn't wasted. ?
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Putting it simply, +100 in the % parameter shown in the game means adding 1 to the damage multiplier. You have the base damage with is x1. Then you have the double damage supply effect which is +100% damage which puts the multiplier to 2, hence damage x 2 = double damage. Then you have 0/20 Booster, which adds 100% to the overall modifier, making the multiplier 3. Damage x 3 = triple damage. 0/20 Booster gives x3 damage for 3 seconds. 20/20 Booster adds 200%. For every 100%, it adds 1 to the multiplier. 200% would add 2 to the multiplier. 2 (base damage and double damage supply) + 2 (200% = a multiplier of 2) gives 4. The multiplier in the end is 4. 20/20 Booster gives x4 damage for 3 seconds. Look at Viking's Overdrive and Booster's effect on it. Viking's Overdrive has an innate x2 and x3 multiplier for damage on non-melee turrets and melee turrets respectively. Adding double damage to the Overdrive adds 1 to the multiplier, resulting in x3 and x4 damage to them respectively. Then Booster is introduced. At 0/20, it adds 1 to the multiplier and makes it x4 and X5 respectively. Then at 20/20, it adds 2 to the multiplier and makes it x5 and x6 respectively.
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You did X + X + 4X, and you got 6x damage. Booster only gives you 4x damage at most.
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20/20 Booster gives x4 damage for 3 seconds. Look at it like this: Your Shot Stabilisation Railgun had a damage of 1,000. With double damage, it goes to 2,000. With a 0/20 Booster, it gives triple damage (+100% of the increase in damage obtained from DD). The increase in damage you got from no DD to activated DD is 1,000. 1,000 (base damage) + 1,000 (double damage supply) + 1,000 (100% of the increase in damage from the base damage gained from activating the double damage supply). At 20/20, Booster gives it a 200% boost. So it would be: 1,000 (" ") + 1,000 (" ") + 2,000 (200% of the increase in damage from the base damage gained from activating the double damage supply). Stock Shaft requires 5 arcade shots to kill it's respective tier of medium hull on equal footing. If you give it x4 damage, it will deal 4 shots' worth of damage in one shot, which will not kill the medium hull, hence it requires 2 shots with Booster. Same thing with Defender but it's easier to explain. Double armour cuts the damage you intake by 50%, so damage is divided by 2. 0/20 Defender gives a 50% boost to the DA, which translates to damage being divided by 2.5 rather than just 2 with normal DA. 20/20 Defender divides damage by 4 (200%). Booster can be explained like how Defender was, but just wanted to show you how Booster gets its damage. 100% in the parameter means +1 to the multiplier. Booster gets 100% at 0/20, it will deal X3 damsge: X from base damage + X from double damage effect + X (100% of the damage increase from no DD to activated DD)= 3x = 3x damage. At 20/20, 200%. It would be X + X + 2X which would be 4X, hence Booster has x4 damage for 3 seconds.
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M4 Shaft requires 3 arcade shots with DD to kill an unprotected medium hull. One max-level Booster'd arcade shot from Stock Shaft would deal close to 3,000 damage but it wouldn't get above it. So it would require 2 arcade shots with Booster to kill a medium hull. You'd only be able to get 2 Booster shots before the effect ends, which you'd use to kill one enemy. And then the rest would require 3 each. This is why SBE is better at killing unprotected medium hulls at full HP. It only requires 2 shots for them. Everywhere else, Stock arcade shots are superior.
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Well it's good like how a Wasp would drop a bomb right as it dies to kill the enemy that killed it. Melee turrets who know what the drone does would be wary of you and try to attack from a distance. When I play Shaft, enemies with a Blaster Drone are a top priority for me to snipe. So don't be surprised if you're targeted first from a distance against knowledgeable players. Now, onto how it works. Well, having DD active at the time you get destroyed and activate the drone doubles the damage that the drone does. The drone does damage based on your turret. So if the enemy has protection against your turret, they also have protection against your Blaster's damage. Lastly, ground zero for the damage is where the turret is positioned, not the edge of your hull.
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I wanna see Novel.
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It can't kill them all at once. It would take time that the enemies can use to kill it. To do that the fastest, the RFM Shaft would need to use 2 seconds of its sniping charge to kill one, then wait ~2 seconds for each arcade shot, and you'd need 3 each if the enemies are medium hulls. That's without Booster. With Booster, it would need 2 arcade shots to kill one medium hull. And then you wait for the arcade shots to take out the rest. It takes a while for the RFM to clear them out. The only way an RFM Shaft can clear the 4 enemies out quickly is if the 4 enemies on the point are light hulls. Then the Boosted RFM would one shot them and then they'd take 4.5 seconds to kill the last light hull. Siege happens to be the best place for Gauss to utilise its splash damage radius.
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You're confusing me. You said they're at the same rank then said they are on different ranks. The change is already in the game. Each drone unlocks at a different rank.
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It's already here in the game.
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This has already been implemented.
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Or control yourself, do it once at the beginning so the immunity gets some value, and then do as you would with Vulcan right now. That immunity might bring on bad habits. We already have many non-Incendiary Bad Vulcans overheating for no reason. Taking away the penalty would do no good. Unless the enemy team had a lot of afterburn-inducing turrets, use another protection alterations because you can only equip one. Then again, ignition alterations are much more practical for killing that freezing alterations. It's nice that if I have it, I can not be scared to start overheating if I'm trying to finish off an enemy, but after that, I will stop and play it normally.
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050 was most cooperative.
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Oh, the way you said it made me think that I would have been at a disadvantage.
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category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
Sometimes they land upright. -
The final blow.
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