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TheCongoSpider

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Everything posted by TheCongoSpider

  1. Test drives were separate. You could rent any alteration available to you for 5k crystals for 1 day. I do wish that Test Drives weren't discontinued.
  2. TheCongoSpider

    Should gauss be nerfed?

    Why are you overheating in the first place?
  3. TheCongoSpider

    Let's Discuss Vulcan!

    Yeah, faster projectiles are much better practically, but slower projectiles do have a small upside to its massive downside. Have you ever outmanoeuvred a Heavy Plasmagun Twins? It's so easy to dodge their projectiles it kinds of hurts. Whenever I use it, most kills I get is from catching the enemy by surprise. Damaging a light hull moving almost perpendicular to me is near impossible. A stationary enemy is as good as dead though.
  4. TheCongoSpider

    Let's Discuss Vulcan!

    Your damage is more concentrated. Because your projectile speed is decreased, your first projectile will travel a shorter distance before the second projectile is shot out. Vulcan has a very fast firing rate. Your damage will arrive to the enemy slower, but it will deal damage slightly faster than Stock. This works ideally on stationary enemies. If the enemy is moving, then faster projectiles will definitely beat slower projectiles. Compare it to Stock Twins vs Heavy Plasmagun Twins on a stationary enemy. The enemy will be alerted to the Stock Twins' presence and react to avoid damage much quicker since it's projectiles are considerably far apart. With Heavy Plasmagun Twins, your projectile speed is halved, so you would be able to shoot much more projectiles before the enemy is alerted to your presence via the first projectile hitting them. Because the projectiles are now clumped up, the enemy will be bombarded with projectiles and will likely take much more damage before reacting. This is not taking into account Twins' projectile impact force disorienting the target on the spot. The reason why this is can also be a benefit to Incendiary Band is that the bullets are less far apart from each other so more bullets will collide with the enemy is a specific amount of time than Stock. Because if this. It is a detriment overall in non-overheating mode, but when it is overheating and ignting the target, being able to pile on the projectiles on the target in a shorter space of time will see the target getting put to maximum temperature very quickly. So in the case of a stationary enemy, you might react to Vulcan hitting you in about 1-2 seconds, but by that time, you might already reach close to maximum temperature. TL;DR: Slower projectiles on a fast-firing turret give you more of a surprise factor. There is a silver lining to the disadvantage is what I mean. It's not like the disadvantage of Railgun having its reload speed reduced. That is solely a detriment. But having slower projectiles on a fast-firing turret is a detriment, while also having something (usually small) to benefit from it.
  5. TheCongoSpider

    Let's Discuss Vulcan!

    Wiki damage stats are wrong unfortunately. You can see the real damage stats in-game. Yes it's 25 for Mk1 and 50 for Mk8. Slower projectiles for Vulcan has a benefit as well that can be seen with Incendiary Band, but overall, it's better to have faster projectiles.
  6. TheCongoSpider

    Should gauss be nerfed?

    Yes. Gauss is one of my default protection modules now which replaced Firebird protection in the trio. As a starter, I would decrease its splash damage effectiveness. That is really my main problem when facing them. I am collateral damage that they had no idea was there when locking on to the target. Multi kills are too easy to pick up with this turret. Others have deeper problems with the turret, but this is my main complaint with it. Distance doesn't have anything to do with it, just luck. And if you're using Electromagnetic Salvo, it's unlikely you would one-shot medium hulls them from full HP. That won't help enough from my experience. To be one-shotted is to get hit. As long as you were fully acquired, you would be one-shotted. Then there is the issue of being a considerable distance away from the target and still dying because of its massive splash damage distribution. Well that is just her experience. I have a mixture of both success and the failure like she described. Most Gauss players may see more positive outcomes than negative. Hers seems to be mostly negative. Don't start slinging mud too quickly now. ?
  7. TheCongoSpider

    Ideas for Augments!

    Before the rework, Incendiary Band Vulcan had a 20% direct damage decrease compared to Stock when not overheating. The rework removed the damage decrease from both non-overheating and overheating modes, but its projectile speed was noticeably reduced, thus reducing its damage output compared to Stock. Then it gains ignition when itself is igniting and its damage output is increased. So like I said, it's damage output is increased from Stock under certain conditions. Like I said, it got a reload-decreasing alteration that increases its damage output under certain conditions. This alteration has problems stemming to Isida's balance, but can be good nonetheless. It increases your damage output under certain conditions. If that condition isn't met, then you have 33% less damage for an entire clip. Possible but extremely unlikely. Depends on too many non-user factors and Nanomass Reactor is already inefficient at prioritising healing. Its maximum damage per shot is directly decreased. It increases its damage output under certain conditions, that condition being the shot has to miss the target to place a mine. And then someone has to drive over that mine to complete the chain of increased damage output. Both of Thunder's reload-decreasing alterations fare better than Stock in longer engagements, because its damage decrease doesn't outweigh the reload increase in long engagements. I always get killed faster by Sledgehammer when I have both Thunder protection and double armour. I can breathe a sigh of relief knowing I can somewhat take my time if a Stock Thunder is shooting me, but not a Sledgehammer. And I get no rest from them when near all the Thunders I come across are Sledgehammers and I once in a while get breathing room with the occasional Stock or SCCM. So the direct damage is decreased but the damage output is increased, thankfully now that a proper condition was made. What I can agree on is Thunder feeling slightly lacklustre after the change. The slight decrease in reload it got sort of helped, but the fact that I can dodge the impact force of their projectiles feels wrong, since it wasn't like that since the beginning. And soon the same will happen to Smoky. Oh, and by giving Thunder a "useful" alteration, what exactly do you want from it? Something that is better than Stock, or more fun than Stock? Because I can imagine facing protection modules constantly would get boring fast.
  8. TheCongoSpider

    Ideas for Augments!

    You have to wonder why turrets like Vulcan, Thunder, Isida, Ricochet and Magnum didn't receive alterations that directly increase their damage per shot. They instead receieved reload-decreasing alterations or alterations that increase their overall damage output under certain conditions. Sledgehammer Thunder comes to mind for useful alterations. Thunder's base damage is enough to comfortably 2-shot medium hulls, so having a reload that is decreased is much beneficial. I remember trying it in the test server before the projectile speed decrease and I was consistently hitting in the 800s from a good distance away from the target. I was just melting players. Sledgehammer has been powerful since it was created, and even after its most recent nerf, it's still by far the most used Thunder in every battle above Brigadier I play in. It was always a quick 2-shot for them. And they fare much better against protection modules, which are very common for Thunder. It's hard to outrun the shell even at a good distance. The wheel will miss most likely but the damage is there. Small Calibre Charging Machine feels like a good example of an alteration. That does not give you the ability to 2-shot medium hulls from full HP quickly. SCCM Thunder vs Thunder is comparable to Shaft vs SBE Shaft.
  9. TheCongoSpider

    Ideas for Game Modes!

    This game mode would be tracking damage. A turret like Isida who can only damage one enemy at a time and at melee range up would be outscored heavily by a ranged player who can damage multiple enemies at once. They are in less danger so they can survive longer to damage enemies longer. Even when taking into account overkill damage, Isida can overkill at a maximum of 499 damage. Gauss and Magnum can reach an overkill of 4338 and 4658 damage respectively. Shaft is not a splash damage turret, but has the highest damage for a direct shot in the game. It's capable of having an overkill of 8249 at maximum. Splash damage turrets, and turrets with large overkills like Shaft, Gauss, Magnum and alternated Railgun's complete a deal damage mission faster than the others. Seeing that the mode is scoring you on damage output, this is not giving all turrets a reasonable chance. And I'm curious. By your examples above, for Freeze being better in CTF and Shaft being better in TDM, what do you mean by that? If you mean their impact on the outcome of the battle, well yes, but that Freeze could be on the defense for the entire battle and end up last place due to not having any enemies coming towards it (due to its teammates spawnkilling them). Or for Shaft in TDM. It's great for getting a confirmed kill for your team, but cannot damage more than one enemy like Gauss and Magnum can. Yes, they can self-destruct and lose their team a point, but then can gain at most 8 points for their team in once shot, or realistically, 3 points for their team in one shot. Or Support Nanobots Isida in TJR. They healing the Juggernaut can be very influential in the outcome of the battle, but they most often end up last place or with less than 70 score because healing the Juggernaut does not give you good score. Their contribution to the victory was large, but their score was very small.
  10. TheCongoSpider

    Ideas for Game Modes!

    Turrets that are able to damage multiple enemies at a time will dominate here.
  11. TheCongoSpider

    Fool Days 2020

    Well you could have used the same number of supplies and not catch it at all. With catching it, you get something. Something is better than nothing, isn't it?
  12. TheCongoSpider

    Numbers don't add up...

    Their HP would be increased to 8,000 with a 20/20 Defender. It would be 4x their base HP if you look at it from the angle you're looking at it.
  13. TheCongoSpider

    Numbers don't add up...

    Double armour by itself reduces damage taken by 50%. Double armour with a 20/20 Defender Drone reduces damage taken by 75% for 20 seconds. 25% of your Shaft's maximum sniping damage is ~750, as you had seen there in your scenario. Also Short-Band Emitters does not increase your Shaft's maximum sniping damage.
  14. TheCongoSpider

    Episode 247 of the V-LOG is live!

    You can't slow me down if I'm stationary. ?
  15. TheCongoSpider

    Fool Days 2020

    It gives you kills on the board for anyone caught in the radius, which give you more crystals at the end than if you hadn't caught it. It did something and has value.
  16. TheCongoSpider

    Fool Days 2020

    Missions have to be done or else I'm losing out on containers. Most of my missions have been mode-specific missions where I can't complete them in DM.
  17. It's 30% for the sniping damage, and 15% for the energy recovery penalty, so it takes 15% longer to recover full energy.
  18. That is optional. It lets people know what you added or took away.
  19. TheCongoSpider

    Let's Discuss Overdrives

    I meant 9999 for the first number, and yeah one did full damage, the other did not.
  20. TheCongoSpider

    Let's Discuss Overdrives

    Makes me wonder where ground zero is. I dropped a bomb and an enemy Mammoth went atop it and I did 9,762 damage rather than 9999. Another time, I dropped the bomb in a Titan dome and the Titan sat on it and it did 999 damage. Must've been an inconsistency there or another factor.
  21. TheCongoSpider

    Major forum announcement!

    Out current leader's ascension to the throne has been long overdue. Long live Riddler_8!
  22. Same thing happens when an enemy is destroyed by the splash damage of you shooting someone else or a wall, minus the self-destruction. I'd say it's more like you are a consistently underperforming student who found a cheat sheet (you are able to damage multiple enemies at once while your classmates cannot) but because you consistently underperform, suddenly getting full marks would deem you suspicious so you would intentionally get some questions wrong to lower your mark (self-destruct penalty).
  23. Some of the times, the teams are almost equal in GS in my battles, but there is the big problem I see - one team is vastly more organised than the other. They're attacking in groups, looking out for each other. They have the awareness that many members in the other team don't have. Even when my team has more suitable equipment for the map to succeed, they aren't organised like the enemy and we lose. Great Turret hull combinations for the map are one thing, but it can't work out well unless there is teamwork.
  24. That's just it. You were destroyed. You died, you suffered a death. Whether it was by your own hand or by the enemy, you were destroyed. Keep in mind that splash damage turrets have the ability to damage multiple enemies at once, possibly destroyed many enemies at once. As a cost of that, you can unintentionally destroy yourself. There should be a penalty, in this case it can be the penalty that least matters, and that's gaining a death. You do have the ability to damage multiple enemies with one shot, and at the same time, deny enemies a kill by you shooting yourself and self-destructing.
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