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Everything posted by TheCongoSpider
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I encountered something interesting. If a Hunter happens to zap a Nanomass Reactor Isida right before it kills someone, they won't receive the effect of having their energy restored. I guess the EMP really does fully interfere with energy restoration, even from alterations.
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I don't remember seeing anything official, but I believe it's something like this: Each point capture gives a % of 1 that can vary with how many capture points there are on the map. So let's go with 4 capture points. Each give 25% of 1 so 0.25 each to contribute to getting 1 score. Red team captures a point and in 4 seconds, the score goes to 1-0. Red team then captures another point and increases their score gain to 0.5. So in two seconds, there should be an increase in score. Then the Blue team captures a point. So their score gain is up to 0.25. They are losing, and your enemy team's score goes down when your team is losing. So the 0.5 and the 0.25 fight and end up with the red team having a 0.25 point accumulation. Then blue team captures another point and it is equal, so no points should be awarded until the balance is tipped. If the balance is tipped in favour of blue (who is losing), then say Blue has 3 points captured and red has 1 point captured. Blue has a point accumulation rate of 0.75 and red has 0.25. They fight each other and end up with blue having a 0.5 capture rate, and as a result, the red team has a point decrease rate of 0.5. So every two seconds, the red team would lose a point and at the same time, the blue team would gain a point. This is loosely what I believe it's like. You can experiment with it for yourself and see if it matches or comes close to this.
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It may be an unintended bug from implementing Gauss' alteration. We'll have to see whether a balance change comes around soon and if it would be stated in it as a bug or intended. Or if not that, then an announcement from the devs.
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Alteration.
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I definitely get good scores with it, but the experience of playing it doesn't feel right after the rework. I didn't have this problem before the rework.
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Sounds like you're shooting someone with a 20/20 Defender Drone and 50% Vulcan protection.
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Alright, that's good. ? It would still be good to post numbers upon launch like they did for Vulcan. They're not exactly transparent with their numerical data. Being transparent builds trust, especially with something like this.
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I meant stuff like this. Numbers, not words. How much faster is the projectile speed? Those words don't say. How much faster is the reload time after a sniping shot? Those words don't say. Most importantly, how much is the damage reduced in sniping mode, whether it is both the minimum and maximum sniping damage or only the maximum sniping damage? Those words don't say.
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I don't think so, thought it might. If it's tangible enough for a Shaft shot to deal damage to it, then it may be possible others turrets maybe, maybe more on the improbable side.
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It's funny how we get no mention of how much the parameters change. We got that for Rubberised Rounds. Why can't we get that for EMP Shells? Unnecessarily keeping us in the dark.
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I deal damage to both.
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Only one so far.
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Well it doesn't have to change to exactly that. But some parameters can become different from what you played earlier. Anything can change about it during the implementation. We'll have to see the feedback from users who bought it.
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And it could have been changed from there to implementation on the real servers.
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And this somehow doesn't stop them from unnecessarily doing it. It's a problem that needs addressing. I can't fathom why someone would do this when they don't have Incendiary Band equipped. Even more I can't fathom why they'd do that with SSR.
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After December 26th, 2019, Titan's Overdrive no longer provides healing for itself and allies within it. In compensation, the % protection it gives was increased to 90%, its charging rate increased, allowing you to use it more often, as well as being able to disable enemy Titans' Overdrives by using your own within a 35-metre radius. For any other information you may have missed during that time, you may take a look at the Patch Notes.
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So it's trying to make teams like 3, 3, 1, 1, 2, 3, 1, 2 VS 2, 2, 2, 3, 1, 2, 2, 2, 2?
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Ok I just lost a Siege battle as Support Nanobots because for the majority of the battle, I was the only one going on the point. Brief overview: Almost everyone was spawned at the start. It was in Magistral and the first point was on the bridge. I went there and spent the full 20 seconds on the point and defending it against a Hornet Railgun. Then 2 allies come up to the point in the last two seconds and got score from the capture. The next point was on the side of the map with more buildings. I went to stall but died quickly because my damage is halved so I can't kill them quickly and they had two Vulcans, a Railgun and a Shaft there. The score is now 1-1. The next point is on the bridge. I look around and no one on my team is going on the bridge. I go and got the point to about 70% while trying to dodge projectiles from two Vulcans but the enemy Shaft got me. My teammate Railgun was able to kill the Vulcan on the bridge with his Hornet's Overdrive. I go back on the bridge and no one is there again. The allied Railgun shot 2 enemies who were coming on the bridge and damaged them for me to finish off. We go again and this time got it to about 40% then died to the Vulcan. 25 seconds remaining on the clock. No one is going. I would die too quickly if I went. I spawned next to two teammates, the Hornet Railgun and a Hornet Gauss, who were in that spot for almost the entire battle. The other allies were off doing whatever they were doing away from the point. I thought it would have been a draw, but nope, they captured in the last second and we lost 2-1. That battle sucked. In conclusion, I was on my own which is not where a Support Nanobots Isida should be. I had no one to heal, I had to defend the point at melee range against the enemies coming in with 50% less damage. The Hornet Railgun got 21 kills and near double my score. Easy 6 stars for him. Honestly, if I were using Gauss Viking there, I wouldn't look at it as harshly as I did just now. But I was using something that depended on my team being with me, and on the objective no less. I hope that battle was an outlier.
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This looks unusable.
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They have done this already for some missions.
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We'll have to see.
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Let's wait it out and see what happens. Maybe it'll be less useful Stock Gauss, maybe it won't. We'd have to see it from both sides before it comes, especially since no downside was explicitly stated.
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You now have less time to get the first container, but with two during the month, you can get 2 containers for less stars total than from the 1-month Challenge. In total, you can get 8 containers in the free tier from the 2 Challenges combined compared to the 9 with the 1-month Challenges. Container number has decreased, but the crystal number was slightly increased. I prefer the 1-month challenges. It feels wrong to have the rewards halved and having the battle pass cost remain the same.
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I saw a Generalissimo with 121 GS recently.
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