-
Posts
8 128 -
Joined
-
Last visited
-
Days Won
95
Everything posted by TheCongoSpider
-
What do you mean? Its beam appearing more curved?
-
Well this is mode-specific and is 1 of the 7 modes available. I'll admit, that is a problem there, but you (hopefully) have teammates that can also damage the Juggernaut. Here is something that may hopefully mitigate the problem on a personal level: Think of that as the quick reload time for the last shot of the Overdrive being interrupted by the end of the Overdrive, like a shell that failed to load properly due to the rapid change in efficiency from Overdrive to non-Overdrive (like having vigour and suddenly losing it and immediately feeling sluggish). That won't solve the problem on a technical level (it's up to the devs to fix that if they can), but it might be able to help you ignore it or shrug it off.
-
What happened to those 5 people when you had your Overdrive active? ?
-
Yes, Gauss is what I play Viking with. My suggestion is when your Overdrive finishes, fire a stray arcade shot. Your next shot after that (whether it be an arcade or a sniping shot) should deal damage. As for why it does that, I'm not sure. It could be a side effect of the increased firing rate mixing with the Overdrive abruptly ending after the 7 seconds.
-
No this has been happening to Viking's Overdrive for a long while. It's this reason why I usually shoot a stray shot right as the Overdrive ends before I engage another person. Sometimes it deals no damage (as in no damage number appears), and sometimes it does deal damage, but I don't take the chance.
-
It would be better in a private PRO battle.
-
Bumpil.
-
I won't spend crystals on Incendiary Band to test this.
-
If this is the case, then double damage must be increasing the heating rate.
-
A man of culture. Anchovy best.
-
The first few days, Incendiary Band was awful. Besides dealing full damage during overheat, its heating rate was 80% of maximum temperature per second. Basically, if it touched you for ~1 second, you'd be receiving at least 9 ticks of afterburn damage if you didn't have firebird protection. I'll still never forget that one Sandbox battle I encountered one. He was shooting into our base and my teammates and I had to pass through the space to get to the other side. By the time each of us did, we were all fully ignited. It was then reduced to 20% of maximum temperature per second, so it should take you 5 seconds to reach to maximum temperature. Do note that you would be taking afterburn damage during the heating. So in those 5 seconds it takes to fully ignite, you'd suffer at least 4 ticks and then 10 (to fully cool down). And then they reduced the damage after overheating, so all of that compared to its base version upon entering the game is a big nerf. A needed on though. It was no surprise Isidas (including myself) would latch onto those Vulcans. They get high score and destabilise the enemy team, and the Isidas get good score for healing their afterburn (back when healing self-damage gave you score). Dark times, they were. What was killing the enemies quickly was that the Vulcans were still dealing 100% damage + afterburn. And you know that Vulcan protection is rare, so at best, the enemies only had Firebird protection, and would be taking 100% damage from the Vulcan bullets. After the overheating nerf, your survivability increased a lot against them. I'm still surprised to see so many incendiary Band Vulcans to this day. I still see them more often than the other Vulcans despite the nerfs.
-
I've lost many duels because of this bug. Sometimes the Smoky should have been dead more than 5 seconds ago but the damage keeps cutting off and allowing them more time to kill me. From experience, iI theorised that it was happening when my bullets hit the Smoky turret itself, because that's what it looked liked when I try to observe and keep aim on them at the same time.
-
It is bad. It is bad because the same damage output can put made on every other hull for 7 seconds. M4 Vulcan deals 690 damage per second. Theoretically, with Viking's Overdrive (alone), it will deal 9660 damage during Overdrive if it's continuously firing at an something. Now, place that Vulcan on every other hull, activate DD, and for 7 seconds of shooting, it will deal the same damage. Let's look at Thunder. At M4, its average damage is 880. During the Overdrive, it shot 12 projectiles (back when its reload time was 2.3 seconds). One shot would have an average damage of 1760. Let's assume that no firing rate increase is given with Viking's Overdrive. So it will have the same reload as without the Overdrive. It will be able to shoot 3 projectiles at most within those 7 seconds. Those 3 projectiles would deal a combined total of 5280 damage. Now let's apply the firing rate increase. With the firing rate increase, it will shoot 12 projectiles. That will increase its damage output during those 7 seconds from 5280 damage to 21,120 damage. Do you see how crucial this firing rate increase is to the damage output? Vulcan does not have this currently. It has a 2x damage increase and nothing else. And that is what makes it bottom tier. On one of my accounts, I use Vulcan with Dictator. This experience was back when DM was still around. I decided to take out my M1 Viking (which is going against M2s and 3s in those DM battles) to see how good Vulcan was with Viking's Overdrive, since I was always seeing the other turrets with Viking Overdrives activated and never Vulcan. Did it with a good number of battles, and was very disappointed. on another account, i used Railgun M1, Thunder M1, and Smoky M1 (all with few micro upgrades) with my Viking and they all did exceptionally well during the Overdrive despite being undergraded in terms of modification. But my almost M3 Vulcan couldn't even handle it. I'd get one or two kills, or no kills at all. Yeah it's not optimal with Viking, but when you look at what it does with Viking's Overdrive, it's not even a choice in the first place. Yeah I know Vulcan starts up almost immediately. But that downtime results in smaller number of damage, so I did it as if it were shooting as it activate the Overdrive so it could shoot for the entire 7 seconds. All turrets instantly reload as the Overdrive is activated.
-
This was a really funny battle. This was 10 minutes after the server restart so battles like these are expected for me. It was 4 v 4 for about a minute or a minute and a half into the battle. The ranks in that 4 v 4 were close, with klon788 being the lowest and Marcos_Carreon being the highest. And somewhere around that time, 3 more players joined , and then 4 left right after. And then...a whole lot of players entered the match and they were Marshal and Above. Then I see Legend players entering the match. And not just 1 or 2 Legends, multiple Legends. So yeah, I think that's proof of the rank gap suddenly opening up to accept more players into the battle. That was a genuine surprise for me to see so many of them come into the battle at once, even though the starting ranks were so close together. Oh yeah, and we lost and our team got called stupid. ¯\_(ツ)_/¯ We did our best.
-
Alright. But remember, Vulcan works just like Firebird, Freeze and Isida. Firebird, Freeze and Isida get a 3x damage boost and a range and cone angle increase. All Vulcan gets is a 2x damage increase and nothing else to help it out during firing for those 7 seconds. The same effect can be achieved outside of the Overdrive as within the Overdrive, and that is a problem no other turrets face with the same Overdrive, hence its effectiveness on an Overdrive that is supposed to decimate things in its path is bottom-tier/laughable. It gets no real boost like the other turrets do when the double damage supply is not applied during the Overdrive. They have a new parameter for it that hopefully will be affected by the Overdrive and would put it on par with the other turrets in terms of effectiveness.
-
-
Sounds like the mode is doing as intended. Causing moshpits of on-and-off damage and explosions. There are some battles where the gameplay is intense on both side and it ends in a draw or narrow victory, but others can result in blowouts because capturing the point gives good Overdrive charge for everyone who did. It's horrible in Stadium and uncomfortable in Aleksandrovsk, Siege, and Yorkshire.
-
This would encourage camping and discourage using melee/short range turrets.
-
Except Vulcan is at a disadvantage compared to the other non-melee turrets in this case. It lacks something crucial that they don't, and that unfairly gimps its effectiveness with Viking's Overdrive. How about Plasma Torch Ricochet? That with Viking's Overdrive only increases the damage. It still has the same firing rate as without the Overdrive, and its projectile speed stays the same, really slow. It's not useless with Viking's Overdrive, but it's sure as hell at the bottom in terms of effectiveness. Is that fine because it already does plenty of damage? Or Autocannon Smoky. That with Viking's Overdrive is worse than Stock because the non-critical hits during the Overdrive retain the 85% damage decrease. So the real damage you're getting from that is the criticals, while all the other Smokies deal heavy damage for every shot. Is that fine because it already deals plenty of damage? To put it into perspective, if you use your Overdrive on a heavy hull with DA, you're going to be using 6 of your 7 seconds of your Overdrive just to kill that one person from full health. And if they have protection, well, you're not killing them at all. With Vulcan, you need double damage to get something out of it. If a Vulcan with Viking's Overdrive is shooting me, I can just hide behind a building near me, and then they lost the kill and their Overdrive. I can't do that with the other turrets because I'm dead before even turning my hull towards the building. In the V-Log, Semyon said that they have a firing speed parameter for it now. Because firing rate is affected by Viking's Overdrive, I presume it will also affect that with Vulcan and will finally put it on par with the other non-melee turrets.
-
You are being removed because you are not moving your hull. Whenever you exit sniping mode, move your hull around a bit. Shaft's energy recovery rate is quick enough that there is no excuse to remain in sniping mode for 2 whole minutes. If you don't wish to move your hull (although I advise you do), you can press "P" twice, so you can reset the inactivity timer caused by you not moving your hull.
-
It does. The reason it falls behind the other non-melee turrets is because it has no "firing rate increase". It's the firing rate increase that really puts out the damage with Viking's Overdrive. Because Vulcan doesn't have a firing rate at the moment, it just gets a flat 2x damage boost. Vulcan with Viking's Overdrive (and no supplies activated) has the same damage output as a Vulcan on every other hull with DD.
-
It probably won't. But we'll have to see.
-
The dome remains for the remainder of its timer. It is not tied to the user being in the battle at the same time. I'm not sure about Wasp's bomb. I would presume it acts like Firebird and Freeze when this situation occurs. When a Firebird heats a target and then leaves the battle, the target is immediately cooled to neutral temperature. Same thing for Freeze. Maybe the bomb will be destroyed when the Wasp leaves, the same way Hunter's Overdrive destroys it.
-
Still so many without protections - Poorly managed update
TheCongoSpider replied to BigBigBalls in Archive
The worst offence I had with this was the last hour before the end of the january Challenge. I was away from my usual device and needed to use Browser HTML5 to get 1 star for a container. I joined a Sandal battle and surprisingly, I had a solid frame rate. I was expecting to lag like hell and rely on assists and Dictator Overdrives to get me to 70 score. Coming down to the end of the battle, I decided to check the scoreboard, and what did I see? Battle is 8 v 8. All 8 players on my team have 3 modules equipped with at least 25% in each one. On the enemy team, 5 players didn't have any equipped. 2 players on their team had 3 protection modules. The last player had 1 protection module equipped. My team's GS was significantly better than the enemy team's GS. How did that even happen? I've had battles before that in Flash where my team would have 4 without protections but the enemy would have only 1. Or my team would have mostly visually M2 tanks and the enemy team is full of visually M3 tanks. Thankfully, that has stopped in the past week, but the protection module issue is still there. They need to send an announcement in-game to alert players that their protection modules may be unequipped and to equip it before going into battle. Why haven't they done this?
Jump to content







































































