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TheCongoSpider

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Everything posted by TheCongoSpider

  1. Well yeah, it's not gonna magically correct itself 1 second after it is implemented. The transition phase would look almost similar to how we pay today. It's only in the long run or on recently-made accounts (for the short run) where you'd see the difference. You needed as many MUs as possible to compete sanely in MM, so a lot of people should be well off at the start of the transition phase.
  2. Oh yeeeeaaaah, I remember that discount thing.
  3. TheCongoSpider

    Let's Discuss Dictator!

    True. I guess it was just a true test of selflessness. Although tbh, selflessness with Dictator usually ended up with the teammates surpassing you unless you had a big lead ahead of them beforehand. I get big satisfaction from using Isida and Dictator, as I get to directly support teammates. Using Isida as an attacker is generally more rewarding but I don't feel the same way after using that than I'd feel after using Support Nanobots.
  4. If anything, it would be Mk 4-10.
  5. I did read all of those. But you have to read the main announcement for more details. It even says so on the wiki page. "An even more detailed can be found on the forum topic" The main announcement says: "All your turrets, hulls and modules will be converted to the new system. The modification you get depends on the current upgrade level of the item. The important point here, is that your gear will definitely NOT become weaker." So even if they didn't explicitly say that upgrades are taken into account, that last sentence implies that. Let's wait and see how it rolls.
  6. You won't? Where does it say that? (show me in case I missed a crucial part of the information)
  7. TheCongoSpider

    Let's Discuss Dictator!

    I meant that I can foresee them topping the scoreboards in ASL and Siege. So am I, but it was easily exploitable unfortunately. It still feels bad that getting score for healing teammates was needed to see an increase in the number of Dictator users. Then again, they did say they were for diversity so increasing the number of Dictator users kinda makes sense now. The starting number was so high as well. If it were 10 at first, intentions may seem more clear and genuine. But alas, that was not history. History made it to be 25 at first and not 10, and we are in that timeline.
  8. How so? With the update, your Ricochet and Hammer would become Mk5, while you're still at a rank that would see yourself playing with players that would be using Mk2s,3s or 4s. And even if you end up with Lieutenants they'd have almost your equipment or even less.
  9. TheCongoSpider

    Let's Discuss Dictator!

    I can still see them topping the scoreboards in ASL or SGE with 10 points. It'll take more effort thankfully. There is still Mechanic, which is cheap; I would assume that a decrease in the score given would lead to a decrease in the Overdrive charge given for each affected teammate. I do hope that harsh words or prejudice don't follow avid Dictator users because of a temporary update that made it detested by some.
  10. And what may be your concern with this update?
  11. Railgun has a high price increase as well. Both Vulcan and Railgun will now unlock at the later stages relative to the others, hence the higher price increase. Shaft's unlock stages start to fall back around Mk3, which lead to a lesser price increase than Vulcan and Railgun.
  12. Inb4 hyperbuffs next week.
  13. TheCongoSpider

    Let's Discuss Drones!

    Does this happen only when you play with Booster? Or does this happen with other Drones as well? You're a Legend and I would assume that you use double armour and speed boost every time you spawn. And if what you're saying is true, you'd be using 20-30+ batteries in your battles. Battery consumption is one per minute. At the beginning of a battle, the first time you spawn, a battery will be deducted when you materialise. And in a 7-minute battle, you should see yourself losing 7 batteries.
  14. TheCongoSpider

    Ideas for Hulls and Overdrives!

    It shoots as fast as Thunder. It still shoots faster than Thunder after the buff, but only by 0.02 seconds. And repair kits. It's all in your preference tbh. We have Stock in the middle, with Scout on the left and LCR on the right. With Stock, you have a small chance to one-shot a medium hull. With Scout, you can 2-shot the medium hull very quickly. With LCR, you're more than likely to one-shot the medium hull. LCR is great for that big one-time damage (and it's damage that I expect a long range turret to deal). Scout is great for keeping up the pressure on the enemy and capitalising on LCR and Stock's possible failures to one-shot the medium hull. Scout is Railgun with Thunder's firing rate, so it's like you're using a fixed-damage Thunder against them. And it doesn't have a penalty on impact force, so you can keep sending multiple shots to disorient enemies or to keep making them run into stuff while you whittle away their HP with each shot. Taking Booster into consideration, you'll get more out of it with Scout as the damage increase is enough to one-shot an unprotected medium hull and you get 2 shots before the effect ends. Out of the 2, I'd prefer Scout. Each outperforms the other in specific cases. You can only really get teamwipes in 10 seconds with Gauss or Sledgehammer Thunder against grouped enemies. Every other turret requires the full 20 seconds to be the most effective. That's assuming you meant if they die 10 seconds into their Overdrive. You probably mean if they only shoot at enemies for 10 secnds of the Overdrive, don't you? Viking has the innate damage boost to negate (not ignore) an enemy's DA or 50% protection module. Or meaning the enemy has either DA activated with no protection against the turret or 50% protection against the turret and no DA activated. Having DA and 50% protection gives you quadruple HP effectively. Viking OD + DD gives you 3x damage on non-melee turrets. Melee turrets get 4x damage with OD and DD. So melee turrets are the only ones able to completely negate (not ignore) an enemy's DA and 50% protection module. This is with the maximum possible defense. Not always will the enemies have protection against the Viking's turret, and the % protection in the lower ranks are less. And that's just damage for one shot. They get an increased firing rate on top of that. From experience, I do better with Viking Gauss and Twins than Hornet Gauss and Twins. Viking has that survivability that Hornet lacks and it shows itself when I get more non-Overdrive kills with it (and more kills in total).
  15. TheCongoSpider

    Let's Discuss Matchmaking

    Hmm. Usually when a team is locked with 5 or 6 players in my battles, it's when 2 others leave early in the battle. I guess your experience is an outlier. It still stands to expect unusual occurrences when player numbers are low. See if it happens when you play during or right after peak hours.
  16. TheCongoSpider

    Let's Discuss Matchmaking

    Once again, you're playing at a time where player numbers are approaching their lowest, so the chances of something like this happening are higher. I won't ignore that something similar happens in Assault where one team is locked with 5 or 6 players for the entire battle. It always seems to happen in Assault and not in other modes for me.
  17. TheCongoSpider

    Let's Discuss Shaft!

    It's better against medium hulls compared to Stock. You'd be able to one-shot slightly injured light hulls and be able to 2-shot medium hulls. The increased minimum sniping damage is good as well if you're going to go down in a very fast time or you need quick damage before the enemy retreats. I'd use it if the enemy team consists of a lot of medium hulls. If it consists of mainly light and heavy hulls, then Stock fares better.
  18. TheCongoSpider

    Ideas for Hulls and Overdrives!

    Well this is reducing its protection ignoring % when you look at it from another angle, and yours translates to what Diesel is suggesting - a 75% protection-ignoring ability (with DA and protection modules only for yours).
  19. TheCongoSpider

    Ideas for Hulls and Overdrives!

    What I'm getting from that under those circumstances, the Hornet will deal 50% damage if it has DD activated against someone with 50% protection. Meaning that having DD activating and not having it activated would deal the same damage. That sounds...bad. Of course, this is only one scenario and you did not touch on what would happen if certain factors were to be omitted, say, if the enemy had only DA or the module at the time, or for the lower ranks etc. The main thing I'm foreseeing with this is many XP and melee-range players being upset. ? The main problem here is the medium and long range turrets with the OD, right? Melee turrets actively put themselves to being one-shotted to get damage while the others can peek-a-boo or keep distance. Nerfing the OD like this may just encourage more longer-ranged turrets to be used with Hornet.
  20. TheCongoSpider

    Ideas for Hulls and Overdrives!

    That's gonna be tough to explain to players. The inconsistency of their damage numbers would frustrate them for sure. ?
  21. TheCongoSpider

    Let's Discuss Drones!

    Manually activating Gold Boxes do not decrease the cooldowns of Repair Kits, Double Armours, or Mines on the Mechanic, Defender and Miner Drone respectively.
  22. TheCongoSpider

    Ideas for Hulls and Overdrives!

    I know you said "closer to". At the moment, Viking is far away from the others in terms of charging speed. Titan used to keep it company but after its nerf, it recharges quicker than Mammoth and Dictator. Titan's overdrive charges exactly 2x faster than Viking's. I assumed by "closer to", you meant near its charging rate. Effectively near 4 minutes just to charge to 100% passively. I think that's too much of a nerf. It's only 20 seconds after all. And you can be one-shotted randomly during that time if you're not careful. Then there's the problem of transitioning if your suggestion is implemented. That'll sure piss off the masses. Yeah, it needs to be done less times per battle on average, but that can be achieved if you let it charge passively in 2 minutes and 50 seconds rather than near 4 minutes.
  23. TheCongoSpider

    Let's Discuss Overdrives

    Updated passive Overdrive charge times: Wasp: 1 minute 40 seconds Hornet: 1 minute 55 seconds Hunter: 1 minute 55 seconds Titan: 2 minutes 5 seconds Dictator: 2 minutes 25 seconds Mammoth: 2 minutes 25 seconds Viking: 4 minutes 15 seconds @DieselPlatinum you're right. Viking is 15 seconds and not 20. The calculations point to it taking 4 minutes and 10 seconds while you and I saw more than that. Strange.
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