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Everything posted by TheCongoSpider
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What about the RGC Magnums that go on the front lines? Do you despise them as much as the ones who camp?
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As the number of modifications are going to be increased, statistics for turrets will be tailored for that instead of 4. I presume this should make it easier for me.
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Changes in drone mechanics, turret balance and more
TheCongoSpider replied to Marcus in News Archive
Which ones? Because some players seem to mix up "useless" with "less useful". -
inb4 chance for premium is less than 1% in Containers during this event.
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Come now, let's not go down the slippery slope so quickly.
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Oh right, I forgot HTML5 has that problem.
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Oh right, I forgot HTML5 has that problem.
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Well, you should, if you're gonna makes claims. Gotta make sure you rule out everything that is achievable within the game. And then work with what's left. An almost M# LCR (which i assume is yours) is able to 3-shot a Juggernaut with Viking's Overdrive and double damage, if the Juggernaut had M1 HP. And I see a good number of M1 hulls in Juggernaut battles around KillerDiesel's rank. I'd say always pay attention to your Jug and the enemy's Jug's GS. But then, that might be just me. If one number is significantly higher, then that Jug is dealing loads more damage than the other, which leads to that Jug being able to kill the other faster, as well as defending itself more efficiently. Some other stuff I look at, I remember names. Tie them to specific combinations. If I lost the enemy, and see that their name wasn't on the right side of the killfeed, then it means they're still alive somewhere, and they need to be dealt with while they're still vulnerable. If I remember them having a weak combination, and I see their name in the killfeed with a Jug icon, then I know that this Jug is weak and aggressive play will work out better.
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And how much GS did they have?
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And this is after the nerf to its heating rate.
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Actually, no. It would take about 5-8 shots (from full HP), but they come out so fast and unexpected that the Juggernaut wouldn't have time to react properly.
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Ya gotta catch me first.
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Changes in drone mechanics, turret balance and more
TheCongoSpider replied to Marcus in News Archive
To be fair, that is how Saboteur should have worked in theory. You're mining bases into inaccessibility. You could have lain 54 mines while only using 6 from your stockpile. -
It hasn't been nerfed yet...so I guess, yeah.
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With some lucky RNG and many, many direct hits, I was able to produce this.
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Duplet when it was first implemented had a 20% reduction in clip reload time, so while Stock Hammer reloaded in 5 seconds, Duplet would reload in 4 seconds. That clip reload time deduction was removed at the end of January. Right now, it has no change to its clip reload time compared to Stock, so it's at 5 seconds for fully reloading. The increased pellet spread means you have to get up closer to deal your full damage consistently. Can't believe all of these changes to try to balance this thing. At least they're trying.
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Just rock your hull. The pellet spread on Stock Hammer might see me doing 50% of my damage to an elevated enemy because only half of the pellets connect. With Slugger, it's concentrated, so you'd be dealing full damage if your shot lands. Hitting enemies shouldn't be a problem up close unless your turret is higher than the person stuck up to you. The best way to counteract this is to, again, rock your hull. Rock your hull so that your turret is facing closer to the ground, and shoot your target. The pellet spread is decreased, so it's concentrated and you can get more impact on a specific part of the enemy's hull, as well as not missing one if not any of your pellets. You'd have to get in closer to the enemy anyway. With Stock, you can stay farther away from the target and deal great damage, but with Duplet, the pellet spread makes it so that it's less likely that all of your pellets would connect at that same range Stock is at. The horizontal scatter is also increased, which means it's less concentrated, which means it's harder to deal consistently high damage unless you come closer to the target, closer than which Stock would need to come, which makes it a nerf.
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Can you explain the experience a bit more? XTs don't give an attack or defence boosts. Back when the Overdrives were implemented, my Mammoth would need to make contact with the enemy for 2 seconds (as much as 3 seconds) to start dealing damage to them. This was if I was ramming them from the front. From the side, the damage starts almost immediately. After the duration and speed boost buff, I noticed that that contact time to deal damage was decreased (thankfully). What does this mean? Does that mean you killed him with your Overdrive after he caught the gold?
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It is a buff, because you're compacting all of your bullets into a small space, leading to consistent damage at a farther range than Stock. For Duplet, it would be a nerf, because the increased pellet spread and scatter makes it harder to deal damage at mid-distances (re Hammer's range), and you'd need to come up even closer to the person to deal consistent damage.
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After 2 ranks of remaining dormant, Wasp Vulcan makes a stunning return.
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Try doing it with Stock Firebird then. I see many more CT users than IM users. And I barely see Stock Firebirds anymore up there. Whenever I get hit by a Stock Firebird for 2 seconds before killing it, I think, "Oh no, I'm gonna suffer so much afterburn ticks", then look at my HP bar and see I only suffered 4-5 afterburn ticks. Meanwhile, a CT Firebird hits me for 1 second and I'm getting a crispy 8-10 afterburn ticks. CT already has enough ammo to take down a medium hull. And a very fast reload to boot. If you die after firing at them for one second, then it's a confirmed kill if they have no protection, repair kits or no Isidas around. This thing can slowly dismantle groups' defenses. Just spray into a group and they'll be forced to use repair kits if they wanna survive, which puts the Firebird's team at an advantage since they have their RKs and the other team doesn't now. And then there's the issue of timing when to use your RK to get the most HP under stressful circumstances. Time it wrong, and you only get back 1,150. Receive any damage during the activation and the cooling process stops immediately and you will still be burning. It does irritate me when a CT Firebird shoots me for one second then runs away, and I'm just left to die. One second of shooting and it's over for me, barring the Firebird's 7 other teammates' involvement It was too powerful, and needed a nerf, and it got one. I don't know man. Why are people asking what's the best alteration for Firebird and people are saying CT. It's clearly being used so much for a reason, because it works...it just works. Stock Firebird works as well, because it has a higher damage output, but I don't see much of those anymore.
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True, but there are instances where on the Vulcan's screen, the tick damage happens every 0.25 seconds, and the tick damage is fixed. I don't know how their HP bar looks on the enemy being hit's screen, but I'd see one number happening 4 times a second.
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Not sure if he's talking about direct damage or not. Anyway, if he's talking about heating rate, there is no need to buff that. YOu already reach to maximum temperature in less than a second of being hit. Why should I suffer 4 afterburn ticks for receiving only one tick of direct damage?
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Every Titan's dream.
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