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TheCongoSpider

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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Complaint Book

    Where did you see that? You micro-upgrade turrets with crystals and buy the next modifications for a very small number of Tankoins (33 in total). IF you do not have any crystals, you can continue to micro-upgrade the turret with Tankoins. You are not required to do so, and it is not hard to get crystals to micro-upgrade a single piece of equipment.
  2. TheCongoSpider

    Team Contracts

    Light - Wasp, Hopper, Hornet Medium - Hunter, Viking, Crusader, Paladin, Dictator Heavy - Ares, Titan, Mammoth
  3. 1.8-1.5 is what it is currently. 1.8 seconds at Mk1 and 1.5 seconds at Mk7+. It is being changed to 3.6-2.4 in the patch. 3.6 seconds at Mk1 and 2.4 seconds at Mk7+.
  4. TheCongoSpider

    Team Contracts

    Yes. And as I said, it is only available on heavy hulls. When this current Team Contracts event is over, you will start seeing them on medium hulls.
  5. Man, you'll do everything except disable trophy missions progress as the Juggernaut. Maybe this will encourage them to hunt the Juggernauts rather than be the Juggernaut.
  6. TheCongoSpider

    Team Contracts

    No, Miner is something relatively recent in the past few months. At the moment only Miners on heavy hulls exist in the playerbase. After this event ends, you will see Miners on medium hulls.
  7. TheCongoSpider

    Ideas for Turrets!

    This would have been correct in 2022 during the iteration where Railgun had a 1.6 second shot delay. During that period their damages were identical. Both having 1,250 normal and 1,500 critical damage. Both having a 30, 0, 5, 10, 15, 20, 25, 30 critical hit scheme. With Scorpion being more practical because of the almost instant arcade damage delivery as well as a salvo that could be used during the cooldown of arcade shot. However, things have changed since then. Railgun got a big damage output buff since then as well as the resurfacing of Large Calibre Rounds and Round Destabilisation as powerful augments in their own ways. Stock Railgun no longer has the long 1.6 seconds shot delay and both the normal and critical damage is higher and breaks more barriers than Scorpion by itself and with damage enhancers. You also have to be aware that the Stock turrets are vessels for the augments to work off of, each with their own design philosophy from the Devs. You have turrets whose power is concentrated around the Stock turret like Firebird, Freeze and Vulcan and you have those with a variety of augments that change their damage output in different ways like Thunder and Smoky. You have those that are thematic around a specific firing mode, like Shaft, Scorpion and Striker. Railgun has been the clearest example of this since the introduction of critical damage. It has gone through a number of iterations of the Stock and the augments working off of that Stock turret in that iteration. As such, certain augments would become more practical than others in certain iterations. The current iteration favours Large Calibre Rounds, for example. Whereas in previous iterations, LCR was consistently one of the worst.
  8. TheCongoSpider

    What to buy? Which is better?

    Mine damage is not enhanceable with boosted damage supply. That is a key difference. People mainly complain about mines when they're fighting Saboteur drones.
  9. TheCongoSpider

    What to buy? Which is better?

    If you have nothing else you want to spend those crystals on, then yes. On a 50% sale of course. Only a few of my accounts have it upgraded and they never take it off. I can't speak for its effectiveness before 2023 but I know that from there the value you got from it increased, as the critical hit rates of the turrets in the game right now is the highest it has ever been, and pretty much every turret has more than x1 critical damage that makes them take fewer shots to kill you. It's especially good against all those damn Railguns and you no longer need to fear Hornet or Dictator OD.
  10. TheCongoSpider

    Team Contracts

    Because as he said, all of the turret augments in this event were available in the past in previous events. You will see some people that already have it because they would have gotten it in a past event. Those turret augments are not brand new augments. Off the top of my head: Assault Magazine - available in early 2023 Heavy Slugger - available in late 2023 ML Tandem - available in early 2023 Adaptive Reload - available in December 2022 Vacuum Shell - available in August 2022 and December 2022 Explosive Band - available in October 2023 Shredder - available in October 2023 Uranium Shells - available in December 2022 Hyperspeed Rounds - available in February 2023 Super Solenoids - available in early 2023 and in a 700 Tankoins battle pass shortly after that Vacuum Core - available in mid-2023
  11. TheCongoSpider

    Complaint Book

    It is not wrong. The mission is to come in the top 3 of your team one time. The first time it came is in Set 2 of the missions. The second time it comes is in Set 3. Which is why you see "Part 2". It is the second time that it appears. It is a naming convention they have been using for a long time.
  12. Yes it has been known for a long time. It doesn't seem like something easy for them to fix.
  13. TheCongoSpider

    Ideas for Augments!

    Blaster deals true damage. It ignores all damage reducers.
  14. I suppose Vulcan randomly dealing x2 critical damage is now a feature and not a bug? It still isn't fixed.
  15. Finally after 20 months, Thunder has good splash damage again. Now all that's left is to buff the garage augments. Adaptive Reload and Strict Ammunition Load are too far away from Small Calibre Charging Machine. Subcalibre Rounds gets no benefits from these splash buffs. Sledgehammer is still Sledgehammer. Very nice buff for Hyperspeed Gauss. It's actually worth picking now.
  16. TheCongoSpider

    Nerf

    Because of the aforementioned nerf to the final angular velocity of Stock Scorpion's missiles. Many months before that, Scorpion's missiles damage was nerfed from 250-500 to 200-400.
  17. TheCongoSpider

    Team Contracts

    The best counter to Pulsar is AP Immunity + protection from the turret. The AP is what is doing the heavy lifting in making you die faster. When you get EMP'd, the module is acting like a Boosted Armour until you get your supplies back up.
  18. TheCongoSpider

    Team Contracts

    It will most likely be Staff Sergeant (Rank 7).
  19. This has never happened with MM battles with stars for challenges (December 2018 and onwards). The quick battle queue giving an additional star to a player at the end of a battle thing cannot be abused. You don't have anything to worry about with that.
  20. The scores in these two pictures here do not at all indicate that the battle lasted 13 minutes. Seeing that the maximum was one for the guys on top, that was a battle that ended relatively quickly, but after 3 minutes elapsed. This battle indeed looks like it was the full duration. What happened here was you placed outside the top 7. You need at least 100 battle points at the end of the battle to be eligible to get stars at the end. Assuming the battle lasts long enough to provide a maximum of 3 base stars, the distribution of them is as follows: 1st - 3 stars 2nd - 3 stars 3rd - 3 stars 4th - 2 stars 5th - 2 stars 6th - 2 stars 7th - 2 stars 8th - 1 star 9th - 1 star ... You placed 8th here, which means you were only to receive 1 base star. The guy below you (Dushanbe82) entered that battle via the Quick Battle queue while you hand-selected the mode. That is why he obtained an additional star and you did not.
  21. I don't remember this ever happening.
  22. TheCongoSpider

    Let's Discuss Drones!

    PDATED: 16/02/24 With 25 units of additional damage enhancement: Tesla: Will start 2-shotting unprotected medium hulls with the normal damage Kill unprotected heavy hulls with normal + normal + critical hit Hammer: Will 2-shot unprotected heavy hulls with normal + critical hit Ricochet: Helios' will kill a medium hull with DA with single + full burst Thunder: Will start one-shotting unprotected light hulls with the normal damage The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 81m (from 91m) Hyperspeed Shells will start one-shotting unprotected medium hulls after 118m The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 4.3m (from 4.9m) The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 6.9m (from 7.9m) Smoky: Will start 3-shotting unprotected heavy hulls with the normal damage Will start 2-shotting unprotected medium hulls with normal + critical hit Striker: Will start one-shotting unprotected light hulls with the normal damage Will kill heavy hulls that have DA with a salvo Uranium will start one-shotting unprotected medium hulls Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 3.8m (from 4.2m) The range at which Vacuum Warheads one-shots unprotected medium hulls is decreased to 5.2m (from 5.8m) Railgun: Will start one-shotting unprotected medium hulls with the normal damage Scout will start one-shotting unprotected medium hulls with the critical damage LCR will start one-shotting unprotected heavy hulls with the normal damage Round Destabilisation will 2-shot a medium hull with DA with normal + critical damage Gauss: Incendiary Salvo will kill unprotected heavy hulls with salvo + afterburn tick Will start 2-shotting unprotected medium hulls with the arcade shot Will start one-shotting unprotected light hulls with the arcade critical hit Large Calibre will start one-shotting unprotected light hulls AP Gauss will be able to kill a heavy hull with DA with critical + normal hit Super Solenoids will kill a medium hull with DA with arcade + salvo The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 79m (from 86m) Hyperspeed Shells will be able to kill a medium hull with DA with max damage arcade + salvo Magnum: Will start one-shotting unprotected medium hulls with the normal damage The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 5.15m (from 6.4m) The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 10.2m (from 12.1m) Shaft: Will start 2-shotting unprotected medium hulls with the normal arcade damage Will start one-shotting unprotected light hulls with the critical damage Will start killing unprotected medium hulls with a normal + critical hit Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot Scorpion: Will start one-shotting unprotected medium hulls hulls with thecritical damage Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Missile Launcher Wolfpack will kill a heavy hull with DA with salvo + arcade Phoenix will start one-shotting unprotected light hulls with the normal damage Adrenaline: Railgun will start one-shotting unprotected heavy hulls with the critical damage at 82% HP Magnum will start one-shotting unprotected heav1y hulls with the critical damage at 82% HP
  23. TheCongoSpider

    Let's Discuss Drones!

    UPDATED: 16/02/24 With 25 units of additional damage enhancement: Tesla: Will start 2-shotting unprotected medium hulls with the normal damage Kill unprotected heavy hulls with normal + normal + critical hit Hammer: Will 2-shot unprotected heavy hulls with normal + critical hit Ricochet: Helios' will kill a medium hull with DA with single + full burst Thunder: Will start one-shotting unprotected light hulls with the normal damage Will 3-shot medium hulls with DA with normal + normal + critical hit The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 81m (from 91m) Hyperspeed Shells will start one-shotting unprotected medium hulls after 118m The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 4.3m (from 4.9m) The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 6.9m (from 7.9m) Smoky: Will start 3-shotting unprotected heavy hulls with the normal damage Will start 2-shotting unprotected medium hulls with normal + critical hit Striker: Will start one-shotting unprotected light hulls with the normal damage Will kill heavy hulls that have DA with a salvo Uranium will start one-shotting unprotected medium hulls Tandem's salvo will instantly kill an unprotected heavy hull with the normal damage The range at which Vacuum Warheads one-shots unprotected light hulls is decreased to 3.8m (from 4.2m) The range at which Vacuum Warheads one-shots unprotected medium hulls is decreased to 5.2m (from 5.8m) Railgun: Will start one-shotting unprotected medium hulls with the normal damage Scout will start one-shotting unprotected medium hulls with the critical damage LCR will start one-shotting unprotected heavy hulls with the normal damage Round Destabilisation will 2-shot a medium hull with DA with normal + critical damage Gauss: Incendiary Salvo will kill unprotected heavy hulls with salvo + afterburn tick Will start 2-shotting unprotected medium hulls with the arcade shot Will start one-shotting unprotected light hulls with the arcade critical hit Large Calibre will start one-shotting unprotected light hulls AP Gauss will be able to kill a heavy hull with DA with critical + normal hit The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 79m (from 86m) Hyperspeed Shells will be able to kill a medium hull with DA with max damage arcade + salvo Magnum: Will start one-shotting unprotected medium hulls with the normal damage The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 5.15m (from 6.4m) The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 10.2m (from 12.1m) Shaft: Will start 2-shotting unprotected medium hulls with the normal arcade damage Will start one-shotting unprotected light hulls with the critical damage Will start killing unprotected medium hulls with a normal + critical hit Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot Scorpion: Will start one-shotting unprotected medium hulls hulls with thecritical damage Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Missile Launcher Wolfpack will kill a heavy hull with DA with salvo + arcade Phoenix will kill an unprotected heavy hull with the salvo Phoenix will start one-shotting unprotected light hulls with the normal damage Adrenaline: Railgun will start one-shotting unprotected heavy hulls with the critical damage at 82% HP Magnum will start one-shotting unprotected heav1y hulls with the critical damage at 82% HP
  24. Stock: 3 seconds Light Capacitors: 2 seconds Heavy Capacitors: 4 seconds
  25. The only way to know what's going on is for you to record a video. I had no trouble dealing critical damage to the Juggernaut here.
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