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Everything posted by TheCongoSpider
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It's good to read descriptions, and encourage the players to read the official announcements.
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3 of my 5 TJR battles: First one as a Support Nanobots Isida. Was really laggy as that was my first battle. Didn't kill anyone as the Juggernaut so that score was mainly from healing. Next one, there were soooo many Vikings. Viking Overdrives just activating left and right. I don't think anyone on the enemy team wasn't Viking. Lastly, this one...in Sandbox. Kept the guy in first place (first Juggernaut on the team) alive until a 20-killstreak. I then become the Juggernaut after another person died with it and just went on a rampage. I had 2 kills with Isida and then shot up to 16 by the time I was dead. What's that @wolverine848? Sandbox is too small to play Juggernaut in? Well that's no good, how about two? :D So some trivia: Titan's dome protects the Juggernaut the same way it protects non-Juggernaut hulls. In Legend battles, a Salvo and a Railgun shot is all it takes to take out a Juggernaut. Viking is META, once again. Support Nanobot Isidas need to use their entire energy supply to come close to fully healing the Juggernaut up here in Legend battles. Was healing it for 402 healing per tick and it was filling so slowly. Yes, I yeeted an enemy Juggernaut just before killing it with my salvo in the Sandbox TJR battle above.
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Did it say anywhere that you are to get back the same number of Tankoins you spent? No, it did not. And furthermore, you saw the rewards and still went after it. 8 of the 14 rewards are non-Tankoin rewards. And if we're placing the "1 Tankoin" reward from the "good section", then that is 9 of the 14 rewards that is undesirable to you. Let's not forget the obvious low drop rate for 100,000 tankoins. So you essentially have 13 options. And 9 of those 13 are stuff are undesirable to you. Yet you call the game a fraud after you did not have your way. That's not how gambling works. You lost in the Tankoins area, but you gained in others. Low rankers will be using this feature too, remember that. They benefit more from the rewards that are undesirable to you. And you benefit more from the Tankoin, as you have ample supplies.
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Someone's really excited. :D Good luck in your first battles!
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M4 Stock Railgun reloads a shot in 2.6 seconds. That's almost as fast as an M4 Thunder shot reload. Turrets like Twins and Ricochet had a very short delay after the Overdrive was finished given their fast reload times. Vulcan, Firebird, Freeze and Isida get to continue shooting.
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Uranium has the same acquisition time as Stock Striker.
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There is a specific time given. That is the time of the server update, in which these changes will be added. It is important to look at the time stamp and not just the date. In ~3 hours is the server restart.
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So the Dictator should only give Overdrive charge (specifically in that game mode) as its Overdrive? The Dictator itself would be getting absolutely no benefit from its own Overdrive. That won't drive home peacefully with players. It makes sense to have the Juggernaut be a supply sharer in this mode. it's a big strong tank capable of defending its mates teammates. But that would leave Dictator with absolutely nothing for itself. What interests me is thinking that if your change comes to fruition, Dictator would be kind of like the Juggernaut's bodyguard. But really, Juggernaut's Overdrive charges in 40 seconds. One Overdrive from Dictator would only shave 20 seconds off, which is not much. It'll be good for defending one push but that's it, really.
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Let's try to look at this realistically. Each Container costs 10 Tankoins. And 4 of the rewards will net you more Tankoins than you started with. If someone lucks out and gets 3,000 Tankoins, then that is 300 chances they have to get 100,000 Tankoins. And even if they don't get that, they have 300 chances to get another 3000 Tankoins. All of this is leading to a conclusion that maybe a few tens of players will get anything above 100 Tankoins in this. Or maybe the probability of getting the higher rewards would be heavily decreased if you got 3,000 or more. Congrats in advance for all those who will luck out in the container.
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Looks like Viking is getting a slight buff. Those few seconds of being unable to fire after the Overdrive finished on some turrets were reduced. This should help with survivability a bit.
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I guess this was a bug then.
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Yeah, I was afraid it was going to be like that. A team of mostly M2s have a significant advantage over a mixed team of M1s and M2s. That and saboteurs are the only thing keeping it back from being balanced and/or enjoyable, but other than that, great job for getting it running so early. Oh yes. Having a Dictator is crucial now. Looks like I'm defending the Juggernaut.
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Remember everyone, gamble in moderation, or don't gamble at all. We've just started to receive Tankoins from Weekly Containers. Obtaining 10 of those 14 rewards will net you the same value as the container or less, which is not good odds. Let's say you happen to pull 30 Tankoins from the start, would you go on to play 3 more times? I don't like how this is shaping up. I'll try once with one account and that's it.
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So, there is a MASSIVE jump from the 2nd highest reward to the highest reward. Gonna hazard a guess and say that there is less than a 1% chance to get 100,000 Tankoins. There are 14 different rewards and 10 of those rewards satisfiable. Nope, just RNG.
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It has the same (wide) damage range as Stock Magnum, except the maximum damage is reduced by 15%. M4 Stock: 1160 - 2330 M4 Mortar: 1160 - 1980. If the shot misses the target, then a mine is placed, which deals the same damage as a mine supply, 1,200 - 2,400. If you want the most out of the mines, avoid making direct hits. If you absolutely have to, then Mortar still has enough leeway to one-shot medium hulls. You're not going to be one-shotting light hulls anymore though. When you really look at it, that mine is an instant Stock Magnum shot to the enemy. It has a very similar damage range, with slightly more average damage. Use RGC only if you plan on making direct hits. As it is now horizontal, you can miss the shot entirely if it is charged too much.
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Would telling your team that the enemy Hunter just used its Overdrive be distracting? Because I usually tell my team that when there is only one Hunter on the enemy team. I try to bait it out of them, make them use it solely on me, and then tell my team "now is a good time to push". I'm like you in this scenario. Expect I don't beat myself up about it because I can't 1 v 5 a group of players as a Hornet (my usual hull these days). And I especially can't 1 v 5 a group of enemies if I'm using Support Nanobots. I'd be lucky if I got one of them right before running out of ammo. It's really out of your control. You're not to be held accountable for your MM team's actions. No one is. There is only so much one or two players can do against an enemy team that may as well be well-coordinated. Going solo against 8 active enemies is going to get you spawnkilled. You know better, yes, but you shouldn't see your teammates as toddlers to babysit. It's gonna stress you out and block out whatever fun you may be having or might have. Ironically, I do have some recent screenshots named "Takin' care of the kids" which shows I alone, or a teammate and I doing most of the work, trying to secure victory for us. If this is a response to the player saying "I think u be first with od", then it had nothing to do with the Nuclear Supply. It was simply us right below the enemy base being shot at by an Incendiary Band + Titan. The impact force from the Vulcan as well as my positioning at the time made it hard for me to get in front of the Wasp and up the ramp to shock the defenders. We ended up dying there. That was when there were about 20 seconds left.
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It is weak. It's one of the M2 turrets on the weaker end, along with Isida, Freeze and Vulcan.
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There are situations where Stock Hammer comes out on top. But for the most part, HCAC is better. It has to do work to become an upgrade, but it's not much work. Let's wait to see if the Youtubers make a video about it being OP or not.
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A big one. They no longer have a 10% longer shot reload, they shoot just as fast as Stock Hammer now. And lastly, their clip reload time increase was reduced from 35% to 15%. Meaning that It reloads the 5 shots in 5.75 seconds as opposed to Stock Hammer's 5 seconds to reload 3 shots. Stock Hammer is being left in the dust.
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I've been solely using Support Nanobots. I have yet to take that off and bring it into DM. No longer will I have to use my entire energy bar just to kill a light hull.
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Editorials The Authoritative Guide to Wasp
TheCongoSpider replied to Person_Random in Newspaper Archive
The inspiration has waned. Sorry. -
My Isida is now 19/20. Feels nice to hit almost the magic number of 250 per tick. And my 5 M3 protection modules are all at 40% at last. Ouch.
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Score, not experience. Also: You could have gotten some really nice scores back when MM battles were longer. It's hard to get 700 score without the battle dragging until the end these days.
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Editorials The Authoritative Guide to Wasp
TheCongoSpider replied to Person_Random in Newspaper Archive
I'm gonna stop you right there. Of course, Wasp has the least health available to tank self-damage, but does it really need to reach that far? Considering that it is now unwise to overheat as any non-Incendiary Vulcan. Staying alive for extended periods of time shouldn't be a top priority with Wasp + Vulcan. The priority is annoying the enemies with constant Wasp raids. You die, then come back kicking in the enemy base 20 seconds later. You're not wrong about it going up in flames easily though.This combo will not be effective if you're playing causally. You have Thunder + Viking for that. With the disadvantages the combination has, it is vital to use this combination to the fullest. I'm thinking of writing a Wasp Vulcan guide. I have the inspiration currently.
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