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Everything posted by TheCongoSpider
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I'm assuming your silence on the other parts of the message means I'm close to cracking it.
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You didn't sell it as illegal but you sold it as something OP. So it has something to do with energy and the hull you pick, huh? I can only assume it's Viking and its Overdrive. However given everything else that you mentioned about it, you can't just have Viking's Overdrive constantly active to repeatedly do the strat like you made it seem previously. If it's not that then it might be related to the pause button as it was shown back on flash you could cancel a sniping shot without shooting it by pressing and unpressing pause. I can think of a few things but none of them fit the criteria you mentioned (doing it multiple times manually). Would be rather dumb if at the end of the day all you're just talking about is strafing out of a corner with a hover hull and quickscoping someone. You make it seem much deeper than that.
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Wait so you are talking about the energy retention mechanic or does your strat use something else?
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And what is this intended game mechanic? Is it the energy retention?
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Yeah because on a surface level you could be talking out of your rear and I wouldn't know because you haven't showed it to us or explained how you do it. I'd like to understand the limits of Shaft and your supposed secret strategy pushes that. I've never been able to see you play Shaft whenever I spot you in battle.
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@Kimura Is your secret Shaft strategy still working in 2024?
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Shop prices in general seemed overexpensive for a few years now. But to answer your question for premium specifically, they reduced the number of ways f2ps have to obtain it, and they have added more benefits to it than previously. Premium gives you the luxury of not worrying about challenge progress, even if you missed a lot of days. The new system allows you to gain meaningful amounts of stars for challenges in battle rather than it being locked behind 2 weeks of continuous completion of daily and weekly missions. Most of your crystals to spend come from containers. With Premium, you can increase how many you get from battles and if you're grinding during double battle funds, it comes up quite nicely over time compared to a normal player. You get a reward for having premium account every day in the missions (1 Common Key). You gain access to extra missions that give extra Epic Keys per event and an extra set of weekly missions if you play enough. I think the most impactful would be participating in Challenge Accepted as you need premium to place highly, less you spend too many hours a day for 2 weeks continuously playing battles. I would assume it's expensive mostly for points 3 and 4.
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What makes you come to that conclusion?
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What time period are you comparing it to? Vulcan currently is the strongest it's been in a while. This hasn't been changed in many, many years. Vulcan and Striker in particular have 45° upward auto-aim. For comparison, Smoky and Thunder, the other two turrets in the range category, have the standard 9° upward.
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After the last server restart, the forum layout is back to normal.
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Also consider the fact that any random purchase of gingerbread could be the difference between you getting rewards and not getting it.
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That...was the point of the update...
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Use it if you like it and are looking for variety with Shaft outside of sniping. Shaft from 2020/2021 is different to the current Shaft. It's pretty much what Venerable said. There is not a large difference between the sniping augments of Shaft. The way Shaft works now is it does not use energy for arcade shots. Instead the energy is used for sniping shots only. When you fire a sniping shot, it will take significantly longer to reload it compared to 2020/21. In that time, you will be firing arcade shots. Shaft is once again able to retain energy from partially charged sniping shots. When you fire a sniping shot, it deducts 200 energy (20% of your total energy) + however much energy you used to charge the shot before firing. For example, if you released your shot when you used 450 energy, it will deduct 450 + 200 = 650 energy, then starts recharging. Each variation plays with this. Heavy Capacitors essentially makes you more of a camper by not letting you effectively use the energy retention mechanic. Instead of 200 fixed energy being deducted, it will now deduct 400 energy. And your energy recovery rate (how long you have to wait until you can go into sniping mode again) is lower meaning you take longer to get it back. Stock Shaft, which encompasses most other augments (Adrenaline, Status, SBE, Healing Emitters) is the base. It deducts 200 energy. At Mk7+, your energy recovery rate is 100 eng/sec so 10 seconds before you can get back into sniping mode if you fired a fully charged sniping shot (Heavy Capacitors is 12.5 seconds in comparison). You then have Light Capacitors. It has lower damage on the sniping shot but charges quickly. But the problem is when you compare it to the 3,000 damage Shafts. It is effectively a quickscope augment. Your damage is lower but you charge it faster. But you're not always going to be able to hit a target immediately on the 2 seconds after you entered sniping mode. The longer you stay in sniping mode after 2 seconds is the worse value you get from Light Capacitors, and that is primarily because the energy recovery rate increase that is has is too small. At the moment, an Mk7+ LC takes 8.33 seconds to reload the sniping shot after a fully charged one. Almost close to Stock's 10 seconds. You deal less damage on the sniping shot, possibly making the target still be able to retaliate, and then you take almost the same time to get back into it as Stock. The second part is energy retention. You get this by partially charging a sniping shot. Light Capacitors' purpose is to be a quickscope, i.e full-charged shots most if not all of the time. LC only deducts 100 energy instead of 200 but that doesn't matter if it charges the shot so quickly anyway. LC has doubled maximum sniping rotation speed but that will only start kicking in after 1 second of constant rotation, and by that time you're already past the 2 second mark and losing value from the augment, because it doesn't increase the accelration, only the top speed. All of this combined makes Light Capacitors not do well at its intended job, because a 3k Shaft can do that and more. It can basically have the same reload as an LC if it fires the sniping shot exactly on LC's damage. If it does decide to keep in sniping mode, it can one-shot full HP medium hulls with LC cant. Status Shafts can apply statuses on sniping shots, and playing them like a quickscope Shaft is ideal. Akame made three charts that quickly show why LC is outclassed.
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That is correct. There is an augment called Anvil Shells that takes those same parameters but renables critical damage. Of course, it is not a good augment because at its base it is attached to garbage (Sledgehammer). Exactly what Me0w_XP said. Though I personally consider it weaker now after the critical damage nerf it received recently.
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They did not remove that. That IS it. Click on it.
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This. That section of the containers is for you to view every single item that is possible to obtain in the container. The 3 items that you see randomly shown whenever you scroll onto the container is just 3 random things in the container selected to be shown there. It is basically saying "Hey, these containers can possibly give you this reward".
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You misinterpreted what they said.
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Megagold frequency is a lot higher in the event mode. A nice surprise.
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It was killed 19 months ago. If you'd like a rundown of what exactly happened for it to reach to this point, read this.
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If I had to guess the salvo flight parameters, it may be: Initial projectile speed: -80% Final projectile speed: +200% Final angular velocity: +350% Acceleration phase duration: -50%
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You slowly accumulate them over time from challenges and various events. They came into the game in late 2021. If you were playing actively in MM and participating in events, you should have around 300+ by now, assuming you haven't used any. Event bundles in the shop can also have them.
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Yes, he said this. Give me a timestamp in the video of when he promised that he would change it to make it better.
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UPDATED: 22/12/23 With 60 units of additional damage enhancement: Tesla: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage Hammer: Will one-shot unprotected medium hulls with the critical damage Blunderbuss will start one-shotting unprotected medium hulls with the normal damage and critical damage Large Calibre Pellets will start one-shotting unprotected medium hulls Ricochet: Helios' initial burst will start killing medium hulls with DA Thunder: Will start one-shotting unprotected light hulls with the normal damage Will start one-shotting unprotected medium hulls with the critical damage Small Calibre Charging Machine will now 2-shot unprotected medium hulls Corrosion Shells will kill a medium that has DA with critical + normal hit The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 68m (from 89m) Hyperspeed Shells will start one-shotting unprotected medium hulls after 103m The range at which Vacuum Shell one-shots an unprotected light hull is decreased to 2.6m (from 4.1m) The range at which Vacuum Shell one-shots an unprotected medium hull is decreased to 5.3m (from 7.7m) Vacuum Shell will start one-shotting unprotected heavy hulls at 8m Smoky: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage High-Precision Aiming System will start one-shotting unprotected light hulls with the normal and critical damage Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit Striker: Will start one-shotting unprotected light hulls with the normal damage Will start one-shotting unprotected medium hulls with the critical damage Will kill heavy hulls that have DA with a salvo AP Striker will kill a medium hull with DA with critical + normal hit 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 2.44m (from 3.17m) The range at which Vacuum Warheads one-shots unprotected medium hulls is decreased to 3.66m (from 4.76m) Vacuum Warheads will start one-shotting unprotected heavy hulls at 4.84m Railgun: Will start one-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected heavy hulls with the critical damage Will 2-shot a heavy hull with DA with normal + critical damage Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage Scout will start one-shotting unprotected medium hulls LCR will start one-shotting unprotected heavy hulls with the normal damage LCR will start one-shotting medium hulls with DA with the critical damage Round Destabilisation will 2-shot a medium hull with DA with normal + critical damage Gauss: Will start one-shotting unprotected heavy hulls with the salvo The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m) Will start 2-shotting unprotected medium hulls with the arcade shot Will start one-shotting unprotected light hulls with the arcade critical hit Will kill a medium hull with DA with arcade + salvo Large Calibre will start one-shotting unprotected light hulls AP Gauss will be able to kill a medium hull with DA with critical + normal hit Magnum: Will start one-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected heavy hulls with the critical damage The range at which Vacuum Core starts one-shotting unprotected light hulls is decreased to 2.85m (from 5.1m) The range at which Vacuum Core starts one-shotting unprotected medium hulls is decreased to 7.6m (from 11.9m) Vacuum Core will start one-shotting unprotected heavy hulls at 12.38m 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 heavy hulls with a normal + critical hit Will start killing heavy hulls with DA with a fully charged sniping shot 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 critical damage Short-Band Emitters will start one-shotting unprotected medium hulls with the minimum sniping damage Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot AP Shaft will kill medium hulls with DA with a lowly charged sniping shot + arcade shot Rapid-Fire Mode will kill medium hulls with DA with an initial burst if one of the shots is a critical hit Scorpion: Will start one-shotting unprotected medium hulls hulls with the normal and critical damage Missile Launcher Spear will kill an unprotected heavy hull with the salvo Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Missile Launcher Swarm will kill a medium hull with DA with the salvo Missile Launcher Swarm will kill a heavy hull with DA with salvo + arcade Missile Launcher Swarm will kill a heavy hull with DA with the salvo Phoenix will kill an unprotected heavy hull with the salvo Phoenix will start one-shotting unprotected light hulls with the normal damage Phoenix will start one-shotting unprotected medium hulls with the critical damage Phoenix will instantly kill a medium hull with DA with salvo + arcade
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The event site is way worse than previous events for me on mobile. I'm getting 2-3 FPS.
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What is this "promise" you keep speaking of?