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Everything posted by TheCongoSpider
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I really don't want to come across as spamming but a lot has been happening lately. This guy got lucky with the scoreboard glitch in DM. What's weird is that it looks like the battle ended at 30 kills, but he has 31. Rather weird.
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And here he is again: I don't know why he does this. It's just so ironic.
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One of what?
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What exactly do you think causes a battle to have 9 players on one team and 8 players on the enemy team? Hopefully this will be fixed after we convert to HTML5. It's really unfair when the enemy has extra manpower that actually players and not mult. Sometimes, 2 players out of the 9 might not be playing up to standard or straight out multing, but in this battle, everyone was playing. And if that and having inferior equipment to them wasn't enough, rout2 was a Viking + Freeze speed hacker and captured 2 of the 3 flags they captured. Really sucks when you know that you're going to lose but have to go through it anyway. The guy had the audacity to say "GG". The only thing good that came from that battle was a great play P00K13 and I made at the beginning of the battle where we took different routes to intercept the flag holder. I swooped in and took the enemy flag right before the player captured it and then P00K13 came from behind and killed him to return the flag.
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Giving Dictator Overdrives to Vikings is a big + for the team. Giving them to Rail Hornets who hide in the enemy base is also a big +. Well done @TheReaperLeviathan. The combos with Hornet that dominate when given as many overdrives as possible is Sledgehammer Thunder, RD-LCR-EA"S" Railguns, RFM Shaft and RGC Magnum. Give your Overdrives to these players in groups and you can potentially start spawnkilling the enemy team if the map terrain allows it. Hornet's Overdrive is just insane up in the high ranks.
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Oh... :(
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What does "тормоз" mean here?
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Another easy 3 stars. The guy said not to capture most likely because our team was being dominated since the start and they wanted to drag it out longer.
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It was a Cologne RGB battle and my team was winning 2-1. The enemy team had much better equipment than us and we only had one more defense in us before we gave out and would become spawnkilled. I decided to save my team trouble and throw the ball at an angle where the ball will stay on the unreachable ledge and the time will run out with us being victorious. Someone who was looking at me while I threw it got banned for 5 minutes for Flood. Kinda similar to this: The other thing I did a while back was this. In Industrial Zone, my teammate with the flag jumped down and into the tunnel. I saw 3 enemies drop down and a devilish grin came on my face. I then did this and blocked them with my Titan. 'Twas pretty funny watching them squirm and try to pass me. I don't use Titan much these days but I make sure to do this to enemies because it helps the team a lot. It's pretty wide and perfect for this.
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There are some really useful modules from that era, but it's a lot to sift through in a fast-paced MM battles if you have a lot of them to suit your different combinations. While I don't like the exorbitant prices of the current modules, it does add much needed flexibility and better quality-of-life access in MM battles and/or fast-paced PRO battles. My most memorable purchase on this account was Ocelot D-D. It was a tough decision as I went back and forth wondering which one would be more beneficial, that, or Panther D-B. Only my Hammer protection made it to M3 because I bought the Bumblebee Kit back at I think. My Isida protection is still at 30% and is my least used module.
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Back to 3 seconds for a clean reload at M4 should be fine. The number of Magnum modules equipped rose from the sale. My Hornet's Overdrive has more value now. I don't blame any of them for buying it.
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When you zap enemies that have a bit of space between them - enough space that a Thunder cannot take all down quickly - Gauss can excel there. The Gausses that I see on Hunters would zap the group, then drive backwards and lock on to their preferred target. It's better as someone that supports the offence rather than being full offence, since the splash damage is a detriment up close. But if they don't have protection, and they're fairly close, then that 12-metre 90% damage retainment will make the most of that group. I'd still rather use it with Dictator.
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They stay for 5 or 6 days and on the 6/7thth day, there are no kits. So it sort of skips a day before the new ones arrive. The new ones should come in the next server restart.
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Darn, I was just going to read the original.
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They had differing HPs throughout all tiers.
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You may have had a chance yesterday: Assuming that code was really unused, btw.
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RGC. I don't think I saw a drone. His GS was just above 9000 in the battle. From his profile, Magnum + Viking is his main combo. He must have put in a lot of crystals to get it to M4 right after reaching Marshal, assuming that he bought it at Marshal.
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Valid Add new types of containers or new rewards
TheCongoSpider replied to Maf in Ideas and Suggestions
You have ascended to the upper realm. Congratulations. -
I don't mean to use the term "direct upgrade" loosely in this particular thread. Stock Ricochet has its advantages over Minus-Field Stabilisation. A noticeably (but not too much at M4) faster firing rate, which dispenses its damage quicker. Most MFS Ricochets I encounter are at around the range of Stock Ricochet. If you want quick and large sums of damage, Stock is better. MFS takes its time to kill the target while Stock is more aggressive and works. MFS in terms of statistics, is not close enough to the statistics of Stock to be considered a "direct upgrade" here. An example for Ricochet would be an alteration that decreases its minimum damage range by 10% but its minimum and maximum damage is increased by 20%. Here is another way to look at it: "DH"C puts a negligible penalty on a parameter that is fixed throughout all tiers. So on every single tier of Railgun, "DH"C's firing rate will be Stock Railgun firing rate + 0.11 seconds. And 0.11 seconds isn't really noticeable, especially when the shot reload itself is the same as Stock. Let's look at Adaptive Reload now. The penalty is on a parameter that is not fixed. However, the gap from M0 to M4 is only one second. So if an M0 Hammer were to use Adaptive Reload, its clip reload would be 6.6 seconds instead of 6 seconds for Stock. And this one is an extreme example, since Adaptive Reload unlocks at . And you'd be more of a liability to your team if you're using a Hammer under M2 at that rank. At that point, your Hammer should be close to, if not at M2 10/10. That penalty is nowhere near enough to allow a full reload after a Hammer kill. What you just said there is telling me that Stock Ricochet is better than MFS Ricochet, since both points say statistically that Stock Ricochet is superior.
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The distinction I loved between Mammoth and Titan was that Mammoth had more HP and was slower. That made sense. A lot of the distinctions years ago made sense. But, times change and so does balance. I do wonder how it would look if the damage numbers were to stay divided by 10 and Striker, Magnum and Gauss would fit in with the hulls being different HPs. It is integrated for the current statistics of equal number of HP, but it might have been really hard to integrate it back then.
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The guy on top was an M4 Magnum + Viking. We just couldn't fight him. His Magnum had enough leeway to one-shot my Hornet on equal footing every time.
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Jeez. Praise Hornet for allowing me to disregard enemy protections every minute.
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Yeah, but that may not stop a Wasp that is circling your Mammoth at a speed of 15.736 metres per second.
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Here I am circling enemies to death with Wasp Vulcan and I'm being called a hacker. That person was using Mammoth Twins. While Twins is a huge problem for Vulcan + Wasp, the hull he was using was very easy to circle, allowing me to kill him many times. Does it really feel that bad to be killed by a Wasp Vulcan? Or was that just server latency making me look suspicious?
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