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Everything posted by TheCongoSpider
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Matchup: Gauss + Hornet vs EA"S" Railgun + Hornet 'Twas fun trying to outscore that person but they got their 27th kill in the final seconds.
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Unexpected Hunter + Viking synergy. We were winning then the enemy team switched to primarily defensive and had a Saboteur Drone user. Coming down to the last 10 or so seconds, I used my EMP and shocked 6 players before dying when they were unstunned by a Mammoth's Overdrive. While respawning, I see a Viking Gauss activate its Overdrive from behind their base's building and did this wonder.
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Yup, and Shooting Speed Regulator wouldn't be viable since Stock Vulcan's spin-up time would be so low. The next batch of alterations may come at the same time it did last year, so I assume any changes that happen to turrets now until then is preparing for the alterations to be added.
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Yeah, I think Incendiary Band has lost its place as a top-score contender in MM battles if it doesn't have an Isida with them. I was healing this guy (Geka606) and he had a great start with 5 kills and 80 score on the board in first place. But then, we started gaining our fott and we soon overtook him. One of his problems was survivability. He wasn't using a Firebird protection module and his HP was depleting fast. I can only imagine how bad 's have it. Other things to note was that igorekSemenov was a Sledgehammer Thunder + Hornet. Go a lot of kills with that, and also a lot of deaths.
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Assuming that Vulcan is balanced as it is (in the devs' eyes), I would start off by halving the overheating temperature increase per second. You get to each modification's maximum temperature limit pretty quickly and usually in 2 seconds of firing after the gauge ran out. The fact that the afterburn damage is a fixed number means the lower tier will suffer greatly, as they have less Firebird protection and they have less HP to tank that afterburn. The spin up time actually feels better the higher you go. There is only a 1-second gap between the spin-up time from M0 to M3 but that one second is noticeable. I agree that 75% is too much. Maybe 40%, or even 50%. At least Vulcan received 2 damage buffs in compensation. The time before overheating is certainly better than when it was only 6 seconds. i can't even remember how I used to play with Vulcan back then. I remember it being the least viable but how viable was it really? Granted that this was back when Firebird's afterburn wasn't a fixed number and was always less than 300 damage per second, Still, how did Vulcans back then survive with only 6-7 seconds of ammo? About the range, I doubt that that will happen. As you can see, the ranges are consistent with each turret in each category. It's kind of like Tanki changing Twins' Plasma Core Accelerators alteration but leaving Minus-Field Stabilisation's parameters unchanged. It would be inconsistent.
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Yes, the splash damage. triple kills happen so often with this turret, it's crazy. The average splash damage range needs to be reduced to 9 metres for the least.
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And I'd even go on to say that Hornet's Overdrive unfortunately favours longer-ranged turrets like Railgun, Thunder, Magnum (RGC to be specific, and maybe Mortar), and sometimes Ricochets. Light hulls have to get in close to utilise it and they are susceptible to heavy damage or even being killed before they reach the targets, unless they sneak through the sidelines. Yeah, maybe in the beginner ranks. But once you hit somewhere close to , you'd need them to enter the Warrant Officer ranks. And just in case anyone has a(n) (understandable) misconception that Hornet's Overdrive is better in the Legend battles than in Lieutenant battles, that is not the case. Hornet's Overdrive's effects are fixed. The only thing that changes as you go up is the personal value of using the Overdrive. In both cases and rank spreads, you're dealing the same damage. By that, I mean you're dealing 100% of your turret. It's not like in Legend battles, you'd be dealing 120% damage or something with it. This is also to be said abut protection modules. You deal the same number of damage to a player with double damage enabled as you would with a player with double damage and 50% protection against your turret. What is the only difference? The personal value your Overdrive has, as you had to deal with extra setbacks (the protection modules) to fully charge the Overdrive in the first place. It's like n those battles where I still get a butt load of kills with Magnum on Hornet even when the enemy team has 5+ protection modules. I make the most of it and make sure I'm in positions where it is likely tat I would not die before the 20 seconds is over. That, and the fact that Magnum is currently overpowered.
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So we've been seeing more complaints about Hunter's Overdrive. Hunter's Overdrive, along with Titan, and Mammoth's Overdrives, are universal, as there is nothing else influencing them. They have fixed parameters. While Wasp's bomb has fixed parameters, higher modifications of hulls have faster acceleration and a higher top speed, which allows them to have a better chance of escaping the radius. If I have to say that anything is overpowered right now, it's Hornet's Overdrive, particularly in the higher ranks. You have access to all these alterations that allow you to one-shot hulls you otherwise wouldn't have.I'm wondering what happened during the testing of these Overdrives that concluded Hornet's Overdrive be given the fastest recharge rate? And on top of that, you're earning charge whilst the Overdrive is active, from actions and from passive charging. IIRC, the highest % I got during one of my Hornet's Overdrives before it finished was around 80%. I feel as if its recharge rate should be decreased to maybe Dictator's rate. I hope Hornet's Overdrive isn't too much of a nuisance in the lower ranks.
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Express your blind absolute rage of the overpowered Hunter Tank
TheCongoSpider replied to simpleone in Archive
Impossible. It's at least 3 seconds after the zap, not the activation. So that = at least 4 seconds after the activation. -
Dictators do not receive Overdrive charge from other Dictators' Overdrives. And it's good to see sharing in this game.
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My poor Wasp Vulcan railgunned to death from 3 directions.
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And overpowered. 12 metres is too much distance to retain 90% of your total damage. That is the only thing I think needs a nerf.
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The constant reload buffs. It shouldn't have gotten that buff. My default modules are Railgun, Thunder and Magnum. Magnum protection is a must when I'm using Magnum. Thunder because I'd rather not be one-shotted/there are so many of them. Railgun because it's Railgun. But not Stock Railgun, EA"S" and LCR Railguns to be specific. LCR Railgun can one-shot my Hornet without double damage. That is cause for concern. Let's not forget Round Destabilisation that can render my 39% Railgun protection useless just by sheer luck. My Magnum scores since that last buff have been high too consistently (using it with Hornet). Whenever I see 5+ Magnum modules on the enemy team, I can no longer feel 100% frustrated because they're just doing what they need to to survive.
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Made a total of 606 stars this month.
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What exactly makes having protection against a particular turret "a must"? I would say it's more on the prevalence of the turret than the damage it deals. If Shaft numbers wer eto rise to the number of Thunders or Railguns, don't you think that Shaft protection would be more common?
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This is the 2nd time I've been shut down for trying to explain something about Magnum to a player: I immediately went to this account to use RGC Magnum again and nothing like what he is saying his happening. I tried many different low % velocities and my reload time reflected exactly what my % charge was. The first time I was shut down (it's dark as I was using a Dimmer at the time):
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They don't really need to use it. It's just to show that they have everything.
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Nope. This is where the patience game is played when in the enemy base. It is best to reload all or almost all of your energy so that you can surprise them with more than 1 shot. You'd have to wait longer than "a few seconds". I don't know what your definition of "a few seconds" is. Mine is 3-4 seconds, and that only reloads one arcade shot for me. And if the sniping shot didn't kill then, then they can react with a repair kit before your first arcade shot is ready. It also depends on the range of the target, because anything after 70 metres and you're dealing 25% damage. That's not really punching the enemy. If it's within 70 metres, it's best to use the arcade shots. Well you can always buy Shaft protection, just like you can buy protection for the others. 15% alone helps you to survive a shot from it (if you're both on equal footing). If Shaft protection was a little more common, this wouldn't be much of an issue. But they're rare enough that there is no need buying Shaft protection over Thunder or Railgun protection. Having Shaft protection allows you to survive sniping shots as a medium hull. It's not so much for a light hull, but since it's a light hull, the Shaft would think that it doesn't need much charge, and then doesn't kill them. Made sure to purchase that on two of my lower-ranked accounts and it's helping with survivability. Shaft doesn't have an alteration that fits what I'm trying to portray. An example for Shaft would be an alteration where the maximum sniping damage is increased by 20%, but the downside is a 15% decrease in the arcade damage.
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Very. Kills a medium hull in 1 second. Light hulls have no chance if the Viking Firebird they're fighting suddenly activates it. It's good with Freeze as far as I've seen. It deals better damage per second, slows the target down so that they get in your maximum damage range easier for maximum damage. Shaft with Viking's Overdrive usually takes care of enemy defenses because of a lack of Shaft protection around. They'd have to get in close though. And by close, I mean the range of Twins, Ricochet and Hammer. Here is an explanation, which expands on what XxStriker said.
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That's the power of early M3s. (M2 10/10)
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I added Hyperspace Rounds after I had finished typing that. Didn't get to change the number on that particular part. Yes, I described it in a nutshell. And this post was to show that (in my opinion) those 3 of the 51 alterations are currently not following that guideline. They're not keeping their integrity. "DH"C Railgun is more suited to take on multiple enemies. Stock Railgun isn't. They both deal the same damage and have the same parameters for everything except the shot delay time. On each modification, the Stock Railgun shoots faster than the "DH"C Railgun by 0.11 seconds. Let's say 3 enemies are lined up, or maybe 2 are lined u and one is at the side. The "DH"C Railgun shoots two targets and kills one with penetrating power. It then reloads and deals another full damage shot to the first enemy and kills them. It then turns to the 3rd enemy and takes two shots to kill them. Compare that with Stock Railgun. It kills one with the penetrating power, has to reload. It reloads and kills the second one, then has to reload again. Turns and kills the 3rd enemy in two shots. That significant advantage is given to it for what? A 10% increase in the shot delay? Almost negligible. The only advantage Stock Railgun has over "DH"C Railgun is in 1v1 face-to-face combat with each other or another combination. But then again, that extra 0.11 seconds isn't going to decide much oftentimes. After 3 shots, Stock Railgun would have been faster by 0.33 seconds, which is about how fast an M3 Duplet Hammer shoots both of its shots. So you have an alteration that makes a turret have the potential to shoot rapidly and you give it an almost negligible downside. How does this even change Railgun's playstyle? I've actually went away with the notion that every alteration changes your playstyle, because that doesn't seem to be the case for some. So this one would fit under "more suitable for specific situations", but "specific" could be changed to "most". Sigh, this is something I really didn't want games to have the trouble with. Adding too many alterations to things makes balance harder to achieve, especially when you claim that it isn't supposed to make the equipment better. But hey, if this is another source of income for them, then I wish them all the luck in hopefully pleasing as many players as they can with each balance change/update. I do wonder what inspired the change for "DH"C Railgun. I asked Cedric about it (in the topic) and he didn't give a reply. I just assumed that he had no authority to give answers for those questions or maybe they didn't even tell him why and just gave him the information to relay onto us. I'm not mad at him for that (or at all, for that matter). The change to Compact Tanks was a nerf in its heating rate on the 1st of March. There are some scenarios where Stock Firebird and Compact Tanks Firebird outperform IM Firebird. Utilising their afterburn damage when they were killed swiftly after attacking the enemy. Compact Tanks benefits from this the most. If the player is slightly in range of the Firebirds, then Compact Tanks and Stock Firebird can ignite the target and allow its afterburn damage to deal more damage than the direct damage they're doing. Sure, it does better than the others in MM, but it doesn't fit the examples that I'm trying to relay. Thinking about it, Mortar should probably be added to that list given its current statistics. Incendiary Smoky requires a Fox module to fully defend against it. Fox modules, as I've seen, are very common so they're almost well protected. The modules affect the heating rate of the Incendiary Smoky, which I've identified as theoretically being 200% of maximum temperature/sec with a temperature limit of 50% of maximum temperature (as stated in the alterations effects). The more fire protection you have, the less ticks you'll suffer, which will decrease the damage you take. Stock Smoky's critical hit allows for a massive chunk of the enemy's health to go away, probably by surprise and ends up killing the enemy. You can react against Incendiary Rounds. For the most part, you can act against the Stock Smoky's critical which would take away your remaining HP. That doesn't stop the million and one Compact Tanks I encounter in all ranks above . I don't really see much Stock Firebirds, even though it has the advantage in direct damage output. Rapid-Fire-Mode has its drawbacks. It's not like the examples I'm trying to relay. I wouldn't consider 70% of my total sniping damage "huge". It leaves a good set of HP on medium hulls. It's much better on the front lines than sniping.
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category Ideas for Supplies and Drones!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
That would interrupt the flow of already short MM battles. With this short duration, you can decide that there is almost 0 chance to get the gold so you focus on the objective. With 30 seconds, you have this mindless scramble for the spot. You can see the gold from a distance if it is not behind a building. And the gold box takes 10 seconds to appear in the sky and 10 seconds to fall to the ground.- 2,786 replies
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The actual number, 7, in this case, isn't a huge deal. It's where those 7 ranks span is the huge deal. I treat 7-rank brackets as normal. It's the 10-13 rank brackets that are bad.
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