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Everything posted by TheCongoSpider
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Just putting this out there: It seems equal to the turret's reload speed. Twins and Ricochet shoot less than a second after their Overdrive is finished. Firebird, Freeze and Isida instantly get to deal damage with their regular fire after the Overdrive is finished. Thunder, Magnum and Striker take the same time as their respective reloads to shoot again. It slides like Viking. I know it slides badly with impact force, so I be stealthy with it. Bonus points if you're plying in silence. Hornet's Overdrive has the power to destroy defenses while it stays out of sight. I've been wondering what was the result that happened while testing that made them put Hornet's Overdrive to recharge quickly, while also gaining charge from kills and actions during that time (about 3 seconds after activation, to be more specific). It doesn't stun it. It just deactivated the Overdrive. The Mammoth drives as normal when the Overdrive is deactivated by the bomb. Tbh, there are already too many things that inflict afterburn damage other than Firebird, and having an Overdrive do it is just oversaturation at this point. Basically making Firebird protection more of a must than a choice.
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Ok, I think you've been overreacting. I am certain that this "one-second shot" you're referring to is actually ~1.5 seconds, or maybe even 2 seconds. It takes about 1 second just to reach and pass the minimum sniping damage. And then for M4 Shaft, you'd need to keep charging a bit more for it to reach 1,500 damage, which, with double damage, should kill you. But then I don't know if you're wearing a drone or not, so that makes the Shaft have to charge up slightly longer, very slightly. Shafts are able to one-shot every hull in the game, but Stock Shaft cannot do that. Only Heavy Capacitors is able to one-shot heavy hulls. And you need to charge up for ~7.5 seconds, which in the heat of close range battle, is terrible. So I'm not surprised that HC Shafts are in the back, where they can get the most out of their alteration. And as a Viking player, you have the best advantage against Shafts. Your low profile and higher speed makes it harder for Shafts to accurately track their target compared to Hunter or Dictator.
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I would expect one-shot kill turrets to be the most voted so that is the reason it wouldn't surprise me. No one likes to be in the zone after getting a double kill in the enemy base, only to be one-shotted after spotting your next two unprotected targets nearby. All 3 turrets you listed there are one-shot turrets.
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Me: Hazel, may I have 300,000 crystals? Hazel: To spend on equipment that you are comfortable with or will benefit you the most in the long run? Me: Yes. *Actually buys Jam Kit like a boss* Remorse time
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It cancels out the double damage gained by the Viking's Overdrive. But the double damage being enabled as a supply would give +50% more damage per shot, which will add up.
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Yeah, that was the main motivation to take the screenshot. I didn't think to look at the ranks at the beginning. And the fact that 3 of them were below , was surprising. I mean...my team was wiping the floor with them from what I saw. Oops, my bad. I accidentally skipped . Still, I think 's count is 1 more than my number.
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I see. Well, it's unlikely (in my experiences), that a Viking would use its Overdrive without double damage. That double damage makes a difference.
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Niiiiiiiiice. Thanks! Back when I used vertical Magnum here, I remember using 21 as the angle and 15% as the power. 20% at that angle would hit about where the double damage marker is but 15% would hit right in front of the ramp and get me the most damage. What do you mean by this?
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You didn't specify if the Thunder had double damage enabled at the time. Railgun and Hammer seem like the best for taking on one target in the dome.
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It wasn't 100% accurate, but I used the values that best fit the idea of what I'm trying to portray. And those numbers were talking about the ranks and/or quality of equipment, not the number of stars each team earned (not sure if you knew this or not so just putting it out there). IIRC, one Marshal was there at the battle at the beginning and the other came in probably around 30 seconds or a minute in. I don't think I noticed any players leaving, wasn't paying much attention. I always have to remember to add 1 to my count because I look at it in the eyes of the lowest rank and count from the 2nd rank until the last rank. In my eyes, it's a 10-rank bracket. I treat that as more common than I'd like it to be. A 12-rank bracket (13 for you) would be more surprising. Given the number of players, it is expected by me. I do admire when a battle has a rank bracket of 3. Had 2 battles recently where the rank bracket was - .
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Did you have protection against Thunder equipped? Protection modules are a huge factor in your survival inside the dome against an Overdrive Viking. Because that is cutting down the total damage received by whatever % you have equipped. I've healed Titans and Mammoths through entire Viking Overdrives (with Support Nanobots) because the Titan or Mammoth had both 50% protection against the turret and double armour activated.
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What about the ranks of the players? That indicates possible equipment they may have. I had this battle close to the server update some days ago: That battle looks like a classic: 3,3,3,2,2,1,1,1 VS 3,3,2,2,2,2,2,1 One team has an almost equal number of strong players and weak players while the other team has many members that are in between. And taking ranks that unlock equipment into account, it can be worse for either team.
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The last buff was overdoing it, especially with that Mortar buff.
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Correct me if I'm wrong, but creating something to "balance your wins and losses" sounds much, much harder than creating something to "create consistently fair battles". The former sounds like it has the possibility for ~50% of the population to have their wins and losses more or less balanced, while the other two ~25%'s either have way more wins than losses or way more losses than wins.
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Titan, in team battles, isn't the only hull inside of the dome. There can be medium hulls and even light hulls in there. From experience, I've been killed inside of a dome by an Overdriven Viking many times. Firebird, Freeze and Isida weren't able to kill me, but everything else did, especially Hammer, Ricochet, Twins, Railgun, and Uranium Strikers. Viking's Overdrive is really only countered by Hunter and Titan's Overdrives, in a professional fight that is.
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Thank you for the humour. It was much appreciated by me. It does border on Juggernaut's Overdrive so the uniqueness of Juggernaut's Overdrive is now decreased. It'd be funny for a Juggernaut to yeet a Titan away and instantly focus on other enemies, only to be yeeted right back 6 seconds later. People still haven't learned not to waste their ammo on a Mammoth that clearly used their Overdrive 1 second ago, right in front of their face. It is Ricochet and Firebird that Isee doing this the most.
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Alright. Gonna be pedantic here: While alterations allow a turret to shine brighter in particular situations, it also has a downside, which negatively affects them overall and even lose brightness in situations where Stock shone bright. The C in "DH"C stands for Compulsator - "Death Herald" Compulsator. Now, this is one of the alterations that are upgrades to their Stock counterparts. This one is an upgrade because the drawback is largely negligible. It used to be a 10% increase in the shot reload time, but they switched that 10% penalty onto the shot delay. What does that mean? It means that it shoots faster than it did before, a buff. M4 Stock Railgun shoots a shot every 3.7 seconds while M4 "DH"C Railgun shoots a shot every 3.81 seconds. The gap between them is only .11 seconds - negligible. With that negligible increase in the shot delay, Railgun obtains the power to reload instantly. Based on statistics, there is no reason to use Stock Railgun if you have "DH"C. For me, a 50% increase in the damage for incendiary Mix was alright back when the energy consumption allowed you to shoot for 6 seconds maximum. But after a change earlier this year, that time has been increased to 10 seconds maximum. That is what makes it so powerful - the ability to shoot for very long and replenish lots of that ammo very quickly. The removed afterburn is a huge drawback in particular scenarios, but if you can keep within range of the target, that shouldn't be a problem. Smoky's Incendiary Rounds and Cryo Rounds deal the same damage as a regular shot would. In Incendiary Rounds' case, it will deal much more damage than Stock Smoky's critical hit if left unchecked for 5 seconds. From an offensive stance, Incendiary Rounds is better than Cry Rounds. Cryo loses out on critical hit damage so it can freeze the target for a short period of time. If that person gets frozen right as they retreat behind a corner, you can do anything. WIth Incendiary Rounds, you cahn deal an additional 1,500 damage to the player behind that wall. And with the critical hit, you can possibly take them out right as they're retreating to the wall. So Cryo Rounds doesn't fit the OP category. Understood. But there are more in other areas.
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See, the thing these aren't factoring in is that Shot Effects are 1 of 3 possible items you can obtain when your container contains an item from the Epic Rarity. And I am certain (without proof in this case, of course) that the chances to get different items in the same rarity are not equal. But let's assume they are equal. How likely do you think it is for that person to receive a shot effect for every one of those epic containers? So it's likely that you burned through many epic containers and failed to obtain shot effects on some of them. That is a lot of epic containers to get. A lot of luck. I don't know how achievable epic containers are and is supposed to be by the devs, so i can't tell if that's too generous or not, especially when 2 of the 3 have minimal impact, if any, on gameplay performance.
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It works for Railgun as it is not rapid-fire and it has a large damage gap. I don't know what that last line has to do with anything here. That is not the point of alterations. Where exactly did you get that idea from? Would you consider Plasma Torch an upgrade for Ricochet? Would you consider Subcalibre Rounds an upgrade for Thunder? Would you consider Light Capacitors for Shaft an upgrade? Would you consider Assault Rounds an upgrade for Smoky? Yes, some alterations are clear upgrades, but you overgeneralised and called all 51 current alterations upgrades, which is untrue.
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Goodbye teamwork...I guess? Reverting that mechanic after so long it has been implemented may not sit well. They may weaken it or alter it but I doubt they'd take it off.
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Dictator has the same refresh rate as Mammoth. The difference is that Dictator gets 20% more charge for actions than mammoth. So if the Dictator is actively doing actions in the battle, then its average refresh rate could be close to what Hunter and Hornet has. For a (hopefully) better understanding: Hornet and Hunter: Has to climb 20 steps and takes 2 steps each time until it reaches the 20th step. Dictator: Has to climb 25 steps and takes 3 steps each time until it reaches the 25th step.
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I propose keeping it the way it is. At the moment, there is little teamwork and/or meaningful supportive play. Dictator's Overdrive seems like one of the last threads of teamwork/supportive play you can actively find.
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My first Gauss Prime I saw was on the 16th.
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Do we really need more RNG in this game?
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That would be an interesting adjustment to Wasp's bomb. But given Wasp's recharge time, this would see many more Overdrive sin lower-ranked battles, and maybe even more in high rank battles. And what about Dictator? What will it get in compensation for its ability being removed, if it's getting any, that is.
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