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Everything posted by TheCongoSpider
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It's the Reinforced Aiming Transmission alteration. M4 Vulcan takes two seconds to wind up. My M2.7 SSR Vulcan winds up faster than that.
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200% increased damage will allow it to one-shot medium hulls without double damage, and one-shot heavy hulls with its average damage. That cannot work. Especially with only a 20% increased reload. That's the same as AGLM Magnum. I am sure that this would be used over AGLM Magnum if someone has both. And there would be simply no way to survive this if they have the Booster Drone. Even without splash damage, this is too powerful. It makes Sub-Calibre Rounds Thunder make no sense to use.
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That's just Juggernaut with extra steps. Incentivising teammate-killing is not a good idea. I'm sure a select few would enjoy it though.
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Well you did say "1-shot kills" which prompted me to think that you meant one of its 2 shots, since we were comparing it to something that has a longer shot reload time. You can say that Striker has a range advantage over Hammer and its damage doesn't drop with distance.
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Well then they are using Hornet's Overdrive.
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Firebird, Freeze and Thunder are turrets that take away your HP by noticeable amounts. Railgun, Shaft, Gauss and Magnum are turrets that are able to deal so much damage at once that it instantly kills other players. Let's take Railgun. It is a long-range turret and has a high damage per shot. It has enough damage to potentially one-shot a medium hull of its respective modification. (In layman's terms: M1 Railgun can one-shot M1 Hunter. M2 Railgun can one-shot M2 Hunter...etc) Now, we add alterations to that. Let's add the Round Destabilisation to that. Round Destabilisation adds 70% more damage to the maximum damage parameter. So that is potentially 70% more damage it can do. Railgun vs Wasp or Hornet Those are light hulls and they have the least HP in the game. Railgun's average damage on each modification is able to one-shot a light hull with double damage: M4 Railgun average damage: 1,200*2 = 2,400 M4 Light Hull HP: 2,000 And that is just the average damage. You can go higher than that, up to the maximum damage. M4 Round Destabilisation maximum damage is 2,720. That is enough to one-shot an M4 light hull on equal footing. Now, let's add a 50% Railgun module to that: 2,720/2= 1360. So with a 50% Railgun module, instead of being one-shotted, you now survive with ~30%. But that is if the player is not using double damage. If the player is using double damage, well then it cancels out your protection module and deals 2,720 damage anyway and one-shots you. That is why you see your protection modules as useless. The enemies are getting high enough numbers for your protection module to not fully defend against the shot. I see you used Hornet a lot so you'd be a victim of this. It is much less likely to be a victim of this if you used a medium hull.
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If you're talking about firing a salvo from a Missile Launcher "Cyclone" Striker, then no, you must keep the laser on the enemy for the required time.
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Those players that are still one-shotting you while you have protection modules against them equipped are either using Hornet's Overdrive with their turret, or they're using an alteration that increases their base damage. And it can be both of them at the same time.
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Yes, there is spin-up. I noticed it almost every time because sometimes where he/she stops and winds up again, I would continue shooting so I see how much damage and ammo is lost. I don't see anything wrong there. The player has smooth FPS and low Ping. The person was using Reinforced Aiming Transmission. Yeah. I had 2 or 3 Vulcan Wasp battles in Barda and many times, I'd die before I get to finish winding up.
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Another example:
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Some gameplay with Wasp + Vulcan found on the RU Forum:
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I'm going to go ahead and say that Dictator is a contender for the best hull paired with Vulcan. It has average HP as it's a medium hull. It has great traction so it's great to use in conjunction with Vulcan's gyroscope effect. It's tall so it can utilise Vulcan's upward auto-aim. Because of that, I can't use Reinforced Aiming Transmission as I can be smothering their hull with mine and the bullets will not hit because of the decreases auto-aim. I having much fun using this with Dictator. Its Overdrive allows you to have supplies on a lot of the time. With SSR, I expect to get more assists than kills. Assists are always nice as they contribute to the Overdrive charge. I get a similar feel with Wasp in terms of traction and players don't expect Vulcan to be paired with it.
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It acts like Duplet because of its decreased reload time after a salvo. It's firing two missiles in quick succession, however, there is enough time in between to react, unlike encountering a surprise Duplet or RFM Shaft. From the looks of it, you compared a Hunter with no DD activated to a Duplet with DD activated. Duplet needs both of its shots to kill the light hull. Striker needs two missiles to kill the light hull with DD. And those missiles come within 1.08 seconds between each other at least. Striker has the potential to one-shot light hulls but only if the light hulls have a good bit fewer upgrades. And even then, you must get on the higher end of the damage spread.
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Oops, I meant "former two". I've only seen one person say that it's OP. It's because he had just realised that it was there. Didn't even know it existed. :/ He took it out for a spin and did good with it. I doubt that it's as viable in M4 battles as Uranium is. I guess people are still stuck on Uranium. Adaptive Reload was made much more appealing (it's a legitimate upgrade now) appearing next to Duplet's 3rd nerf. I've seen more Adaptive Reload Hammers a few weeks ago. Duplet is still superior, given its rank unlock, as well as its players unwillingness to try anything else.
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Most likely it's a 50% damage increase with double damage, as seen with the other turret's I've tested.
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Was a downgrade before its buff. I'd say it's viable at the moment. The only thing stopping it is the decreased projectile speed. Maybe decrease the maximum projectile speed by 30 or 35% instead of 50%. Just as RFM is the Duplet of Shaft, Missile Launcher "Hunter" acts as the Duplet for Striker, although you have more time to react than the latter two.
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I like the "opposite" concept and it's great to see that you put a lot of thought into this, especially the unlock rank. If it were as low as , then there'd be many more problems than what @XxStriker mentioned. Now, this alteration has a fixed parameter. That alone is unbalanced as it can either be too powerful in one rank bracket or balanced/underpowered in another. In terms of this alteration, it most greatly positively affects the lower modifications of Twins, as the new reload time is even faster than M4 Twins. So good on you for putting it at a high rank and therefore high price. That takes care of the lower modifications. This alteration gives it more DPS than Stock Twins, as well as more shots for more impact force, and an increased projectile speed. SO more DPS than Stock Twins and it is able to land more of its shots. I don't see a reason to use Stock Twins when you can use this. The recoil decrease may be negligible on medium and heavy hulls. I'd conclude that this is an upgrade to Stock Twins. "Opposite" alterations sometimes may not work for game balance. In this case for Light Plasmagun, it may not work out well. j
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All modifications of Freeze has a fixed cooling rate of 60% of minimum temperature per second. Meaning it takes ~2 seconds to get the enemy to minimum temperature and maybe 3 seconds for the sign of them being fully frozen to show. So you're saying the Shock Freeze alteration is useless? And you're saying that Firebird is superior in every way to Freeze? Interesting.
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I've used High-Pressure Pump on @Kill_the_Propaganda2 for quite some time in the WO ranks. Since I used it with Hunter, Vikings were a pain to go against but I would come out on top even with Firebird protection modules in the battle. The one bane of my existence with that was Twins. If I shot for 4 seconds, I'd only do 2 ticks of damage to a Twins. I surprisingly handled Ricochets well. It's just Twins that rendered me useless. I had refused to take it off because that maximum damage range increase makes the decreased cone angle feel compensated. I'm not sure how useful this alteration is in the higher ranks though, since there are faster shooting turrets/alterations, as well as more impact force that may or may not be cancelled out by the respective tier's hulls' weight parameters. I remember trying it in the Test Server many months ago and I did better with CT.
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Why?
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It sucks sometimes that the EN Wiki displays the wrong information sometimes. Gauss' weak damage is 50%, not 90%. How that damage is delivered matters as well, in accordance to its other parameters. Are you trying to say that there is no reason to use Smoky when you can use Gauss? Parabolic curve?
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So, I bought Round Destabilisation for my M2.2 Railgun on my account and...I'm not too impressed. I had some great battles but I've had a few that weren't so great. In this one, I counted at least 7 Railguns. Railgun flares were just going off in every direction. So many different Railguns shooting. In this one, both Woy and I were Destabilisation Railguns on Hornets. Someone called both of us cheaters because of our RNG. I think I may stick to Electromagnetic Accelerator "Scout" until my Railgun is more upgraded. I can only imagine how it was to use back when it had a 90% maximum damage increase all those months. Trivia: The lowest damage I did with one shot was 17.
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Sigh. You see, you're only looking at it as one shot. They don't one-shot hulls. It takes many shots for each. As you keep shooting, that gap between them adds up. Not to mention that Gauss' projectile has to travel, which adds even more time to the gap. And then you have to factor in professional play by using impact force. If you shoot faster, you can knock off your enemy's aim faster, and therefore deny your enemy many shots that would proval lethal against you. You only replied to the reload time parameter. Did you acknowledge the others?
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Because I have enough supplies to last me 2 months of my gameplay. I would rather open them at a higher rank to get more crystals and batteries. It's those two that I save them for. If I have no use for the crystals at the moment, I could save it until I reach a higher rank so I'd get even more, as well as more repair kits and batteries.
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Smoky reloads faster than Gauss does, as well as its projectile being an instant hit...as well as a critical hit mechanic that can be amplified using alterations...which Gauss doesn't have.
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