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Everything posted by TheCongoSpider
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The main gag I was trying to pull was that Titan's Overdrive doesn't allow you to feel a rush as Viking's Overdrive would. Which may explain why there are many medium huls as well as light hulls compared to Titan. The gameplay may be too slow for them and Viking's Overdrive heats things up every once in a while.
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I had thought that as well. I prevailed over many players back when my account was because the majority of my enemies were light hulls and my Vulcan was a bit upgraded. So I had many things in my favour, as did this person. He had a bit more mobility than me because of him using Viking while I used solely Mammoth, but I think that's capsided by Viking being a ragdoll while I had stability with Mammoth. Serpuhov was one of the maps where I always did gret in an praised the MM system for putting me there, there and Desert.
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Everything is even in the M0 and M4 tiers (and probably at M3 as well), but during the M1 and M2 tiers is where the imbalance between turret and hull combinations happen. I saw that as an added bonus for being patient with Heavy Capacitors. I was able to one-shot light hulls even if they had double armour activated. But that's if they didn't have protection against me. The ones with very little protection against me survived..because that's what protection modules do. If you have Shaft protection, it makes your life a whole lot easier. I don't think I agree with it being able to one-shot heavy hulls though. It was great for taking off 90% of its HP but fully one-shotting it took it to anoither level. Not many HC Shafts around though, and not really much use for it since I see more light and medium hulls that heavy hulls.
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After watching that video, I can deduce that Vulcan's damage boost with Viking's Overdrive is a 2x damage boost. What's weird is that the player has double damage enabled during both Overdrives yet did exactly 2x damage. The only time I noticed a difference was in this frame: On the unprotected Wasp, it dealt 474 for a tick. I believe that this is an add-on from the first tick that is seen as '290'. I was taking a stroll down memory lane and looking at videos of Viking's Overdrive before the rate of fire and damage boost nerf and damn did everything make sense back then. Freezes killing my allies in one tick of damage. Electromagnetic Accelerator "scout" Railguns shooting at Hyperspeed etc. It would have been nice to see how much damage Vulcan did back then, but in the words of Taspen:
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So, what do you think? Is it overpowered? Or is it just skills? I think it's really powerful but is kept in check by its rarity. How often will you meet a Vulcan player that dunks on everyone as opposed to a Thunder, Railgun or Firebird player doing the same? Nice to see that they branched off to Vulcan and not only because of an overpowered alteration like they did with Incendiary Band.
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Yeah but Titan doesn't allow you to get quad-kills in 3 seconds. Why would they ever use something that doesn't give them the rush of dopamine after a quad-kill? x) I think Viking's Overdrive has that effect on new players.
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category Ideas for Supplies and Drones!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
Yeah, I can see this happening. Maybe it would be like anyone within a 10-metre radius of Viking when it activates its Overdrive would be infected similar to ignition. Perhaps 20% of maximum toxic overload per second? That should help out splash damage turrets at close range or melee turrets to be on par with ranged turrets.- 2,786 replies
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Yeah, perhaps the Viking kits are the best at the lower ranks because I was just in a battle with 13 Vikings. I spawned halfway into the battle and I saw 3 different Viking Overdrives go off in less than 6 seconds. Coming down to the end, I realised that all I was seeing were Viking, so I counted them as best as possible and the only non-Viking hulls were me (as a Mammoth) and Juggler Kit user. Perhaps this is why there are many players using Viking in the higher ranks. They've played with it for so long that they become somewhat numb to the ragdolling effect. Just today I played against a Vulcan Viking and he kept control under impact force.
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Yeah, I changed it. Got a Finish 5 battles in Rugby instead. Way easier than getting 150 kills. Even though the other two missions were for 2 other modes.
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Lol, I got a score 1,500 points in DM mission today.
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Score Multiplier Pass Should Be Revived (OPINION)
TheCongoSpider replied to sensei_tanker in Archive
I really liked the cheapest one which, if I remember correctly, costed 2,500 crystals.Or was it 7,500 crystals? 2,500 crystals seems kind of cheap for that. I always saw it as being worth it and just the thought of gaining 30% more EXP from actions made me feel happy inside. Ayy, what are you talking about here? All those players with 30+ kills in MM battles receive at least 300 EXP because each kill gives 10 EXP. It's the easiest way to earn EXP. Capturing flags and scoring touchdowns are what give very little EXP. Might be slow for the high-rank player but killing is the fastest way to rank up. And killing is rewarded with great score. And because you are rewarded for it, you'd keep doing it. Keep doing it and you'd rank up faster. -
Didn't even think of that.
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Hammer:
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And the less its players understand it, is the more gullible they are.
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category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
So what about the other hulls that potentially get their Overdrives wasted? What about them? They have less chances to use their Overdrives during battles. More kills with the bomb = more bombs in the battle which with your idea = more kills and it's an endless cycle until the battle is over. -
Here this guy is again and doing the same wheelie action as he did with the Juggernaut in the scenario yesterday. I'm making a report. He was almost perpendicular to the ground before I took this screenshot. Nothing touched him there. I realised it was him again earlier in the battle and when I went close to him, his Titan was really jumpy.
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I just realised: When you put these two together, it makes it so that you'd have to play more DM battles which means you're playing more MM battles. The penalty is taking away a kill and putting 1 death. When you self-destruct, a kill is taken away, meaning you could have gotten 40 kills in the battle in total but you'd reach the cap of 30 kills at the end because each self-destruct took away 1 kill from the scoreboard. With this update, there is no going around that. The number of kills you get is the number of kills you get, regardless of self-destructing. So at most, you'd only be able to get 30 kills. So those "Score 300 points in Deathmatch battles" missions require you to get 30 kills total in the battles instead of 20. And you know that there can only be one winner, so it's likely that you'd need to enter another battle to complete it. Pretty sneaky way of making us play longer. :ph34r:
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How often do you guys get The Forbidden Trio? 2 hours of constant MM is fun. Good luck to anyone who has to do a "Score 1,500 points in Deathmatch battles" after tomorrow. I'll take you at least 5 battles now.
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Here's the RD result from the Test Server. Here are the screenshots of that Wasp + RD Railgun. There were two battles. There was this Iran battle with a Destabilisation Railgun. He shot my M2 Hunter (M1 10/10) three times in a row and all of them did identical damage. He shot me once and took down that much HP in the picture. I used a repair kit. He shot me again and did almost the same damage. I then died to a Thunder shot and then when I spawned and used DA, he hit me close to that same damage again. I wanted to buy Railgun protection badly during those times but I told me self "No, it will be nerfed soon so don't worry about it too much!".
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If you stay alive with full HP for 2 minutes, this is what you can achieve with a max-levelled Camper Drone. And I had many more planted around the map.
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I probably should have phrased that better. At the beginning of the battle, around where the photo was taken, he approached me with Unaltered Railgun + Viking and shot me once. My impact force was able to make him miss 3 of his next shots. I was on low health waiting for him to shoot me while I'm there driving in ovals trying to evade him for about 10 seconds. I then was able to shoot the wall in the picture and kill him with the splash damage with me surviving on 5% HP. he says "LAMO" there. We encountered each other in the same spot again with me coming out victorious because the guy didn't shoot me (possibly out of fear of me knocking off his aim), so I said "Are you afraid to challenge me or something" but my Caps lock was on. Then he spewed all that nonsense. Probably should have asked why he wasn't shooting me instead. I ignored him for the rest of the battle and then he said the last message. He saw hat as a 1 v 1 challenge in a PRO battle and not a challenge in MM battle.
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category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
Sometimes Hunters' use their Overdrive empty-handed. Sometimes Vikings use their Overdrives empty-handed. Many times, my mammoth's Overdrive ended in my getting no ticks of damage on the enemy. Wasp gets more opportunities to use its Overdrive than every other hull. Why should they get a kill every time they drop it? This sounds something like getting a participation trophy for contributing a negligible amount to your team. -
Minimum and maximum sniping damage: -30% Sniping shots have a chance to deal 80% more damage This incorporates Smoky's critical hit mechanic into Gauss' sniping shots. They deal lower damage overall but each shot has an accumulative chance to deal 80% more damage in both ranges. M4 Gauss decreased damage: 924-1519 M4 Gauss increased damage: 1755-2886 The % chance accumulated for each shot is: M0: 15% M1: 16.21% M2: 17.03% M3: 18.49% M4: 20% Initial % (after spawning): 0% Minimal critical %: M0: -20% M1: -22% M2: -23.1% M3: -24.94% M4: -26%
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