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Everything posted by TheCongoSpider
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update Patch Update #747 - Released 1st December 2023
TheCongoSpider replied to Marcus in News Archive
How do you know that? -
UPDATED: 01/12/23 With 25 units of additional damage enhancement: Tesla: Will start 3-shotting unprotected heavy hulls with the normal damage Electroturret will instantly kill an unprotected heavy with the ball + chain lightning Status Teslas will start 2-shotting unprotected light hulls with critical + normal hit Hammer: Will kill a medium hull with DA with normal + normal + critical hit High-Capacity Ammo Clip will kill a heavy hull with DA with the full clip Large Calibre Pellets will start 3-shotting heavy hulls with DA Ricochet: Will need at least 1 fewer shots to kill medium hulls Thunder: Will start one-shotting unprotected light hulls Will start 3-shotting medium hulls with DA with normal + normal + critical hit Small Calibre Charging Machine will now 3 shot unprotected heavy hulls The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 81m (from 91m) Hyperspeed Shells will start one-shotting unprotected medium hulls at 118m away The range at which Vacuum Shell one-shots unprotected light hulls is decreased to 2.4m (from 3.33m) The range at which Vacuum Shell one-shots unprotected medium hulls is decreased to 6.1m (from 7.5m) Vacuum Shell will one-shot an unprotected heavy hull at 9.81m Smoky: Will start 3-shotting unprotected heavy hulls Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit Status Smokies will start 2-shotting unprotected light hulls with normal + critical hit Striker: Will start one-shotting unprotected light hulls Will start 3-shottinf medium hulls with DA with normal + normal + critical hit Will kill a heavy hull with DA with a salvo Uranium will start one-shotting unprotected medium hulls Tandem will instantly kill a light hull with DA Faust will kill a heavy hull with DA with a salvo if all missiles deal normal damage Scorpion: Will start one-shotting unprotected medium hulls with the critical damage Missile Launcher Swarm will instantly kill a heavy hull with DA with salvo + arcade Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Phoenix will start one-shotting unprotected light hulls with the normal damage Phoenix will start one-shotting unprotected medium hulls with the critical damage Railgun: Will start one-shotting unprotected medium hulls with the normal damage Large Calibre Rounds will start one-shotting unprotected heavy hulls woth the normal damage Round Destabilisation will kill a medium hull with DA with a normal + critical hit Scout will start one-shotting an unprotected medium hull with the critiv hit Scout will kill a medium hull with DA with normal + critical hit Magnum: Will start one-shotting unprotected medium hulls with the normal damage The range at which Vacuum Core one-shots unprotected light hulls is reduced to 5.2m (from 6.1m) The range at which Vacuum Core one-shots unprotected medium hulls is reduced to 8.7m (from 10m) The range at which Vacuum Core one-shots unprotected medium hulls is reduced to 12.2m (from 14m) Shaft: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage Short Band Emitters will start one-shotting unprotected light hulls Gauss: Will start 2-shotting unprotected medium hulls with the normal damage Large Calibre will start one-shotting unprotected light hulls with the normal damage Super Solenoids will kill medium hulls with DA with arcade + salvo Super Solenoids will kill heavy hulls with DA with arcade + arcade + salvo
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update Patch Update #747 - Released 1st December 2023
TheCongoSpider replied to Marcus in News Archive
What you're trying to say is keeping TTK low is necessary for the long term survival of the game? Is this the driving force behind many of the decisions made? -
update Patch Update #747 - Released 1st December 2023
TheCongoSpider replied to Marcus in News Archive
Wasn't this already increased from 30 to 60 seconds in January? -
update Patch Update #747 - Released 1st December 2023
TheCongoSpider replied to Marcus in News Archive
This was especially apparent with the Thunder nerf 17 months ago. They reduced the damage from 990 to 900 which was fine but then they went and further reduced the damages of Small Calibre Charging Machine and Sledgehammer Rounds. SCCM would have retained its purpose of killing light and heavy hulls quicker than Stock but instead they nerfed the damage again and now it doesn't even do that. Despite getting critical hits slightly more often than Stock, it couldn't even synergise its normal and critical damage to do its intended job. And then they have the gall to introduce Adaptive Reload which at the bare minimum is SCCM without the inane damage penalty. Not even mentioning the fact that they killed Sledgehammer Rounds' range, if they DID end up getting the enemy's face for long enough, then congratulations, you now can't kill light and heavy hulls in a properly timely manner because surprise surprise, it definitely needed its max damage nerfed from 1,350 to 1,305. And so it remains to this day, where the only proper variety on Thunder, the turret that has the most augments in the game, is two legendary augments who massively powercreep everything else on it. -
It really isn't.
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update Patch Update #744 - Released 10th November 2023
TheCongoSpider replied to Marcus in News Archive
Sounds to me like you're using EMP Tesla specifically. That's the only status Tesla that has an unchanged critical damage coefficient with the OD, i.e weaker than it should be. AP - x5, x25 crit EMP - x5, x5 crit <------- Cryo - x5, x25 crit Jammer - x5, x25 crit Incendiary - x5, x25 crit Stun - x5, x25 crit -
It's the first time we get a full set of special missions for the event.
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Correct. These events are not catered to you.
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That sounds like projectiles. Not a bug then. If you do see anything weird please try to record or screenshot it.
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Magnum, Gauss and Smoky can do that as they have projectiles. Shaft shouldn't be able to do such a thing. Do you remember how long after their deaths they would kill you? And how far away they were from you are the time? Another possible reason would be if those players you've encountered had the Blaster augment for Wasp, which deals chaos damage in a radius around it when their tank dies.
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Can you describe common examples of this happening? What turrets were they using, etc.
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update Patch Update #744 - Released 10th November 2023
TheCongoSpider replied to Marcus in News Archive
It does. I'm fairly certain the Polarization from repair kits and Paladin are separate. -
update Patch Update #744 - Released 10th November 2023
TheCongoSpider replied to Marcus in News Archive
You're taking your own (wrong) interpretation of it. Turrets have parameters. Augments change those paramaters, whether that be by making them better or worse. Turrets apply status effects on critical hits. Augments that apply status effects now change the critical damage of the turret to be 10% of its base. That is all there is to it. Nothing more, nothing less. -
I don't like the new layout of the forum on mobile. Takes more clicks to get where I want and I'm shown less information than I was previously.
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I remember when Magnum came out, I was god awful with it. The very next day, I was expecting to still be awful but I was directly hitting almost every shot with ease. That honestly surprised me back then.
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update Patch Update #744 - Released 10th November 2023
TheCongoSpider replied to Marcus in News Archive
That was something added a little before mid-2023. That is the assumption. Even if personal experience couldn't tell the whole story, it was shown in the past that they can change the intra-rarity drop rates of individual items, notably back in 2020 where new things in exotic had a 5x higher chance of appearing than the other rewards in exotic. I think they said in a past V-log that intra-rarity drop rates change depending on how many items are remaining in the pool. They didn't say anything about the drop rate of the rarity itself. In my personal experience, the rate at which uncommon used to give 10,000 crystals increased significantly after the shard update in 2021, and that was a very welcome change imo. The was the main stark difference in drop rate I noticed out of everything at that time. Assuming they all have the same intra-rarity drop rate, it would make sense that you see paints more often. There are a more of them. But I do remember that turret augments were the rarest things I got in shard containers in 2021 from the epic category. The same thing probably applies there. -
It appears to be the actual phoenix augment, at least the state it was in during March.
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update Patch Update #744 - Released 10th November 2023
TheCongoSpider replied to Marcus in News Archive
The official drop rates of normal containers are: Common: 50% Uncommon: 34% Rare: 10% Epic: 5% Legendary: 1% With a guaranteed rate (10,000 crystals) if you went 14 containers without a reward in the RARE section. The change made to them in January made it so that you could not get back-to-back rewards from any rarity except common. For example if you got an UNCOMMON reward, your next container will not be an UNCOMMON reward. Because of this, the drop rates you would see over time would look like this instead: Common: ~60% Uncommon: ~24% Rare: ~11% Epic: ~4% Legendary: ~1% Those drop rates suggest that when you get a non-common reward, the drop rate of that rarity would be added to the COMMON drop rate. For example, if you got an UNCOMMON reward, your next container chances would look like: Common: 84% (50 + 34) Uncommon: 0% Rare: 10% Epic: 5% Legendary: 1% ------------------------- I opened 464 containers saved up after the update and my drop rate was: Common: 54.96% Uncommon: 32.32% Rare: 11.00% Epic: 1.07% Legendary 0.65% So it appears to have gone back to pre-nerf chances. Of course there are other things as well, such as emptying your epic pool reducing your epic chances in normal and supposedly ultra containers as well, that's why my epic rate is so much lower than 5%. -
update Patch Update #744 - Released 10th November 2023
TheCongoSpider replied to Marcus in News Archive
I don't know if it's intentional but normal containers have had the nerf it received in January reverted with this patch. It can now get back-to-back rewards from rarities other than common. So expect to see more uncommons when opening containers. A nice change for people who want supplies. -
As said before, Pulsar augments deal their status effects on critical hits only. Pulsar is Stock with -90% critical damage, with status effects on critical hits and -12% critical chance. Pulsar Gauss will still have the option to salvo-spam like many of the other Gausses already do. You often have to go out of your way to get critical hits with Gauss since its crit rate isn't that spectacular and it only triggers on direct arcade hits.
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Every Pulsar uses the same template. Critical damage -90% and status on crits only. As such, it is practical on some turrets (e.g Firebird, Freeze) and impractical on others (e.g Scorpion, Railgun).
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That's not an issue. There is more than one trap node in a lap. You triggered two of them.
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