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Everything posted by TheCongoSpider
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The firing rate is being reduced, not the projectile speed.
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It only took 4 years. ?
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It depends on what you think was its previous state. The last time Isida received a big change was on January 2019 where the healing was near halved and the energy paramaters were shuffled. In that patch, Isida had an extra second of attacking energy while the healing was lower but you healed for a bit longer. On February 2021, it received a direct damage buff (everything else was getting buffs as well). Two months ago in May 2023, it received a buff to the healing and neutral energy consumption, which allows it to heal for longer periods of time and is more attractive for offensive Isidas to use some energy to heal allies since it won't be tapping too much into their attacking energy. The way I see it, they want Isida's gimmick pushed more towards its ability to heal while pushing the other melee turrets more into damage-dealing options. Has Isida itself gotten weaker? No. Has its offensive power been restrained since the critical damage update? Yes. Isida is the only turret that hasn't gotten any notable changes related to its critical damage since the update. The critical hit itself doesn't have any special properties. Isida has no damage drop-off so it doesn't help there. It can only damage one person at a time while the other melees can damage multiple. It has a very limited energy pool while the others have either infinite or near infinite ammo. There's no increase in damage. It's still basically x1 critical damage. Firebird, Freeze and Tesla are better damage-wise so if you're looking for something to deal damage with, you would use one of those instead of Isida. If you're comparing Isida to those other three then yes, Isida has become weaker.
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It already did get a nerf. I personally don't have much complaints about it after the nerf it received. The gap between the others and Assault Magazine was decreased and every Hammer is obnoxious to me. I do see why you'd wanted nerfed more, though.
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It doesn't. It works exactly like AP Magnum does where only 5m from ground zero applies the effect. This misunderstanding is on the devs for having inconsistent lines in patch notes for new augments. For now there isn't a reason to assume that Stun Magnum will be on the entire splash radius. Incendiary is the only one that applies the effect in the entire radius so it would make sense if Cryo Magnum does the same.
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Is there a game mechanism where at least one 'Exotic' must appear when opening up to 300 UT containers?
TheCongoSpider replied to Mihoyo in Archive
Exotic has a 0.5% chance of happening. -
Is there a game mechanism where at least one 'Exotic' must appear when opening up to 300 UT containers?
TheCongoSpider replied to Mihoyo in Archive
There is no such mechanism. I've opened 15,000+ free-to-obtain ultra containers since the container update in January 2022. My drop rate since then is still close to the stated drop rates of the devs. Do you mean to say that if all of those UCs were purchased instead, I would have gotten more Legendaries and Exotics? -
You may get them in special bundles during events, or you may get them as prizes during events. The Ultra Weekend event that is starting in a few hours will have the Freeze module for sale for 3,990 Tankoins.
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Extra armour does not have the same outcome as extra damage.
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Interaction changes updated. The main thing is Striker, Thunder and Large Calibre Rounds Railgun will be much more efficient against light hulls. https://en.tankiforum.com/topic/394787-booster-drone-interaction-changes/?do=findComment&comment=6999576
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UPDATED: 14/07/23 With 25 units of additional damage enhancement: Tesla: Will start 3-shotting unprotected heavy hulls with the normal damage Will 2-shot unprotected medium hulls with normal + critical hit Electroturret will instantly kill an unprotected light hull with the ball lightning Hammer: Will one-shot unprotected medium hulls with the critical damage 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 AP Hammer will kill a medium hull with DA with critical + normal hit Large Calibre Pellets will start 3-shotting heavy hulls with DA Blunderbuss will start one-shotting unprotected medium hulls with the normal and critical damage Ricochet: Will need at least 1 fewer shots to kill medium hulls Thunder: Will start one-shotting unprotected light hulls 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 Supercumulative Rounds will 2-shot an unprotected heavy hull with normal + critical hit Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit Striker: Will start one-shotting unprotected light hulls 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 Scorpion: Missile Launcher Spear will kill a medium hull with DA with salvo + arcade Railgun: Will start one-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected heavy hulls with the critical 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 kill a medium hull with DA with normal + critical hit Magnum: Will start one-shotting unprotected medium hulls with the normal damage Shaft: Will start 2-shotting unprotected medium hulls with the normal damage Will start one-shotting unprotected light hulls with the critical damage Will be able to kill heavy hills with DA with arcade + fully charged sniping shot Gauss: Will start 2-shotting unprotected medium hulls with the normal damage Will be able to kill a light hull with DA with normal + critical hit Super Solenoids will kill medium hulls with DA with arcade + salvo Adrenaline: Striker will start one-shotting unprotected medium hulls with the critical damage at 59% HP Scorpion will start one-shotting unprotected medium hulls with the critical damage at 59% HP
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Yeah I was specifically talking about Matchmaking, which tbf is what the game has been tailored towards in the past 5 years. I have no idea how it is for PRO battles so I can see why you'd be upset with that.
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Well this is an interesting viewpoint. I don't see it as cheating, I see it more as expanding on your options in battles by using your tools in creative ways. The main reason I don't see it as cheating is because self-destructing has you dead. When you're dead, you can't influence anything occuring on the battlefield until you materialise again 9 seconds later. It's often a choice between staying alive and injuring or finishing off players around me or far away depending on my equipment, or to self-destruct and hope that my spawn position is favourable and the enemies that are on that section of map near my spawn location don't counter me or shrug off my attacks. Sometimes it works out, sometimes it doesn't. Next there is self-destructing as it pertains to the game mode. In TDM, if there is an unwinnable engagement that you have an idea when it will end and the scores of both teams are close, it is better to self-destruct than to let the enemy get the kill. Giving them the kill would give them overdrive charge. Also if your team has a dedicated healing Isida that has very few, if not 0 kills, then it would be beneficial to self-destruct in times you're confident you'll die soon, rather than giving the kill. In TDM, self-destructing deducts a point for every kill up to the maximum of how many you have at that point of the battle. An Isida with 0 kills can afford to self-destruct as many times as it wants because it does not have any kills for the system to deduct In Rugby it just helps you get back to square one after your team scores a goal so you can prepare for when the next ball spawn point is rushed. In Assault, for the attacking team to have their best chances of winning, the dedicated flag capturers must self-destruct to deny the enemy team points. There have been so many battles nearly won because I or others were doing it and many battles lost because it wasn't being done enough or at all. in Juggernaut, killing and assisting a Jug kill gives a lot of score. Leaving the battle just before dying (if you were frustrated) or self-destructing in an unwinnable situation has the same effect as dying to an enemy but you don't give one or many enemies a big chunk of OD charge. That big chunk of charge can start a positive feedback loop for the strongest enemies and accelerate your defeat. I cannot 100% confirm this but I remember many years ago it was said somewhere that your spawn position in CP was determined by what points your team had captured at the time of your death (this was changed to teams having fixed spawn positions regardless of points captured a while ago), and that in Siege, it would try to spawn you relatively far away from the active or next active point. When I play Siege, I passively test this in big maps and it comes out right more than 50% of the time. If I had to rearpull a number it would be between 60-70% accurate. I can use that to my advantage sometimes and get to the point just as it comes up to get some early progress. But I imagine it would mostly be useful in a group with comms to tell your mates which point it might be to get there early. Then there's the fact that the battle experience has changed over the years. The TTK is much lower than years ago. Battles are longer. Status effects run rampant. Players get more battle score than before. Stars in battles no longer rely on whether your team wins or not and it is easier to get 2 or 3 stars than before. For some players -10 battle score isn't a big deal anymore because the environment around them changed to make it a viable strategy. If I were to blame anything, it would be the 'Be on the winning team of X battles' missions they're constantly pushing on us. People are more geared towards winning. You either ride the wave of success immediately/eventually, or you end up like players that come in here complaining about going 10+ battles without a single win when Ultra Containers and stars were on the line. There's also self-destructing for the benefit of the player's drones but I use Hyperion mostly so I have less of a reason to self-destruct for supply uptime.
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Between Thunder, Shaft (incl Rapid fire Mode) and Scorpion, which turret would you recommend?
TheCongoSpider replied to ekf in Game Discussion
Every turret except Gauss has 3 unique augments in the garage. -
It was answered at 0:15
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For those complaining about Hydra being too OP, what do you think about removing the vertical auto-aim during the salvo? Mobile currently doesn't have this (neither does it have horizontal auto-aim).
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The existence of the Broadband Radiators augment makes it obvious that this is intended for Isida.
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ALL of them can't anymore. As I said previously, they need high speed to counter it depending on how high they jump from.
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This hasn't been true for over 17 months. Hover hulls bend towards the ground when going off cliffs and can flip, especially Paladin and Hopper who only have one engine and start twisting to the side halfway through. You counter either by driving off of the cliff a certain way (usually means you have to fully commit to the jump and land before attacking enemies) or else you'll fail and flip, or by using Trickster/Crisis where the extra speed delays the start of the bending and twisting, just like with tracked hulls. Or a combination of both if necessary. This lack of stability in the air means they'll be self-destructing some times during every battle unless they're camping or something. And that is my assumption about hovering hulls. I want to believe that they get more score or more things done than tracked hulls on average but is "offset" by the inevitable self-destructions they have. They don't tell us anything about the balance between hover hulls and tracked hulls so we can only assume. I'd mention mobile players height affected by obnoxiously heightened impact force from popular turrets but I suppose only a subset of players are affected by that.
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Can you record a video or take a screenshot or something? This description doesn't tell me anything concrete. It doesn't say which one of you was where on the bridge. I was not aware there was a popular map in MM. Send a screenshot of the map or go to the Wiki and send the link to the map so I can understand better. In the meantime, downward auto-aim angle is bigger than the upward auto-aim angle so what you described there can happen but I need more context.
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Can you explain this one?
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Manual activation of boosted armour supply: Hyperion: 1 + 2 Defender: 1 + 4 Supply drop box activation: Hyperion: 0 Defender: 4 Nothing happens to Hyperion when you are inflicted with Jammer.
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It consumes 2 additional supplies when manually activated. So you will use 1 + 2. Picking up a supply from a drop box does not consume anything. The drone itself is immune to Jammer, not your hull. Think of it like Hyperion's effects are baked into the drone by default so there is nothing for Jammer to do against it, same for Brutus. Booster, Defender, Trickster, Mechanic and Saboteur require a condition to be met to activate the drone to receive the effects and is then put on a cooldown. Jammer basically forces the drone to be on a cooldown equal to the Jammer duration.
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You're being overdramatic.
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There's nothing to feel sorry for about that considering those who collected the ToA were granted a sponsored entry into the event, an entry many players may have thought against had they not gotten 3,000+ Tankoins given to them.