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Everything posted by TheCongoSpider
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What Vlog number did he say this?
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People aren't looking forward to even more Pulsar spam. Just like with the Vacuum Shell/Helios Tanki Fund, I'm not looking forward to how battles will be after that, unless there is some across-the-board balance changes that would make them less obnoxious when fought often in battle before they arrive.
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Gold boxes themselves are disabled, just like in the previous Solo Juggernaut Magistral mode.
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Not everyone. There are players that go into the mode with combos specifically tailored to killing enemy Juggernauts or protecting thier own. I am the latter, and while I have an advantage of having a bit of horizontal auto-aim on the Terminator's Railguns, I have the disadvantage of uncomfortable mobility and a major weakness to 4 relatively common turrets in the mode - Smoky, Railgun, Hammer and the enemy Terminator. I try to avoid becoming the Jug because I am much more suited being its caretaker.
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That's the "reinforcement" part of the MM system. It was there for quite some time but seemed to have kicked into overdrive earlier this year and became easily noticeable. When I'm doing special missions on my alt accounts for UCs, they usually had a pretty smooth time since their equipment is very strong for their ranks. It's only since earlier this year that I've started having problems finishing them quickly because very strong reinforcements can come in long before the battle finishes if enemy players leave early. So now I try to balance between not dominating too hard to make players leave early, but also have enough of a lead so that when strong reinforcements do come in, my team can hold out and still win in the end. This is all around the mid-ranks. I can't speak for beginner ranks like where your screenshot was taken.
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It appears Incendiary Band's temperature limit was silently increased from 0.25 to 1.0 sometime during Friday or after this server restart here. I played with it shortly after the update came out and it was 0.25. Now it is 1.0. Here is a video comparing Stock and Incendiary Band. It still has the 0.25 heating rate so it would reach 1.0 in around 7 seconds as opposed to ~2.5 seconds before the Vulcan rework.
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It's new as it hasn't been put in UCs yet. The same happened with Vacuum Shell and Missile Launcher Swarm in the past, and is expected to happen for augments first obtained from events.
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Earn 15 stars in MM battles? If missions aren't contributing to that (which they likely won't), then that'll be at least 5 battles without Premium. Ugh.
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Another weekend event, another great map for Shaft.
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I give up. Mobile is too simple for something epic like you're describing to happen.
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That was in February.
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They have plenty of time to make adjustments to it. By the time someone gets one, the paramaters for that Stock turret may have long changed. In the previous interface, whenever they were testing a new augment or Stock settings, it showed as having no augment equipped. There's no reason for them not to set it as the Pheonix icon if they want to. If anything it adds to the mystery they're trying to conjure up in the playerbase.
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update Patch Update #722 - Released 28th April 2023
TheCongoSpider replied to Marcus in News Archive
The crit rate is much closer to Stock than it was before. Previously, the chance step penalty was too harsh for what extra critical damage you got. You needed more than twice the number of fodder shots to get to a decent critical chance than the other Smokies. Any miss when on this decent chance could have meant you missed it and had to start over. Crits often came at the most inopportune time where they were already on low HP or one shot remaining. With this new Smoky, all of them start at the same place and the only place it slightly differs is after it achieves the critical hit. The previous worst case scenario was being a downgraded Assault Rounds. The current worst case scenario is being a slightly worse Stock Smoky. -
update Patch Update #722 - Released 28th April 2023
TheCongoSpider replied to Marcus in News Archive
While it feels more powerful to use with most augments on mobile, I do already miss being able to control when I deal critical damage. Supercumulative Rounds is finally a worthwhile pick after so long and along with Pulsar is the only ones I feel comfortable using so far. I still see no value from Explosive Rounds. It wouldn't hurt to let the critical hits deal splash damage as well. -
That does not necessarily mean it's a trophy augment. The icon could just be used for any unreleased augment they're testing and the playerbase would be none the wiser.
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The "Damage taken from Freezing" part gives it away that it shouldn't be trusted. Unless they plan far down the line for the Cold status to deal damage over time.
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It received another nerf in this patch where the status augments received longer durations.
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You should have said Челлендж instead. You're just going to have to wait until the last 1-2 days like everyone else.
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To make sure you understand where I'm coming from, my definition of a turret rework is a reshuffling of its paramater numbers to give it a noticeably different feel in battle. This can be both big amor small number of changes and it can be a net nerf or a net buff. It depends on how it is changing because there are many augments in the game. The change has to keep all of them in mind. What I was getting at was being part of the game, even many, many years ago, you know equipment undergo balance changes, especially turrets. The number of balance changes became frequent since 2018. You can't expect a turret to stay exactly the same way for a decade while everything else ranging from equipment to maps change. Those balance changes can often be something players don't expect. They could be trying out a new vision for the turret's gameplay to gather data on. What I'm saying is at this point, it shouldn't be a surprise if a turret receives a major change. The balance is always changing and no turret is immune. At the end of the day I just wanted to give you some context to the change as a response to your feedback often saying Vulcan users are being persecuted. There is no doubt your tunnel vision on Vulcan has a part to play in that. What is happening with Vulcan right now is nothing out of the ordinary. Express your dissatisfaction with the change, leave out the parts about being persecuted. It's simply not true.
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You often made comparisons to other much more popular games. Perhaps that one shouldn't have been listed so we can ignore that one, but the other two are more relevant. This was me saying you aren't used to what is normal here. If you are a player that reads patch notes when they come, you'd notice that they make many changes in steps or as preparation for future equipment implementations. Meaning you can't look at any random patch note with a big change to turret balance and think that's how it's going to be for the next year. There is often context to a patch. That is either found in subsequent patches or in patterns found in previous patches/news announcements. You refusing to use anything else gives you tunnel vision on Vulcan. Using other turrets broadens the scope in which turret balance changes affect you, and it would make you notice what I said above faster. As for the Driver thing, it was completely new to the playerbase. As I'm a F2P, I wouldn't have had access to it until the last day of the event, assuming I was lucky enough to reach there. The Wiki had the parameters but I wanted to see with my own eyes if those parameters are what they are in-game, to see if there were anything unusual about it, and to track its early-stage effects so I would know if anything silently changed with it. There are sometimes changes that are made unannounced in patch notes,
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There may or may not be a hidden paramater doing this or it may all just be reliant on Ping in the end. Everyone has this and can exploit its potential. Useful against Defenders, Hyperions and Crisis to deal damage to them in the very brief period they don't have protection. Some great Crisis users switch relatively slowly between Boosted Armour and Damage. Some others switch very fast where it's near impossible to exploit the period of vulnerability. Likely down to ping.
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It was a 70% reduction before. It's hard to speak with you about this because: You play many AAA games You haven't played Tanki 100% consistently throughout the past few years You vehemently use only one turret, knowing that they do balance changes for equipment You do give constructive feedback, now that Vulcan has had a rework you personally dislike, you're out through the ropes that many other players have had over the years if you were consistently here to notice it. Expect Vulcan to be like this for some time. Changes like these could be preparation for another change or for any new non-status augment considering Vulcan's predicament. For someone like you, the only thing that'll properly speak to you is analytics released by the devs, which they don't really disclose. The only information we know about Vulcan is that it was one of the best scoring turrets alongside Freeze earlier this year. Don't see it as a personal attack on you. It only seems so because you refuse to use anything else. 12 other turrets have gone through at least one major rework in the past 3 years. The only turret that has remained relatively unchanged for years was Isida. Expect it to get a rework in the near future as well.
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update Patch Update #722 - Released 28th April 2023
TheCongoSpider replied to Marcus in News Archive
That sounds even more confusing. What was said in the patch note is how you would accurately phrase that change. A less confusing one would be "The regular damage is now reduced by -50% instead of -75%."- 29 replies
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The patch note is already on the RU forum. No changes to any Vulcan besides a rework to Shooting Speed Regulator.
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