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Everything posted by TheCongoSpider
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update Patch Update #719 - Released 17th March 2023
TheCongoSpider replied to Marcus in News Archive
It returns after 4 years. Of course. -
The bundle consists of the faction change and 30,000 crystals, just like the previous change bundles. We do not know the price.
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You mean buff? Its max critical chance was reduced to 2% 10 months ago. It got buffed to 4% with a better hit rate thanks to the increased projectile speed which happened about 2 months ago. Too many things can happen in a 10-month period for that to be preparation for the turret. They have their own timeline of what they introduce into the game. The only reason I reckon they took their time with Vulcan in addition to what was previously said, was that it continued to do well over the years. In a recent V-log, it hinted that after the Freeze nerf, Vulcan would probably become the best turret for exp and crystals according to their analytics. This is not an attack on Vulcan. This is a natural process that has been there since January 2021 with Smoky's augments. A new augment is either introduced in Ultra Containers in Exotic or through an event as a reward. If they are available through an event, they are labeled as Exotic until they are put in the Legendary section of Ultra Containers and/or normal containers. After an indefinite amount of time has passed, they may put those augments in Legendary for both. Thunder's AP, EMP, Incendiary, Cryo and Jammer augments were recently put into Legendary. Stun Thunder recently came out so of course not enough time has passed. Its new non-status augments have not been added to the Legendary section of containers, and as such, they remain labeled Exotic until they are put there.
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You must have seen <1%, not 1%. Common and Exotic were ~0.5%. Exotics currently still show signs of being 0.5% after commons were removed. No your Ultra Containers are not rigged. Your chances of getting something very good is just low.
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50% Hammer protection, Mechanic and Stun Hammer vs. Assault Magazine. Have we reached peak damage inflation?
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Because they're not. Where did you get 1% from?
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They answered that in the Vlog.
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@JustBlackWolf Along with Driver, Assault was also nerfed in that patch where its effect potency and drone cooldown were reduced several times. Here is Fizzika's reaction to that nerf who was probably one of the two or three avid Assault users I've seen back then. https://ru.tankiforum.com/topic/295586/ Assault later got buffed back to being Hyperion-lite but was made to consume 1 Boosted Damage supply every time it activated. You can see me explaining it recently a few posts up.
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My disappointment with this is I spent 1,000,000+ crystals on Driver many times but it will only be counted as 500,000*0.6 since they decreased the price 4 months after the devastating nerf.
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Why do you say that?
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Here it is in a 1 v 1 with Shooting Speed Regulator and Incendiary Band, both of which decrease the firing rate which makes it easier to see.
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After not getting it for a while, the Crusader Icicle screen freeze bug is back with the last Patch. I've never made someone self-destruct with the icicle for about a year now. I was able to do it after this last Patch.
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Name a more iconic duo than a hard fought 1-point victory and a Juggernaut who thinks they're invincible and launches themself towards the enemies in the last 30 seconds.
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Ideally it should be tested in a random MM battle at least once. That's where it's going to be used if it eventually comes out, after all.
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Huh. I thought Missile Launcher Spear would be the lowest the salvo size would go. That looks like it could be an Adaptive Reload augment. -33% reload time on the current arcade shot gives ~2 seconds of reload like in the video. -33% salvo reload for each of the two missiles in the salvo would give around 6.5 seconds of reload, close to what it was in the video.
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You do us and yourself no favour by blurring your other modules. From our (limited) perspective, it is possible that you had your MK4 Isida protection selected and out of frame. Can you retake this screenshot, unblurring your modules, so we can confirm this is actually a bug?
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I don't know where you pulled those numbers from. At the start, Paladin was oppressive not only because of the effects of the Overdrive, but its overtuned charging paramaters and the stability of the hull. Below is what Paladin's Overdrive 20-second Overdrive (it was never 30 seconds) looked like at the start of its Early Access period: 1) Full status immunity (I'm not listing all like you did) 2) 200 HP/sec healing to itself and allies near it (increasable with Boosted Damage supply and damage-enhancing drones) 3) 90% Armadillo 4) AP to enemies near it 5) Jammer to enemies near it 6) Relatively very strong charging parameters 24 September, 2021 - Paladin Early Access release 22 October, 2021 - Global manual charging rate reduction for all hulls 4 November, 2021 - Global passive charging rate reduction for all hulls. Paladin on the slower end, tied with or faster than 3 other hulls 3 December, 2021 - Jammer becomes able to counter drones, buffing Paladin in the process 14 January, 2022 - 90% Armadillo removed from Paladin's Overdrive 28 January, 2022 - Global 1.1 second delay added to most hulls' Overdrives. Most hulls now have a 2-second retention period (Paladin previously had 4 seconds). Paladin now loses stability when in the air 11 February, 2022 - Passive charging rate nerf for Paladin, now tied with Viking for the slowest charging Overdrive. 29 April, 2022 - Jammer is removed from Paladin's Overdrive. Hunter and Hopper gain high chaos damage and can now counter Paladin. Most hulls' retention periods reduced from 2 seconds to 1.25 seconds. 13 May, 2022 - Most hull's retention periods reduced from 1.25 seconds to 1.11 seconds 20 May, 2022 - Ares' Overdrive is buffed and can now counter a Paladin 19 August, 2022 - Overdrive activation delay for most hulls increased to 1.3 seconds. 21 October, 2022 - Global manual charging rate reduction for all hulls. Global adjustment of passive charging rate for all hulls. Paladin is now the 2nd slowest to charge. 13 January, 2023 - Paladin Overdrive duration reduced from 20 seconds to 15 seconds. Overdrive no longer gives immunity to temperature changes. 3 March, 2023 - AP is removed from Paladin's Overdrive. Duration is increased from 15 seconds to 20 seconds. It looks long winded but it shows you that they've been slowly eroding Paladin OD's effectiveness in ALL areas since its release 17 months ago. You're right in that its current state is weak with the main reason it taking long to charge being removed, but your post is a gross, possibly disingenuous misrepresentation of the power it has had for too long. I'm relieved that the AP is removed. Now they can finally make it an actual support hull and buff the support aspects of it, like increasing the healing, buffing the passive charging rate or bringing back its Jammer.
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What on earth are you talking about?
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It depends on the state of the capture point. If the point is neutral (meaning neither team has it captured), then the team capturing the point will lose all progress quickly if they become detached. If the point is captured by the enemy and you are in the process of neutralising it, then detaching yourself will have it pause where it is. See the video below for visual demonstrations.
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Now that you acknowledge that this parameter exists, can you PLEASE remove it from Wolfpack. There was and still is no reason for it to take that long aim at the target, have fewer missiles then Stock and have a flight pattern that is easy to block with obstacles, contrary to the augment's description.
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The site updates once every hour. Perhaps stars were bought for Tankitty in the last hour and the update reflected that. Wait some hours for confirmation that what is shown right now is correct or not.
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Two things. Firstly, 5,000 non-Common UC milestone is achieved early thanks to the free 15 UCs they gave away in the last event. Secondly, it would appear that the drop rates for normal containers may have been silently nerfed recently. After 5,000 UCs, the drop rates look like this: Uncommon: 68.24% Rare: 17.90% Epic: 11.00% Legendary: 2.26% Exotic: 0.60% I suppose I can say with some certainty that the 0.5% from Common was added to Uncommon. Now onto the normal containers. The last time I opened those 1,020 in batches of x15. This time, I've opened 763 so far, all 1 by 1. Common: 59.37% (50%) Uncommon: 23.59% (34%) Rare: 12.06% (10%) Epic: 3.80% (5%) Legendary: 1.18% (1%) Just like the previous batch, this shows similar drop rates. Commons higher by almost 10%, uncommons lower by almost 10%, rates slightly higher than 10%, Epics lower than 5%. I'm not the only person this is happening to.
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Your current GS is rather low for you having maxed equipment. I'm guessing that you either are not using a drone or the drone you're using barely had upgrades on it, which is what is contributing to you not feeling as strong as you should. The strength of the Boosted Armour and Boosted Damage supply are tied to your drone's upgrade level. Brutus is a cheap option to get it back to 100% power and does not use batteries.
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