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Everything posted by TheCongoSpider
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update Patch Update #711 - Released 23rd December 2022
TheCongoSpider replied to Marcus in News Archive
Feels nice. High-Pressure Pump feels like it's actually doing something now compared to Adrenaline. There's still the issue of Shock Freeze needing better ammo management. This obviously benefits status augments the most, but Acceleration Protocol no longer feels like it does much with these current settings compared to the normal 5m/sec augments. Electroturret also doesn't feel as worthwhile. Still no buff for Missile Launcher Wolfpack, and we're about to get two more salvo augments that are more practical than it. Lovely. All of them except Round Stabilisation and the status augments feel nice to use now. Round Destabilisation is on the more practical side of RNG augments and might need toning down. Maybe it can go back to that 10% minimum chance then back to 70% on the next shot like it was in 2021. -
It was nerfed because the standalone status augment durations were nerfed. In the end, it's an RNG augment. Sometimes you can win your 2/4% chances and get back to abck crits quickly. Other times, you can go multiple seconds of direct hits and get no crits. I remember last year I went almost an entire battle without getting a single crit with Twins when its crit rate was higher than it is now. I've also went 15+ shots without a crit on Smoky with each of them having a 50% chance.
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Depends on the turret. Pulsars so far strictly use the Stock turret as a template. By default this means some will be more practical than others (see Pulsar Hammer vs Twins). Then there are the status durations. They are dependant on the standalone status augments of the turret. If EMP Twins is 1 second, Pulsar will be 1 second. If EMP Twins by itself increased to 2 seconds, so will Pulsar, unless they change this next year for balance purposes. To survive against Pulsar, you will need the respective protection module as well as what the most dangerous status will be from the crit. Pulsar Smoky's most dangerous status is the AP, which lasts enough for them to get an unprotected shot. The stun is 1 second so you will be vulnerable to their next shot, but Smoky protection can help take care of that. The EMP is 1 second so quick reaction times can see your supplies back on and ready to challenge the Smoky again, compared to using EMP Immunity, getting stunned and still getting hit while vulnerable because of the AP. Pulsar Tesla is deadly not only because of its new fast firing rate and good enough damage, its standalone status augment durations are on the high end. 1 second of Stun, 2 seconds of EMP, 5 seconds of AP, 3 seconds of Jammer, 4 ticks of afterburn. Equipping AP Immunity against it would help you not immediately die after a crit but you are EMP'd for the next 3-4 zaps, 2 of which are coming while you are stunned and cannot do anything, 2 ticks of afterburn going during that time for 600 extra damage on top of what you're already receiving from the zaps. End result, crit = death in most 1 v 1s. EMP Twins throughout its lifespan was overpowered because of both the status durations, the frequency of its applications, and how it was applied. It is constant DPS with one firing mode. Critical hits are convenient to come by and you can just take away armour and speed from enemies and deal very high damage to them. EMP Twins being nerfed to 1 second still has it as a very practical EMP augment because it has ease of access to the status. Pulsar Twins operates the same way except now it halts a target for a short time, gives 1.5 seconds of AP and afterburn damage ticks during their vulnerable period while continuously firing. You want AP Immunity against Pulsar Twins.
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Oh I see what you're talking about now. Yes that is another facet of paint sales. Certain paints are meant to be rare and as such do not have a discount during sales. The two off the top of my memory are Breeze (the one you showed) which was originally available for TO mobile players to obtain when playing for the first time on mobile, and the 100,000 Tankoin paint.
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Balanced compared to what exactly? Because you're getting a big increase in firing rate for just using the turret like you normally would. In a 1 v 1 it's literally Small Calibre Charging Machine with no damage penalty. Hitting multiple enemies lets you either kill them or severely injure them in a fraction of the time you would with Stock. Are you using the overpowered augments as benchmarks here?
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I'm not understanding the problem here. Only a portion of the total amount of paints in the game can be bought for crystals or Tankoins. When a sale on paints comes, only those particular paints are discounted because only they have price tags.
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That's an overly cynical way to intepret the delay of their release. ? Realistically, their original schedule may have coincided with certain changes in a patch note that due to the extended server downtime, was delayed to January.
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Not all Epic and Legendary paints are for sale. Only a few of them.
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Entered with 20 accounts. Won with 3.
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No, Harpoon was never available in containers. You either had to purchase it, or you got it for free during one of the Challenges in mid-2021.
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I figured it was a combination of the playerbase numbers decreasing, new players being primarily from TO Mobile, and the game in general not helping you throughout the progression. Augment descriptions being outdated, high rank restrictions on features, TTK being low, poorly explained mechanics and a lack of paramater statistics visible in the garage. It has been turning into one of those games where you need to peruse its Wiki before properly playing it, and even that is sometimes inaccurate or outdated. I can't speak for PC players but TO Mobile is limited in what you can play effectively. It's inconvenient not having the settings be accessible during a battle, which they've increased to 15 minutes permanently. Auto-shoot on certain turrets is inconvenient on one whole being useful/necessary on the other making equipment changes more limited. It's ok if the player is bad, but it's another story if the player is both bad and under-equipped as a result of the game not telling them anything. Frequently in endgame battles on each team, there are competent players, casual players, and cannon fodder. A casual player may not be very effective like the competent one but they at least have upgraded equipment to not make it easier for the enemy team to farm Overdrive charge/game mode objectives. I've seen too many battles that get decided in the end because one team had more cannon fodder than the other. Battles where the majority of endgame Legend players having above 8,000 GS are almost non-existent. It only gets more frustrating and apparent with how hard they have been pushing these "Win X battles" missions, with players using their best equipment and the cannon fodder dying even quicker.
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Scorpion has two strong modes that have no cooldown between each other. If you choose a specific player to lock on to, you do so with the understanding that they have a delayed death countdown. Besides, they specifically made a change where the missiles follow the dead target's corpse rather than your suggestion. If anything, Striker should get it and not Scorpion.
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update Patch Update #711 - Released 23rd December 2022
TheCongoSpider replied to Marcus in News Archive
A bit, yeah since you can find variety is more places. I'd still rather use Sorted Ammunition as my critical hit augment since its gimmick is precisely what I loved about Smoky. -
update Patch Update #711 - Released 23rd December 2022
TheCongoSpider replied to Marcus in News Archive
Another big patch without Shaft QOL improvements ? I remember when Firebird and Freeze had their range nerfs last year, I barely saw anyone complaining about it, if at all. I wonder if a similar silence will be had with the range going back to what it was. The first time a turret has lower than x1 critical damage. This throws in a wrench everywhere from Booster to Crisis to Blunderbuss. -
Melee turrets will appreciate this dearly.
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Is it possible for you to send a screenshot of you dealing damage to an enemy without Ricochet protection? Doing this by words only gets us so far in solving the issue.
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update Patch Update #710 - Released 16th December 2022
TheCongoSpider replied to Marcus in News Archive
It's fiiiiiiine. You have nothing to worry about. -
update Patch Update #710 - Released 16th December 2022
TheCongoSpider replied to Marcus in News Archive
Even against the Railguns that have limited range in larger maps, it doesn't feel nice to use with this lower damage. Perhaps this needs a shorter shot delay. -
update Patch Update #710 - Released 16th December 2022
TheCongoSpider replied to Marcus in News Archive
Here's how they look before and after: Round Stabilisation: Normal: x2.3 --> x2.64 Critical: x2.75 --> x3.68 Electromagnetic Accelerator "Scout": Normal: x3.48 --> x2.69 Critical: x3.13 --> x3.09 Large Calibre Rounds: Normal: x2.09 --> x2.24 Critical: x2.5 --> x2.34 Round Destabilisation Normal: x3 --> x5 Critical: x1.25 --> x1.39 All of them equalise their damage to that of Stock, except Round Stabilisation which has a higher critical damage along with a flat 50% crit rate. They all get 7 shots at most during the Overdrive. Death Herald can get more shots if it kills consistently during the duration. Other changes from this patch and the last one: High-Precision Aiming System: Normal: x2.5 --> x1.79 Critical: x2.5 --> x2.28 Previously it had more damage and shot fewer times than Stock, but after its buff its damage coefficients equalise it with Stock. It shoots the same number of shots as Stock (same for Assault Rounds and Sorted Ammunition). Another thing I noticed was that Pulsar Hammer had a x25 damage coefficient on the critical damage. So unlike Tesla (I don't know about Pulsar Ricochet), it will deal damage as if it were a Stock Hammer, but it also gets the effects on the high-damage crit. -
That's because Magnum has a faster base reload than Scorpion at higher modifications. I would say hold out until the coming weeks or early 2023. These may be preparatory changes for a Viking Overdrive rework in the future.
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update Patch Update #710 - Released 16th December 2022
TheCongoSpider replied to Marcus in News Archive
Yeah it's the abundance of status Teslas that's making it really powerful both solo and for the team. AP Tesla was given away recently which is one of the more practical status Teslas for killing targets. I will also say that Tesla itself is a practical melee turret. You deal high damage the instant you engage a target, a very good firing rate for that damage, better initial range than the others, and the ability to attack enemies without LOS and extending your range gia your own ball, an enemy ball or any tank in the battle, and also infinite ammo, no reload to energy conservation to worry about. It's also the best innate melee counter to Vampire Isida due to the way it deals its damage in quick, high bursts rather than drawn out like the others. I thought it was finally fine when its damage was 810 but I guess damage inflation catches on eventually. -
Long story short, Jammer augments would pretty much act like AP/EMP augments if your expectation of it were reality. We already have enough ways to die quickly in the game. We do not need more. Intricacies of Jammer against drone: Jammer's effect on a drone is putting it on a forced cooldown equal to the duration of the application. E.g Jammer Hammer puts drones on a 3-second cooldown, Jammer Twins puts drones on a 1-second cooldown etc. "Disabling a drone" is the general statement used. There are Passive drones (Brutus, Hyperion, Crisis) and Non-passive drones (everything else). Non-passive drones get put on the forced cooldown. Passive drones are not affected by Jammer in this way. Booster, Defender, Trickster - When Jammer is applied, their extra ((supply)) is removed and the drone is put on a cooldown. If in this cooldown period they happen to reactivate their respective supply, it will not gain the extra boost. Camper - When Jammer is applied and the Camper is still at full HP, it removes the extra damage and armour and puts the drone on a cooldown. Your extra armour/damage cannot be reobtained until the cooldown is completed. Crisis - Is a passive drone and cannot be put on an innate cooldown. Jammer applications temporarily block the extra ((supply)) until it is removed via a repair kit or the Jammer duration running out.
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