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Everything posted by TheCongoSpider
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update Patch Update #704 - Released 21st October 2022
TheCongoSpider replied to Marcus in News Archive
And here I was, expecting Wolfpack to become more practical to use, but nothing changes. Thunder's garage augments remain bad for yet another week. Funny you say that and immediately make a typo. -
You still can't record videos or take screenshots?
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patch notes Patch Update #703 - Released 14th October 2022
TheCongoSpider replied to Marcus in News Archive
It's uncanny to watch it move around, especially on mobile where they usually don't show visual animations on hulls and turrets like Freeze's fan vent and Tesla's enclosed claws while firing. It does look unique and I hope unique things like that continue where they don't directly affect the game balance. -
patch notes Patch Update #703 - Released 14th October 2022
TheCongoSpider replied to Marcus in News Archive
Something I forgot to mention is maybe you can give something like this to Vulcan. Vulcan had its normal DPS reduced, its projectile speed almost halved making it much harder to keep your bullets trained on an enemy's hitbox and a heavily luck-reliant critical hit system. It is not a weak turret like Thunder or Magnum earlier this year but it takes a lot of concentration and effort to make good use of it without Heat Immunity. Maybe giving Vulcan's projectiles a 0.5m radius like Hammer's pellets may help while keeping it focused enough on directly hitting a target. -
If you don't care too much about how you perform in the DM mode, then this Ultra Weekend is a good example of how it should be. A festive mode that allows you to complete the special missions inside of it. Missions that are not too time-consuming for an account and ones that give a relatively sizeable number of Ultra Containers for the effort. It's already hard enough for new players to progress in this game smoothly.
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patch notes Patch Update #703 - Released 14th October 2022
TheCongoSpider replied to Marcus in News Archive
I don't notice a difference. Ever since the Jack in the box update, it is common for my FPS to drop by the ending of the first game after launching the app instead of on the second or third. This update doesn't change that even when there are multiple Scorpions in a battle. This is all on the lowest graphics settings. So far it has been an improvement when fighting enemies. I have still had one or two shots that would phase through a Paladin's hitbox near the turret but the hit rate against them has improved. Shooting at enemies that are near tank corpses has now become a pain. The other con is for mobile players. After the projectile conversion in 2021, mobile players started receiving higher impact force from enemy and ally Smoky projectiles. With this 2m radius update, that has noticeably worsened. Assault Rounds - better hit rate, but is still lacking as an augment. No critical damage, same range as Stock, inability for me to even use the impact force because the impact force never works when I hit enemies. High-Precision Aiming System - better hit rate but the slower projectile speed unnecessarily brings it down. The 2m radius unfortunately cannot save it in that regard. Supercumulative Rounds - better hit rate, but the aforementioned tank corpse issue affects this one a lot due to the ability to miss a critical hit with it and having to build up a critical hit for a longer period. Status Smokies - better hit rate, still strong and reliable. Autocannon - better hit rate. It has become much more comfortable to use this augment in its effective range, however there is still the issue of its damage output and projectile speed being intentionally low. It's time for it to be useful again. Sorted Ammunition - better hit rate, but this one suffers similarly to Supercumulative Rounds. Not only is it easier to unintentionally miss critical hits (you know when they happen and sometimes plan around that), it has to deal with the ever growing number of Armadillo modules. Even a low upgrade can have negative interaction changes with this augment. If any augment somehow became less comfortable to use with this buff, it's this one. -
Awful DM mode experience for anyone that doesn't have overpowered equipment. No modules is good but keeping augments and drones on ruined it. More than half of each lobby is Helios, Hammers, Scorpions, Teslas, Vacuum Shell, often enough paired with Crisis killing people in one hit or near instantly, truly showing how unbalanced turret and drone equipment have become amongst one another.
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patch notes Patch Update #703 - Released 14th October 2022
TheCongoSpider replied to Marcus in News Archive
Since the December 10th, 2021. I don't understand the reference, but while playing in DM, I already had a few BS shots where they missed the target on my screen but I still dealt damage. That happened previously with the 1m radius but it was much more rare than the times I had it in those few battles with 2m. -
patch notes Patch Update #703 - Released 14th October 2022
TheCongoSpider replied to Marcus in News Archive
Basically means it will be a bit easier for your shot to hit an enemy on your screen and on the server. The potential downside of this is this also works on allies so you may end up hitting allies at times when you want to hit enemies. Let's see how it performs after the patch goes live. -
We can safely say that Recruit - Legend is the largest rank bracket found after the initial launch in 2018.
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patch notes Patch Update #703 - Released 14th October 2022
TheCongoSpider replied to Marcus in News Archive
Great, more stalling of the completion of Thunder's new augments, meaning Thunder's garage augments sans Subcalibre Rounds will remain garbage for even more weeks. -
Supercharge does not affect mines.
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Because the AP is what allows it to snowball. Instead of a Freeze Paladin Trickster having to spend 6-8 seconds of ammo on a protected enemy, they can only spend 2 to kill them and quickly move onto the next one. You have Paladins that use it offensively for kills/points, ones that use it to capture flags which often requires killing, which is easier to do due to the AP, the use of holding a point in Siege, which AP makes significantly easier. The AP is the biggest reason for its domination because it stops people from having time to counter it where the Paladin can easily be hit. Remove the AP and it will take much longer to trudge through enemies. Much more time to counter, no more instant death to third party damage when you're near it which allows you to stall it. The things do counter it efficiently won't be at risk anymore when getting close to it. If you're removing the AP, you're removing a big reason why it takes 6 minutes to passively charge along with a score penalty during the duration. Buffing the passive charge rate would be a due compensation.
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What maps and which parts of the maps did you shoot with Shaft that made you self-destruct?
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Did this happen to you on PC?
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The number of missiles in the salvo is lower, from 10 total to 6. That is what the "decreased" damage is referring to. The issue with Swarm is that it scales too well with Scoprion's parameters. Just as you can have a turret that deals very high damage with a long reload and be powerful, you can have a turret that deals lower than normal damage but with a faster firing rate and be powerful. LCR and Scout Railgun being prime examples of this before the critical hit update in 2021. Compare Middle Launcher "Swarm" to Missile Launcher "Wolfpack" and you'll see the stark difference in damage scaling. And yes the damage a turret/augment does matters. If Swarm had 5 missiles instead of 6, a maxed Scorpion would not have as much efficiency as it does now. If a maxed Scorpion had lower than 1,500 critical damage, it would not have as much efficiency as it does now. If Small Calibre Charging Machine for Thunder's normal damage penalty was -25% instead of -30%, it would not be as inefficient as it is now. The latter makes sense for its current paramaters and effects. But the topic creator and others just want the AP removed and call that a day. I'm for the AP being removed but if it does, then something else on the OD would need to be enhanced to justify Paladin's charging parameters, or the charging parameters need to be enhanced to justify removing its snowballing effect. The devs intentionally pushed it in a direction of "yeah it's powerful but it's justified because it takes long to charge, you can't gain OD charge during the duration and Hunter, Ares, Hopper and Crusader counter it, ok?" The current design of the OD forces it to be oppressive when not countered and that's a problem. Removing the AP imo should be the first step in rectifying that, but who knows if they will ever do that because the time to kill an enemy keeps dropping lower with each update this year.
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Are you serious? ?
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I'll give you the rundown. Paladin on release had these effects: 100--->200 enhanceable healing per second Polarisation effect to allies within range 90% critical damage reduction AP effect to enemies within range Jammer effect to enemies within range 270-second passive recharge time (0%->100%) Its first nerf was the removal of the 90% critical damage reduction. This allowed Hornet, Dictator and critical damage-based augments the ability to counter it. The second nerf was the increase in passive recharge time from 270 seconds to 360 seconds. Paladins would see their Overdrives occur less often. The last nerf it received was the removal of the AOE Jammer effect. Alongside this, the Blaster drone, Hunter, Hopper, Ares and Crusader's Overdrive would be buffed to deal high instant damage to an enemy. Drones not being jammed means drones such as Defender, Booster, Trickster, Lifeguard, Blaster, Crisis and Miner are able to keep their effects and potentially counter the Paladin. If you want to take away Paladin's AP, it will need to have its support mechanics buffed.
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It has definite counters already. It's understandable if you don't think these counters are enough, but if you want to remove something as big as the AP from it, other parameters on it will have to be increased. You can't just remove the AP alone.
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It was inevitably going to get to this point with the way they chose to handle Paladin's balance. It fits perfectly into having the average TTK in the game be lower than it was a year ago. Paladin has been stripped of two very strong features and a 90-second increase in the passive recharge time. If you're going to take away its ability to shut down enemies around it quickly, then it's going to need enhancement in its supporting role. Whether that be increasing the range at which it heals allies, increasing the rate at which it heals allies, decreasing how long it takes to passively charge it to 100%, or a mixture of any of the three. Paladin has really only been a problem when top players with meta equipment and drones use it. Outside of that it is reasonably counterable. If they would sort out the bugs in the game, Paladin would be more simple to counter. It is not uncommon that my Crusader icicle goes straight through a Paladin or it directly impacts visually but only gives 1,000 damage. It's not uncommon for my Shaft shot to miss a Paladin because I happened to have my sight on a part of the hull that has empty space between the hull and the turret. It's not uncommon to have some of my projectiles go through Paladins that would have otherwise killed it.
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I am specifically referring to some status augments being "existing augment but better". Exothermic/Endothermic/Stunning Lightning, Armour-Piercing/Superconducting Discharge are all Minus-Field + status attached. (Tesla) Plasma Injector is Staple Plasma + status attached. (Twins) Super Smart Minus-Field, Sizzling Field, Cryo Field, Magnetron and Tectonic Field are all Destabilised Plasma + status attached. (Ricochet) Armour-Piercing Missiles and Stunning Missiles are both Missile Launcher "Hunter" + status attached. (Striker)
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Certainly interesting way to do it but they'd have to add parameters to Striker that are currently not on it. That's just how it is. Some status augments use existing augment templates as a springboard, see Tesla, Twins and Ricochet.
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You have normal and critical damage. This "normal" damage is the "regular" you see there. You deal 900 base regular damage with Stock Thunder. Hyperspeed deals 450 base regular damage. Augments alter the stock turrets. Small Calibre Charging Machine has a base damage of 900*0.7. Hyperspeed Shells has a base damage of 900*0.5. Stock Damage: 900 Weak damage: 25% (225) Hyperspeed Damage: 450 Weak damage: 400% (1,800)
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