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TheCongoSpider

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Everything posted by TheCongoSpider

  1. Hyperion reduces mine cooldowns.
  2. TheCongoSpider

    Let´s discuss Scorpion!

    I've been using nothing but Scorpion since the sales and its quite fun. I generally dual firing mode turrets and Scorpion fits right in there as my current favourite along with Shaft. Has both clear strengths and weaknesses, and its augments (somewhat) give it unique experiences. I don't necessarily think it is overpowered, rather, it's too gimmicky. Tesla's gimmick required it to be oppressive in a 1 v 1 and docile when fighting a group. It was no surprise that it would easily go on a killing spree if enemies weren't grouped together tightly, and then may be punished by the existence of Supercharge if they do. Scorpion boasts the same damage as Railgun, with a projectile speed that mimicks Railgun's hitscan characteristic. It also has Railgun's critical hit parameters. It previously had insane range on its arcade shots and above average weak damage %. Now it is lessened and made equal to the other applicable long range turrets. After playing with it and each of its augments, it's clear that it's what Railgun wishes it could be. Having no delay on its damage output. Having a faster firing rate to advance the critical hit chance quicker. A secondary firing mode that can be accessed during the cooldown of the primary firing mode. It's better than Stock Railgun, which is not a high bar to pass for ranged turrets, but it's notable due to how many parameter numbers Scorpion shares with Railgun. Stock Scorpion is incomplete and its augments allow it to fill the gaps to varying degrees. Each giving a different niche: Explosive Shells - gives your arcade shot an additional 9m of 50% splash damage but no ricochet. It feels comfy to use as it still has a fast projectile speed and long range damage dropoff parameters. Splash damage allows you to advance the critical hit chance outside of direct hits. Explosive Warheads - gives your salvo missiles an additional 8m of 50% splash damage. Great for securing kills or damage you otherwise would not have with Stock due to Stock's 2m radius. Allows for potential multikills. Wolfpack - allows you to send a fewer number of missiles to a remote target faster than Stock can with its own flight path. Compared to the other augments and especially Swarm, it seems to act as more of a detriment than a buff. Adrenaline - uses Stock's incomplete parameters but can boost the damage when injured. Main benefit of Adrenaline is letting unmaxed Scoprions deal above 3,000 critical damage with Boosted Damage supply. Booster - allows you to combo a normal and critical hit to deal 6,000+ damage. Crisis - allows you to deal 3,000+ damage with a normal shot, significantly reducing your TTK on enemies. I seem to do well with it in every battle that doesn't have half or more of the team using Scoprion protection. Maybe mobile's horizontal auto-aim has something to do with it. The auto-aim has been nerfed a lot compared to what it was months ago but still works well with hitscan turrets like Railgun and Gauss' sniping shot. Crisis might be the only thing it's truly oppressive with.
  3. TheCongoSpider

    frequency of mega gold is questionalble?

    The frequency of Megagold drops is not disclosed.
  4. So like Ricochet, Scorpion has multiple parameters working together to give its missiles a minimum range on a stationary target. Initial projectile speed, maximum projectile speed, angular velocity and the missile acceleration time. Scorpion, like Terminator, has an initial speed that is higher than the maximum speed, so it will slow down over time rather than speed up like Striker. It comes out fast which launches it high into the air, then slows down and will take a while to get to the target if it is far away, or come raining down faster if the target is stationary and close enough. Wolfpack and Swarm alter them in different ways to produce different results. Swarm slows the initial speed down a lot and makes the missiles more compact, afterwards it heads towards the target and speeds up over 2 seconds to double that of Stock's maximum projectile speed. It having more angular velocity lets turn faster and hit an enemy a bit closer than you'd expect. It being slowed at launch keeps it lower to the ground when it is heading for the target. Wolfpack slows the initial speed further down to 0.6m/sec, but the maximum projectile speed is increased to 300m/sec and the missile acceleration time is increased to 8 seconds. The angular velocity is the same so it will try to turn as fast as Stock will let it. It being slowed at launch and the acceleration time being increased significantly keeps the missiles closer to the ground than Stock. They're lower to the ground and head to the target quicker. This lets its minimum hit range decrease. As it is lower to the ground, there are more obstacles that can block the path of the missiles, so be careful picking you you're sending the missiles to. There may be other invisible parameters at play affecting the physics but that's the gist of it for the visible parameters.
  5. TheCongoSpider

    Bugs and Glitches Reports

    Certain props in the game allow Scorpion to lock on to targets that are hiding behind them. This block: This prop in Chernobyl: This particular castle in Yorkshire:
  6. TheCongoSpider

    adrenaline boosted damage

    We've been asking that question since 2020. Maybe a certain someone might like to explain why, if he shows himself.
  7. TheCongoSpider

    Bugs and Glitches Reports

    This is intentional. Adrenaline's bonus is an addition of units for damage enhancement and not a flat multiplier. So think of it like this, your Shaft deals 1,000 damage per shot. Long range turrets have a maximum of 30 additional units of damage enhancement. Every 100 units adds +1 to the multiplier. You start at 100 for x1 damage. If at half HP, you will have 115 units of damage enhancement which is 1 + 0.15 = x1.15 damage, which will deal 1,150 damage. Boosted damage supply adds a certain number of units to this, ranging from +50 units for a 0/20 drone and +100 units for a maxed drone. If your drone is maxed, you will have 100 (base) + 100 (boosted damage supply) + 15 (Adrenaline boost at half HP) = 215 units of damage enhancement =x2.15 damage, NOT x2.3 damage like you would expect. You will deal 2,150 damage, not 2,300.
  8. TheCongoSpider

    Bugs and Glitches Reports

    Stun Striker and AP Striker sometimes does not inflict the status when directly hitting an enemy.
  9. TheCongoSpider

    Let´s discuss Scorpion!

    Adrenaline is Stock. Stock's missiles only have 2m of splash damage (very small). You may also be firing the salvo too close to enemies. Try to keep, say, 80-100m of distance from your target and make sure they are not heading towards you. You counter a Stock salvo by keeping your distance between you and the Scorpion short. For visualisation, from the first picture to the second picture should be about 100m I was distracted while trying to properly count.
  10. TheCongoSpider

    Let´s discuss Scorpion!

    What even is the point of Missile Launcher "Wolfpack"? It has so many handicaps for no reason. I saw this augment as the one I would most likely enjoy and was excited to use it. It's just so impractical compared to the other Scorpion augments. Why does it have 8 missiles instead of 10? Why does it take DOUBLE the time to lock on than Stock? Why does it then have the same reload as Stock? Just look at Missile Launcher "Swarm". Why the hell does that get instant target acquisition, just enough missiles to kill a medium hull on its own, the ability to use it at ANY range AND gets to have -50% reload. It's so overloaded and brings out the best side of Scorpions parameters. ML "Wolfpack" just hinders it. Fix the scaling of these augments. You changed Gauss to have near instant acquisition and you see how that turned out. Either nerf Swarm or improve the scaling of Wolfpack to make it practical.
  11. TheCongoSpider

    Let's Discuss Hunter!

    Hunter and Titan have to risk their life to counter the ball. Unless the Ares sent the ball from the other side of the map, you're going to take some damage trying to destroy it. The most consistent counter to Ares' ball is an enemy Ares. If you see a ball coming towards your teammates and you are up front, you can wait until the ball comes to your tank, activate your own Ares Overdrive and prematurely destroy the enemy's ball. Because your ball is still in the activation delay, it would count as the enemy ball exploding, which will (likely) kill you and allow you to retain Overdrive charge. If it counted as your ball exploding, you would have self-destructed and have your charge reduced to 0% instantly. This is VERY important in Siege if you want to maximise your chances of winning. If possible, I often try to go a little towards where the enemies are coming so I can counter their Ares balls before it's too late. Sometimes, you can't escape from the flow of the battle and the ball reaches too close to your allies on the point. At that point, the best thing to do is detonate the enemy Ares ball immediately so that there is no risk of it continuing towards your team's base and earning the enemy Ares OD charge (assuming the ball was launched a good distance away. Half or your entire team may be wiped out but they'd have gotten wiped out anyway. Might as well do it early so they can come back a few seconds earlier. They have to be facing a nearby obstacle for that to work. That does not happen often enough, especially in Siege.
  12. TheCongoSpider

    getting self destructed by doing nothing

    It is not Crusader causing his issue.
  13. TheCongoSpider

    Bugs and Glitches Reports

    I'll record a video for this later.
  14. TheCongoSpider

    Bugs and Glitches Reports

    It is possible for some ranged turrets to highlight enemies behind obstacles. If a Gauss tried to lock on to the target with a sniping shot, they will self-destruct. I've been able to highlight enemies (and an ally) with Smoky, Healing Emitters Shaft, Gauss and Scorpion. Effects: Smoky - shots will impact the obstacle Healing Emitters - arcade shots will impact the obstacle, sniping shot damage will not register Scorpion - locking on to the target and firing a salvo is possible Gauss - player will self-destruct if an attempt to lock on is made Here is a short video of Gauss: Here is a screenshot of Scorpion highlighting a target behind cover:
  15. TheCongoSpider

    getting self destructed by doing nothing

    Ah you're using Gauss. There is currently a bug on mobile (I don't know about PC) where it is possible for you to highlight an enemy behind a wall when holding the firing button. If you try to lock on to this player with Gauss, you will self-destruct. I will be reporting it later. Here are a few pics.
  16. TheCongoSpider

    Tanker's Day 2022

    Equip another hull and then switch back to your first hull. Do the same for turret and drone.
  17. TheCongoSpider

    Let´s discuss Scorpion!

    Turrets and hulls are no longer able to be pruchased from the garage except a select few. They must be obtained from normal containers (green ones), Scorpion included.
  18. TheCongoSpider

    Augment for scorpion

    Scorpion has damage drop-off. Can also be used in medium sized maps. The splash damage radius allows you to pick up kills in many situations where Stock can't. Explosive Warheads is the most practical one for crystals.
  19. The piece of equipment being altered here is Hyperspeed Shells, not Stock Thunder. Hyperspeed Shells' gimmick is dealing low damage at close range but high damage at long range. How far away this "long range" is depends on the minimum damage range distance. The closer the minimum damage range, the faster its damage is increased. If you make the minimum damage range farther away, the damage increase will be slower. What would be seen here as a buff for Stock Thunder is a nerf for Hyperspeed Shells. This nerf that is happening to Hyperspeed will mostly be felt in small and medium sized maps. In large maps, it will still be as deadly as ever.
  20. Long story short, it is a nerf. It will primarily be felt in small and medium sized maps.
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