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Everything posted by TheCongoSpider
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Yeah that makes sense. You were 2 upgrades above dealing 3,000+ damage per shot with Hammer. You would have seen different effectiveness there if you were at 14/20 or below. As I explained in the other reply, further enhancing a turret's damage outside of Adrenaline potentially makes it overpowered. Crisis gives you a sizeable boost with the downside that you're vulnerable to any high damage that suddenly comes your way. There will be battles where you won't be able to do a lot of pounding on the enemy team but there will be those where circumstances align and you will become unstoppable. Look no further. Have fun.
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I got Viking LC from the Tanki Fund skin container. It does look nice I guess, but I like how it looks with Sandstone better.
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Smoky has a much higher firing rate than before and has the ability to advance its critical hit chance on misses. Only Thunder can also do that.
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Yes you can. ? Turning the camera is what turns your turret.
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Yes, more accurate than the RU Wiki.
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Yes that's the current balance. You have the base damage (Brutus). You have the base damage with infinite supply uptime (Hyperion). And lastly you have the gameplay with enhanced damage output (Booster, Crisis, Camper). If it wasn't obvious, they've been meticulously balancing turret damages while taking into account Booster and Crisis' presence. Booster being the more comfortable, lower boost that can be used by anyone, and Crisis being the expensive high-risk, high-rewarding damage option. Any changes to damage numbers are done so with the expectation of their damage outout being improved when you boost their damage further than Brutus. I update topics every patch to show what notable positive interaction changes occur when you apply Booster, Crisis and Camper to a turret/augment. As you see for the list of Crisis, it is big in comparison to Booster. It's riskier (when you're not camping with it) and yields far more interaction changes. The recent global balance change for half the turrets was meant to increase/decrease their strength and decrease Booster's strength accordingly. Some turrets ended up with decreased output with Booster (Thunder, Striker, Smoky, Shaft, Gauss, Ricochet, very slightly for the melee turrets). A few ended up becoming better. Stock Hammer got its first major interaction change in that Patch. Tesla became more powerful with Booster than before (specifically back to its pre-nerf damage in 2021). The Booster nerf was big, but it puts a first step forward for potential variety of equipment. Some equipment have strong minor interactions changes. The Adrenaline augment allows you to easily turn those strong minor changes into a major one, too bad Adrenaline doesn't exist for these people. I'll give three examples of damages being intentionally balanced around giving these drones (Booster in particular) their advantage: In the height of Freeze being overpowered and Tesla being in its early access stage, long range turrets (and Thunder) had their damages reduced. The one that was most affected by this change was Stock Railgun. Its normal damage went from 900 to 700. That meant it could no longer 2-shot medium hulls or one-shot partially upgraded Mk7 light hulls. It's critical damage went from 1,600 to 1,310. It could no longer one-shot an unprotected medium hull or potentially 2-shot them if they were lucky. To compensate for this huge nerf, they eventually increased its critical hit scheme from 50, 10, 50, 10 back to 50, 50, 50, 50. You got critical hits more often, but your overal damage was decreased enough to require an extra shot or two...or three to kill a target. In comes the Booster rework which at this point was at 40 additional units. This allowed your Railgun's normal damage to go back above 1,500 per shot allowing you to better fight against medium hulls. The big change was that it's critical damage is now back above 3,000. And what happened prior to this? Its critical hit chance was increased to a fixed 50%. So instead of taking a damage cut for the increased critical hit rate, you got the critical hit rate for "free". You significantly increased your Railgun's damage output compared to that of a Brutus. Now imagine a Brutus Death Herald Compulsator that needs additional shots to kill enemies, and a Booster Death Herald Compulsator that has the major interaction change + the benefits derived from the intentional nerf to Stock's damage. The difference snowballs from there. Magnum had been in a bad spot for a long time and it was time for its improvements to come. The improvement was a reshuffling of its damage output. Your splash damage distribution, critical hit rate and firing rate were significantly improved. In exchange for those, your new projectile gravitation made it harder to hit enemies directly below you on Magnums at low angles and your direct damage was reduced below the 1,500 base damage mark. When you applied Booster, it would bring your damage back above 3,000 per direct hit. So instead of taking the damage cut for all of those benefits, you get them for "free", and thus you had a Magnum that can shoot very often, dealing high splash damage to all enemies in the radius, killing any unprotected medium hull in a 10m radius from the explosion and frequent critical hits for when the modules inevitably get equipped. This occured after Booster became 20 additional units. You had 1,300 normal damage and 1,400 critical damage. The end result was that Brutus did not come close to any particular synergy and Booster not having enough of a Booster to give an interaction change outside of the critical hits. Crisis had its usual 3,000+ damage per shot that one-shots unprotected medium hulls. So to throw a bone to Brutus and Booster players, they reshuffled the damages to 1,250 normal, 1,500 critical. Brutus can now one-shot unprotected medium hulls with the critical damage. Booster can now deal 6,000 total damage with normal + critical hit which will kill medium hulls that have DA. Crisis remains having 3,000+ damage per shot. Everyone now wins in some way here instead of only Crisis getting something useful.
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update Patch Update #696 - Released 12th August 2022
TheCongoSpider replied to Marcus in News Archive
Gauss still randomly resets the acquisition on the mobile version. -
At what upgrade level does Defender's armor surpass Brutus?
TheCongoSpider replied to Me0w_XP in Archive
Armour - 0/20 Damage - 6/20 -
At what upgrade level does Defender's armor surpass Brutus?
TheCongoSpider replied to Me0w_XP in Archive
At 7/20, it will have 101 units of armour enhancement. -
How can Ares survive direct hit from Crusader overdrive?
TheCongoSpider replied to Ballista524 in Archive
The maximum damage radius of Crusader's icicle is 3m from the centre of the explosion and the average damage radius is 4m. Crusader has a projectile radius of 2m I believe. It is possible that you directly hit them (it impacted on the server) but you hit them between 3m and 4m resulting in you not being able to kill them from full HP. If it is not that, then those Ares players you were fighting are using the Lifeguard drone. There are currently missions that require you to use different categories of drones. Expect to see more Lifeguards in battle. If you still do not think it is any of these explanations, please record a video of the next time it happens. -
It's the second image.
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You would realise parts of it are out of date if you were playing with the equipment in-game. ? It was to fully explain the current situation with Armadillo, which is different to how it was when you were playing. Critical hit chances, damages, firing rates, and ranges for turrets have changed a lot since you've last played. And as Hiroyukisa said, use the DE Wiki if you want information that is most up-to-date. It may not always be 100% reflective of what is happening in the game but it is the most reliable.
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update Patch Update #696 - Released 12th August 2022
TheCongoSpider replied to Marcus in News Archive
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A bit outdated, aren't we? Railgun no longer has a high critical hit rate like when you were still playing. It technically has the current highest critical hit parameters after Smoky, but the firing rate is what brings it down. That particular critical hit scheme works well with faster-firing/higher hit rate turrets like Scout Railgun, Thunder, Scorpion, Shaft and Magnum (there all share the same numbers). Stock Railgun is unfortunate in that it has the lowest firing rate out of all of them and it needs accuracy to advance the critical chances. Basically current Stock Railgun isn't good. Instead, Armadillo just protects you against everything. Some turrets, like Thunder, Hammer, Shaft and Magnum have had their critical hit rates increased whether that be in the numbers (all of them) or in the firing rates (Magnum, Thunder, Smoky, Hammer). Some of them are accompanied by increased critical damage. Thunder with x1.25, Shaft with x1.39, Magnum whose boost isn't that high but it deals above 1,500 which can one-shot an unprotected medium hull or combine with the normal damage to deal 6,000 damage (2,880 + 3,260 = 6,140). Hammer has x1 critical damage still but its recent direct damage buff makes it more fearsom. Currently, Armadillo doesn't single out a particular Stock turret like it did with Railgun back in 2021. The balance changes made to turrets since you've stopped playing have made the critical damages more synergistic than outright overpowered (like Striker's x2 critical damage in 2021). Taking Thunder for example, its critical damage bonus isn't that high, x1.25, but it synergises with the normal damage to give you a -1 shots to kill on a medium hull. 900 + 900 + 1,200 will kill the medium hull in 3 hits while 900 + 900 + 900 would require a fourth shot. Magnum would have 1,440 + 1,630 to 2-shot a medium hull while 1,440 + 1,440 would require a third shot. A benefit of Armadillo in this case is breaking this synergy up. A Thunder won't be able to 3-shot you with the synergy, it would need 4 shots. A Magnum won't be able to one-shot you when you don't have DA active, it will need another shot. It's many little things around the game that come together to give Armadillo its value. And yes Armadillo is a nice counter to the Supercharge status applied by Hornet and Dictator's Overdrives.
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Yes. Armadillo is a module for critical damage specifically, just like Grizzly module is a module for Thunder damage specifically.
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Dictator's Overdrive never had the ability to instantly reload a turret's ammo. Only Viking's Overdrive does that.
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Noise Shells applies 3 seconds of Jammer to anyone damaged by the shot.
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update Patch Update #696 - Released 12th August 2022
TheCongoSpider replied to Marcus in News Archive
Great. Now Small Calibre Charging Machine is getting powercrept. -
You are confusing critical damage with critical chance.
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V-log was just showing Stock Tesla gameplay to simulate it. The same way they tried to mimick the Engineer rework last year. They used stuff already in the game to show you.
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So you instantly one-shot a light hull with a bounced shot and get more range on it as well? Doesn't seem fair to have no disadvantages for this.
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