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Everything posted by TheCongoSpider
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And this is where you put it into perspective from the viewpoint of the turret itself. Tesla - Uses the Minus-Field template and adds a status to the ball detonation when the user is alive. Its application is tied to a secondary firing mode whose accuracy is not consistent, but the ability to fire balls often makes up for that. Firebird - The nerf primarily affected short-burst applications (less than 1 second of exposure) against enemies that do not have Heat Resistance. Smoky - Low potency status application along with the damage of Stock. That's its current characteristic. Ricochet - Uses the Destabilised Plasma template which makes it less effective at surviving melee range encounters, but adds splash damage to enemies when the ball explodes. Twins - Halved projectile speed, halved critical damage, no normal damage increase, reduced critical hit rate from the change to Stock in April. Railgun - No statistical disadvantage, but it is unfortunately attached to Stock. Railgun's Identity in MM had been tied to its garage augments since 2018. Stock was almost ember practical since than and needed the aid of augments to make the turret better. You start with a 30% critical chance, and as soon as you hit someone with it, you go back to zero and advance +5% every successful hit thereafter. Your critical hit rate and potency of the status was reduced to the point where the true disadvantage is being attached to an unaugmented version of the turret. In 2022, it is wiser to compare the effectiveness of status augments to that of Stock and/or the turret's garage augments, rather than augments of separate turrets using the same status. You can clearly see why here. Railgun has no statistical disadvantage, but it will always fall short of Scout, or Round Stabilisation, or Death Herald Compulsator due to what it is attached to, STOCK Railgun. Ricochet's status augments are attached to an augmented version of the Stock turret butnid also competing with burst damage options like Berserk and Plasma Torch who on their own can also outperform them in certain battles. Smoky's status augments have no statistical disadvantage and are at the top of its augment pyramid, because the status is being added to parameters that are already universally good. Thunder's status augments will be better than its current unique garage augments in normal gameplay because its garage augments are generally bad save for Subcalibre. Railgun's has no disadvantage but is attached to something bad. Smoky's has no disadvantage but is attached to something good. The circumstances for each turret are different and so are their status augments. Each can use separate templates which can have higher or lower effectiveness compared to each other.
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There are exotic because they are new and have not been pushed to the legendary rarity yet, not because they are powerful. Being in containers does not necessarily mean they are powerful. They are parameter changes for the turret not meant to be easily accessible to the playerbsse. Some strengthen a turret's burst damage potential. Some enhance a turret's effectiveness when put in certain scenarios. Some add a status effect occasionally to the turret's damage output. Some patch a particular weakness or disorder a turret may have. There are various types of container augments fit for different purposes. Not everything is Helios or Magnetron Twins. As for Salamander Shells, it is unfortunately born an Incendiary augment. They toned down the effectiveness of ignition applications on turrets these past few months, whether that be in their application rate (Incendiary Tesla, Hammer, Twins, Vulcan), the potency of the application (Smoky, Firebird, Ricochet), or both (Railgun). Do be aware that it is a doubled-edged sword. Being able to advance your critical hit chances on misses also allows you to completely "miss" a critical hit, as it is pre-determined before you actually shoot it. This is why this tip is good for Status Thunders because their critical hit radius is the full 12m. They cannot miss a critical hit on splash damage as it will trigger anyway. A Stock Thunder and the others have a critical hit radius of 1m which is practically direct hit. If an enemy I'd 2m away, they won't get critical damage and it will "miss". Status Thunders won't have that liability.
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Here's a tip for you for that augment. Thunder, along with Smoky, are the only two turrets currently that can advance their critical hit chances on complete misses. If you end up killing an enemy with a critical hit, you can shoot a few shots anywhere to get your critical hit chance back to say, 10% or 15% with Thunder. Status Thunders trade critical damage for their status and wide-range application. Them trading critical damage means they can no longer do a 3-shot combo of 900 + 900 + 1,200 to kill a medium hull on equal footing so non-EMP/AP status Thunders will be less of a complete offensive powerhouse and more towards being a group status applier for team utility. TL;DR You can manually make your critical hits happen more often with Thunder, which synergises well with the Status Thunders for being a great utility for the team. If you want solo effectiveness only, then you're better off using Adrenaline, Subcalibre Rounds, or waiting for AP/EMP Thunder as status options.
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Do you still believe Freeze needs a nerf in its critical hit aspects? It's clear that every turret's power has been ramped up since December and every turret is now playable and powerful to some extent. Freeze received an unannounced nerf back in April where its critical hit step chance was reduced to 1%. Instead of the previous 7, 0, 7, 0, 7 scheme, it now has 7, 0, 1, 2, 3, 4, 5, 6, 7 which effectively reduced the critical hit rate noticeably. I found that while it was still powerful if it got the critical hit off, it would finally fall off from the absolute top with other turrets getting their buffs alongside that nerf. Does it still fell overpowered to you?
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I'm loving the ambience of the night theme so far. Thankfully it is not too dark and is a much needed breathe of fresh air after I keep getting the bright winter theme the majority of the time. I've only been to the new Highland once or twice. Both day and evening are fine on their own.
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I imagine it would be much harder to implement than the current binary application. It may also be inconvenient for players to have constantly fluctuating damage numbers.
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Compare the firing rate of the Ricochets in these two videos. Magnetron - https://youtu.be/uDM-p8T7hc0 Berserk - https://youtu.be/_D1mXUzRiWc
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It does not change in any way, but make sure in the private battle settings to enable the Augments and Micro-upgrades settings. If you don't want to do that, just compare them in a Matchmaking battle. Or look at Youtubers' recent videos.
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The time between 2 shots is reduced by 25%. There is a clear difference between Stock and Berserk's firing rate. Youbcan compare it in a private battle. A Berserk shoots 10 projectiles ~1 second faster than Stock.
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As I explained in the PM, the Patch Notes state changes to the maximum critical chance. Other changes are undisclosed (for whatever reason). I remember there was a particular RU Patch note that had the minimum and chance step changes of Shaft when its maximum chance was increased to 20%. It went from 0, 10, 0, 10, 0, 10 to 0, 5, 10, 15, 20, -4 For 8 months after the critical hit update, the standings were that every turret's (sans Railgun and Smoky) initial critical chance was 0% and would instantly rise to whatever was their maximum critical chance on the next hit. Thunder was the first turret to break that cycle when it's splash damage was nerfed and it's critical hit rate became a fixed 15% chance per shot. Shortly after, the big update of December that decreased the effective ranges of the short and medium range turrets/firing modes also had changes to the critical hit chances for the mentioned turrets. The Patch Note stated their maximum critical chances were being increased from 10% to 12%. What they didn't disclose was that the initial chance was also increased from 0% to 12% meaning from that point on, every turret was able to deal critical damage on their first shot after spawning. They also did not disclose that the chance step was reduced to 4%. So most went from 0, 10, 0, 10, 0, 10 to 12, 0, 4, 8, 12. Twins went from 0, 25, 0, 25, 0, 25 to 25, 0, 5, 10, 15, 20, 25. Thunder went grom flat 15% to 15, 0, 5, 10, 15. The chances are different now, of course, but some turrets use the same critical hit scheme. I can post them for you if you'd like that. As for the answer to this question, that happened in this Patch specifically.
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They changed that system since 4 months ago. For a few missions, their number is still variable due to the slot they are assigned to, but the others are fixed. Them being easier to complete than before means they can pop up in any slot.
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8 accounts have now reached Legend.
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In what order are the newly unlocked items shown when you rank up?
TheCongoSpider replied to TheCongoSpider in Archive
For comparison, here is ranking up to Major General on TO Mobile: Clear in the sorting of the equipment order. Melee --> Long, Light --> Heavy, Modules last, from Melee --> Long. PC seems all over the place. Here is for Captain: -
Great. More improvements to Thunder's container augment selection while its garage augments continue to erode. Very funny to see that Hyperspeed Shells starts powercreeping Sledgehammer Rounds if the target is further than...23 metres. Wow. That's the maximum range of a High-Pressure Pump Firebird/Freeze. You know what would also fit that better? Small Calibre Charging Machine. Y'know, that one augment whose mortal sin was dealing a decent amount of normal damage per shot for 2 weeks through no fault of its own? Are you really going to keep Thunder's garage augment variety stale? All you have to use is Adrenaline or an augment that takes away a core feature from it.
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This potentially powercreeps Dilatory Protocol.
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Another Armadillo is added to the collection of Armadillos I will never be able to afford.
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This is a part of the update that came on Friday. Don't forget to check if there are any new Patch Notes every week.
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This is intended. It was part of the update that happened last night.
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If I remember correctly, that setting was to control the speed at which your camera turned when you held the firing button. They removed that feature when they implemented auto-shoot in late 2021. This thing:
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Yeah so can we get some useful garage augments for Thunder? Small Calibre Charging Machine is weak and Sledgehammer Rounds is a direct downgrade.
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Are you at a disadvantage at Mk7+ if you don't use a turret augment?
TheCongoSpider replied to qwds in Archive
It is, yes. -
Are you at a disadvantage at Mk7+ if you don't use a turret augment?
TheCongoSpider replied to qwds in Archive
If you have absolutely no unique augment to use for your turret and the turret does not have any worthwhile to buy, it is advised that you get the Adrenaline augment for it. No you're not necessarily at a disadvantage if you're switching back to Stock. Stock and RFM serve different purposes.
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