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Everything posted by TheCongoSpider
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I did.
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Oh boy. You use Ricochet + Hunter most of the time, so we will look at it from there. When you zap an enemy with Mk7+ Hunter's Overdrive, the enemy is inflicted with: 2,000 true damage 4 seconds of Stun 10 seconds of EMP if the enemy does not have Stun or EMP Immunity equipped 6 seconds of EMP if the enemy has Stun Immunity equipped This type of damage ignores all damage reducers and enhancers. If you have Boosted Damage enabled and you use your Overdrive on an enemy, you will deal 2,000 damage to them. If you do not have Boosted Damage enabled, you will deal 2,000 damage to them. If the enemy has Boosted Armour and 50% Ricochet protection, you will deal 2,000 damage to them. You will deal the same damage 2,000 damage with Hunter's Overdrive no matter what. These are status effects. The Juggernaut hull by default is not immune to damage. It is immune to status effects. So if you were to use your Hunter's Overdrive on an enemy Juggernaut, the only thing that will happen is they will receive 2,000 damage. The reason you're able to kill a Juggernaut a fraction of the time is because Juggernauts have high amounts of HP. At Mk7+, a Juggernaut has a maximum health pool of 20,000 HP. If you were to use your Hunter's Overdrive on them, they would have 20,000 - 2,000 = 18,000 HP left. You can kill Juggernauts with the zap if they are near death (below at most 10% HP remaining).
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There are too many gaps in the game balance to justify something like this. Certain things will be getting them far easier/more often than others, and only adds to their carnage. That does not necessarily have to be long range turrets only.
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It deals 2,000 damage if your Hunter is Mk7+. An Mk7+ Juggernaut has 20,000 total HP. In order for your Hunter's Overdrive to have killed it with its zap, the Juggernaut would have had to be near death. The Juggernaut hull became immune to status effects when Hornet underwent its rework on October 29th, 2020.
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It gained the ability to deal damage to enemies it zaps on April 29th, 2022. Remember to keep an eye out for Patch Notes to see what changes in the game with each update.
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Hunter's Overdrive deals damage.
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Ultra Container rarities in ascending order. Current score: Common: 13 Exotic: 10
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Do some players use script to get low damage and deal higher damage ?
TheCongoSpider replied to cruel_beast in Archive
Camper does not give you the necessary +900% armour for a Crisis Scorpion to deal 388 damage. Unfortunately we're not getting enough information from this, but it does sound beyond the limits of current equipment in the game and we ask you to provide a video or clear screenshot of this happening in the future. I have not noticed anything out of the ordinary when fighting players with top equipment but I will be on the lookout. -
It is preparation for when it gets released for crystals, and also protection against the Crisis users littered throughout the day. They thrive with Crisis because no one can stop them from dealing 3,000+ damage per arcade shot, or 13,000 full damage per salvo.
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More frustration than angry. It's another inconsistency being created. Variety of augments in battle is so low. It's tiring to see the same (powerful) things over and over while other stuff is being forgotten.
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Anyway, Vacuum Shell and ML Swarm are raising two questions: Vacuum Shell: What will be purpose of Sledgehammer Rounds when this thing gets into the hands of potentially many? It has no projectile speed penalty so it is much less likely top miss compared to Sledgehammer. It has full 100% splash damage for 10m if it does end up missing, which is 38% higher than if Sledgehammer missed between 0m and 16m. And then it gets to do that for a significantly longer range than Sledgehammer while Sledge has to contend with dealing pea damage at the range of a Twins, Ricochet or Hammer. It still has (albeit a small) critical chance so at the very least, it still benefits from Supercharge while Sledgehammer has none. Sledgehammer is in the dump, and so is SCCM after the latest (unnecessary) nerf to it. And now we have an augment that just craps both of them out of the water? Come on! ML Swarm: So a close-range ML Wolfpack. How short is the average flight time of the missiles on a faraway target? I would like to assume that it having higher angular velocity and maximum speed would make them crash into the ground at a short range. It has 6 missiles instead of Wolfpack's 8, but there is no delay between an arcade shot and acquiring a target. You can shoot someone for 2.3 missiles' worth of damage then immediately lock onto them in 0.25 seconds to send 6 missiles to finish them off, with HALVED reload. What then is the point of Wolfpack? To be a f2p-accessible Swarm that can only be used for mid-long range Swarm? Just like RFM is a freely accessible Helios but it now has gutted range because Helios was lacking without being able to bounce? Come on!
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It's good to be imaginitive, but in order for your idea to come to light in the simplest way possible, it has to abide by the paramters set for Stock. Realistically, if it was coded to be automatic when you press the firing button and unable to fire again until the ammo is fully replenished, your augment suggestion would look like this in-game: Advantages: Shot reload: -80% Maximum damage range: +250% Minimum damage range: +200% Energy consumption: = 111 Recoil: -80% Projectile speed: +100% Disadvantages: Critical damage: -43% Energy recovery rate: -28% Maximum # bounces: =2 Impct force: -80% Cannot shoot after emptying the clip With that at max, you have a Ricochet that can deal 9 balls of damage within 0.8 seconds, with damage fall-off starting at 140m and ending at 150m, and cannot fire again until fully reloaded.
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WIll definitely be insane with Crisis allowing it to one-shot unprotected light hulls at all splash ranges. Your best bet is to get close to it as quickly as possible for the self-damage. If they're smart, they'll use the wall to gamble on the 300% damage which may or may not impact them as well. We can now reasonably assume the other turrets with 2 firing modes may have their statuses applied on critical hits.
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That is not one micro-upgrade. That account you are on is evidently past Marshal and as such will need to purcahse Mk7 directly, which is what is costing the 850,000 crystals.
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EN Wiki is outdated. Use the DE Wiki. Sledgehammer's current downsides are: Maximum damage range: -80% Minimum damage range: -50% Projectile speed: -50% Critical hits removed You're dealing low damage from "50 metres away" because its furthest range of minimum damage is now 60m. The entirety of Thunder does not hinge on Sledgehammer Rounds. It is 1 of 3 unique augments available for the turret. Has Sledgehammer become a short-range piece of equipment? Yes, that was the intention behind the nerf. And yes, they did overdo the nerf. With Sledgehammer you have a few directions to push it. You can go for the binary damage approach of "equalising" the maximum and minimum damage ranges so that you will deal 100% of total damage farther out, but there is a hard line where you immediately drop to 25% of total damage. You can justify the decreased range and projectile speed by increasing the firing rate, but that leans too far into SCCM. You can lessen the severity of the minimum damage range penalty which will give it a damage buff in all ranges. You can increase the weak damage from 25% to 50% which will give it a damage buff between 16m and 60m. You can increase the normal damage boost of the augment to make it more deadly for melee-close range combat.
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Old Legends vs New Legends
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Means the same thing. Mk1 Overdrive is weaker in some aspect than the Mk7+.
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Crusader and Ares' Overdrive were upgradable since their introduction. What was upgradeable on Ares was the explosion damage which you wouldn't notice because most of its damage is being dealt by the ball damaging enemies during flight and not on an explosion. Hopper and Hunter's instant true damage output depends on modification.
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You'd save yourself the disappointment by not doing that. Your chance for an Exotic is already low (same as the chance for Common), and then you don't know the intra-rarity chances in Exotic. You can very likely get an Exotic and not be Crisis. That should be enough discouragement. Blunderbuss does not gain anything notable when paired with the current Booster. Before the Stock Hammer damage buff from 1,080 to 1,260, you needed Booster for your Blunderbuss to reach above 4,000 damage. After that buff, you no longer need Booster to achieve 4,000 damage, and Booster would be redundant outside of having infinite DD uptime. Stock Hammers are the ones that currently gain something notable with the new Booster. To see what this list looks like, there is this topic that is updated with every Patch Note: https://en.tankiforum.com/topic/394787-booster-drone-interaction-changes/ There is a topic for Crisis and Camper as well.
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I see it as a relief. Imagine if Helios and Stock Ricochet didn't get nerfed for 2 years. If you were around this time, imagine if 2018 Duplet hadn't been nerfed for 3 years. The critical hit rate is not a flat 50% chance btw, if you thought it was. It's 50, 0, 50, 0 etc. Understandable, since that's when my interest in Blunderbuss started waning, when they increased the max and initial critical hit chance from 40% to 50% but decreased the clip reload from 2.7 seconds to 3.3 seconds. The reduced firing rate negatively affected the reason why I liked using the augment. It being 4.4 seconds at max now seals that deal, BUT, I am not too bothered by it because what matters most to me is that the augment itself has a purpose. It has a niche that it can achieve that the other augments naturally cannot. This is what they try to achieve with Railgun augments and I like that. For example: LCR's niche is both its normal and critical damage is able to one-shot an unprotected medium hull RDS' niche is slowed firing rate and halved normal damage for being able to one-shot medium hulls on equal footing 30% of the time RS' niche is going down a major damage barrier on your normally unblockable critical hits, but going up a barrier on normal hits and having a flat 50% chance Scout's niche is to turn Railgun's mechanics into a Thunder clone RAT's niche is to have higher rotation speed and auto-aim angles Hyperspace's niche is to significantly enhance the unique aspect of Railgun Death Herald's niche is a reshuffling of the shot delay and shot reload to facilitate its gimmick of an increased firing rate after killing an enemy How well each of those Railgn augments go about performing their niches varies from great to horrible, but it is there. If you're using Blunderbuss, you're using it to gamble on critical hits and/or to have higher one-time damage per shot. If you do not wish to have that purpose, there are other augments available that give their own purposes relative to the Stock turret. It's good to admit it. When you don't have the powerful container-exclusive equipment, you appreciate and make due with what you have readily available to you more, those being the crystal augments. I use multiple accounts so one may have a potent AP/EMP augment for a turret while another has to contend with that turret's crystal augments. My biggest example being my main account having pre-nerf 3-second EMP Smoky with Booster while one of my alts had to use Cryo Smoky with Assault. I did not let it bother my on the Cryo Smoky account because I knew the capabilities of each augment in comparison to Stock; I knew what I was in for with each augment. One made it significantly easier to kill enemies compared to if I were using Stock, while the other made it significantly harder for enemies to kill me compared to if I were using Stock. The former naturally will have me get higher scores and kills with fewer deaths, but the latter is still good. EMP and AP as status effects become more toxic every time the average TTK drops across the board. Never forget where exactly they are getting their power from - Stock. Otherwise, you'd often see judgements like "Helios exists so this new augment they're adding to the game is objectively garbage."
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All of these were augments that barely gave enemies a chance to survive whether through their own fire or fire from allies. You really think it's healthy for the game balance to have these augments always be on top with impunity? You really think it's healthy for someone to be able to cut the time it takes to kill an enemy by 75% all of the time? Nerfs to EMP and AP augments were long overdue. The only augment I sympathise with there is AP Hammer due to it folllowing Stock's increase in clip reload to facilitate its increase in pellet count, which should have 7 seconds of AP to 1. making it dangerous to not remove it and 2. allow lower modifications of Hammer to get an unprotected shot. Blunderbuss due to Stock Hammer's recent buff allows it to reach above 2,000 base damage, which means it will be one-shotting light hulls with DA. I think you've grown too accustomed to killing things quickly with all that usage of AP and EMP augments.
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It was a typo in the EN Patch Notes. If a line in the EN Patch Note doesn't make sense, refer to the auto-translations of the RU and DE Patch Notes. If it still dosn't make sense, just wait until the update comes less than 13 hours after the note arrives.
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Trust the DE Wiki. Railgun has gone through a few iterations since the critical damage update, summarised here: Iteration 1 (Started March 26th, 2021) Initial Chance: 50% Maximum Chance: 50% Minimum Chance: 50% Chance step: +50% Iteration 2 (Started April 1st, 2021) Initial Chance: 50% Maximum Chance: 50% Minimum Chance: 10% Chance step: +40% (effectively) Iteration 3 (Started 15th October, 2021) Initial Chance: 50% Maximum Chance: 50% Minimum Chance: 50% Chance step: +50% Iteration 4 (Started 8th April, 2022) Initial Chance: 30% Maximum Chance: 30% Minimum Chance: 30% Chance step: +30% Iteration 5 (Started 27th May, 2022) Initial Chance: 30% Maximum Chance: 30% Minimum Chance: 0% Chance step: +5% What you're referring to there was its parameters during Iteration 4. Rather than augments, Railgun mostly has alterations for crystals. Round Destabilisation's place among the crystal augments was allowing you to deal the 1,510 critical damage 50% of the time rather than 30% of the time, in exchange for halving your normal damage. When Railgun was changed to Iteration 5, its new place among the crystal augments was halving your normal damage and slightly longer shot delay, but allowing you to deal devastating damage with a flat 30% chance, but... ...During its first week, it was following Stock's critical hit scheme of 30, 0, 5, 10, 15, 20, 25, 30 etc. instead of the intended 30, 30, 30, 30, 30, 30 etc.. I believe it was on either the 5th or 6th of June when it was fixed, and now follows the intended flat 30% chance per shot. This is what allows it to achieve a flat 30% chance. The minimum chance is what your current critical hit chance drops to after you achieve a critical hit. Without this paramater on Round Destabilisation active, it would have went down to 0% and have to build up by +5% with every successful hit, which of course means -50% normal damage on all of those shots and results in a drastically reduced critical hit rate. I don't recall saying this about Round Destabilisation, unless that post was made during Iteration 4,
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One has one firing mode. The other has two firing modes with the status being attached to one of those two.
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