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Posts
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Everything posted by TheCongoSpider
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If you want to front-load your damage so hard that people can't fight you back, you deserve to not have it as often. You don't see the other burst damage augments in the game having as much longevity and effectiveness as Helios. I'm really and truly sorry that I don't let them kill me in less than a second every time I encounter them unlike the other Ricochets that take upwards of 6 seconds to kill. God knows how torturous it would be for them to wait longer than 4 seconds to reload.
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It did not.
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It scrolls too quickly. Thanks.
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Do you have a list of all the participants?
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There is no estalished pattern yet. Pulsar has been added to two turrets, both of which only have one firing mode, so naturally it will be on critical hits. What will really decide the pattern is Pulsar on a turret with more than one firing mode. Tesla is the one to decide the pattern. There is no example of this present.
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It is 1 of 13 new augments planned to come. It is unsure when we will have information about it.
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First wave of special missions is now complete. Since the 2nd of June, I have opened 793 more UCs. Previously, I got very close to the stated drop rates in all rarities. Here is how it looks now 793 UCs later. Total opened: 1,733 Drop rates: Commons and Exotics were neck and neck with each other throughout the month, but Commons have once again come out on top by +2. In any case, it is still holding firm onto the stated drop rates. That's an achievement. Whether intentional from the tokens of apology UCs or completely by chance, my luck has finally returned. It should be noted that the forced Epic after 15 non-epics barely come into play in these samples, as these UCs are being opened on differenct accounts in different quantities, most of them being below 15 per UC iteration.
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My Thunder-only account got a Common. How fitting. Score for Common vs Exotic after ~1,700 UCs is now: Common: 11 Exotic: 9
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What modification and upgrade level is your Scorpion?
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What exactly are the differences in damage you are seeing?
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Can you send some pics?
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Nice augment variety.
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For those looking to upgrade their Scorpion module with sales but not immediately maxed, the most economical stopping point is 43% if your primary hull category usage is medium hulls. Assuming your medium hull maxed, it pushes the final damage with BD below 1,500, which makes it need 3 shots to kill you instead of 2. This trickles down when you add Boosted Armour. Comes especially in handy due to Scoprion's low firing rate allowing safe repair kit activations in 1 v 1s. The final threshold unfortunately is 49%, specifically for light and medium hulls. It will need an additional shot to kill unprotected heavy hulls or light hulls with Boosted Armour. Scorpion has quite a long effective range so at any moment, it will likely deal 100% damage to you. Beware though, as Scorpion boasts the highest consistent critical hit rate for Stock turrets, alongside Thunder, Magnum, Railgun and Shaft, only diminished by its lower firing rate. Any given Scorpion shot that will hit you in the future is likely to be a critical hit.
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It turns your Shaft's arcade damage output into a splashless Thunder. Same normal damage, same critical damage, same critical hit rate (pedantically, its potential crit rate is lower than Thunder due to Thunder having splash damage). This means an increase in normal and critical damage, and a complementary increase in minimum sniping damage to facilitate quickscoping. All of this comes with its arcade firing rate being reduced, so it isn't a direct upgrade. A direct upgrade is AP Shaft.
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Its damage distribution is pseudo-fixed (net nerf) now. From 0-13m, it will deal 9999 damage, which kills anything, Between 13-14m, it drops from 9999 to 1,000, and then slowly to 500 at 20m. Anything that moves 14m away fro ground zero will likely survive. To compensate for that, its heating and EMP radius was increased. Every Overdrive has simply become much more powerful in comparison. I'd say Wasp and Mammoth are the potential worst out of the bunch, Mammoth there because of how insanely common burst damage is now. Titan is a close third to last due to how many direct counters it has to either the players in the dome or the dome itself.
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So we're really getting those 13 augments, huh? How did a mechanically simple turret whose 2/3 existing augments did the same thing in different ways, become able to spawn 6 more unique augments? If Thunder can do this then I guess that 2-missile MLH Striker and that 3-shot Duplet Hammer is even more likely to come now.
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They have to not have Scorpion in their garage to be eligible to win the challenge.
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Use it again, it has been fixed (it was following Stock's critical hit rate rather than its own). It likely sucks with Brutus but if you have a drone that gives you infinite Boosted Damage uptime, you can establish a presence on the field. For sure, random players should stay away from it for the time being. Its purpose unfortunately gets powercrept when you apply Booster to Round Stabilisation. Current safe picks for Railgun augments are Scout, Death Herald and Round Stabilisation.
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Did it on 21 accounts. 3 out of those 21 picked 13 UCs as the prize. Out of the 39 UCs, 32 of them were uncommons.
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Spoilers are being added to the lists of outdated interaction changes. Should I spoiler the Patch Note quotes as well?
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Do not worry about that.
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Realistically barring play time, only someone with a souped-up garage will be able to do this,
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Mk7+ Vulcan normal DPS is 733. Mk7+ PTA Twins normal DPS is ~460. The upside for Twins is a relatively higher critical hit rate, potential splash damage application and prolonged fire without statistical downside. The upside for Vulcan is higher burst damage at the start of an engagement, higher sustained damage, ability to ricochet off of some obstacles, high vertical auto-aim and prolonged fire (12 seconds should be more than enough usually). The ball is in Vulcan's court for the most part. PTA is statistically weak. If they really wanted it to be powerful on launch, the would have given it -30% normal damage per shot. If they want to be reasonable, they would put it to -50% normal damage per shot.
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