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Everything posted by TheCongoSpider
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Are you not using Adrenaline or something?
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So it sounds like you want the aiming recovery time to be increased, Considering that Gauss' forte of having generous splash damage distribution has been removed and its reload and acquisition time being increased, I think this suggestion is understandable.
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Can you use scope mode with the Rapid Fire augment for Shaft?
TheCongoSpider replied to qwds in Archive
What is the username of this account? Frankly, no, not with the current settings of Shaft. And if this is a new account, you need not focus on augments for a while. Continue upgrading your Brutus and combo of choice. Augments come later, and by then, balance changes may occur to them to make them either stronger or weaker overall. Shaft doesn't scale as well as it used to throughout the modifications so having it as far as you can early helps. That is Short-Band Emitters' forte now, sadly. -
Just yesterday we had a turret damage rebalance. I wonder if Scorpion's parameters changed alongside everyone else's too. I'd like to see what the parameters before today were.
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Can you use scope mode with the Rapid Fire augment for Shaft?
TheCongoSpider replied to qwds in Archive
Short-Band Emitters or AP Shaft if you have it. AP Shaft requires you to use the sniping shot on the target beforehand, though. I need to ask, is the acount you're using the one that you are posting on? Or do you have an account with a higher rank? -
Can you use scope mode with the Rapid Fire augment for Shaft?
TheCongoSpider replied to qwds in Archive
It has a -66% minimum and maximum sniping damage and each sniping shot consumes 1,000 energy instead of "charging energy + 200" like the other Shafts. Coupled with the fast energy recovery, this discourages you from using the sniping mode and instead only use arcade shots. Even before this change, you would not really see people using the sniping mode with it in gameplay videos because it is specifically tailored for use with arcade shots. If you wanted to snipe, you would have gotten more efficiency with the other augments. -
Well the point was that you get a tank-weakening status effect on crits without having to actually bounce it. You don't have any downside that encourages/forces you to bounce the shot in order to justify using the augment compared to before the rework where you only got AP on the bounce. It's much harder for me to use Stock Twins than to use Ricochet, and also much harder for me to dodge Ricochets than Twins. Most of Twins' augments all come with downsides to its DPS. Most of Ricochet's augments just add to that already good DPS. Biggest difference being Helios vs Plasma Turbo Accelerators, Beserk vs Heavy Plasmagun. In the latter example, a Heavy Plasmagun will win if the enemy is stationary but as soon as they start moving, the Beserk has a huge advantage. That changes with each balance change and different combos function better at different ranks because they scale differently through modifications. Add augments and drones to the mix and it becomes even muddier.
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I don't really use DPS (even though it can be a convenient indicator) with turrets like Thunder. Rather I look at their damage per shot. SCCM received a big nerf on Friday that once again, pushed its maximum base damage below 667, meaning it once again needs 4 shots to kill a light hull on equal footing. That's a significant nerf and it's no longer enjoyable for me.
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Ricochet is overpowered currently, yes, but it's unfortunately being justified with other turrets having their power increased as well. What's overpowered with Ricochet is specifically its augments and the way the devs decided to balance its status effect ones. The main culprits are the burst damage ones: Plasma Torch, Beserk, Helios. Ricochet's energy parameters were reworked to deal with multiple fire fights during a lifespane. You get fewer shots than before with a full clip, but your critical damage is increased to partially offset a few of the missing shots, and your projectile speed has been noticeably increased to make sure you're accurate. WHen you're done, you only need to wait 4.3 seconds to be able to shoot another 15 in total. Plasma Torch went from annoying but balanced because it had no longevity, to overpowered because you get a 4.3-second reload on your burst damage. Beserk's gimmick died when they gave Ricochet a fast energy regeneration, so they allowed it to have a purpose in another direction by increasing the firing rate to match the previous penalty. The thing is, increasing the firing rate and not decreasing the damage gives it a net damage boost. There is less of a downside to this than people might think. You have fewer shots, yes, but you expend them faster and catch people off guard. They have less time to react. Helios is what you get when someone decides p2w players should have their own tier of Plasma Torch. You end up with a Ricochet that has a very fast proectile speed, long range, no direct damage penalty, and shoots 7 times in under a second. Two of them are somewhat manageable. The other is not. Ricochet's status effect augments are fortunate in that they have no relevant statistical downside. It's simply Stock Ricochet (which is already potent) + status. Sizzling Field gives your enemy afterburn damage to worry about which makes them use a repair kit earlier. You can still burn them after that. Cryo Field reduces enemy movement for you to hit them better and reduces their damage output against you. They tried to balance it by taking away all of its Ricochets which was fine. It had risk, but now it does not as they gave it one ricochet (that's all it needs with such a short range. AP Ricochet alongside getting AP on bounced shots will also get AP on critical hits. So now there is no wrong way to use the augment. EMP Ricochet is Stock Ricochet but if you so choos,e you canbounce a shot and your enemies' supplies are turned off. Stun Ricochet is a statistically better version of Destabilised Plasma. Pulsar gives you all of that on a critical hit which allows you to follow it up with normal damage on the unprotected enemy. Ricochet is in a very good spot right now compared to Twins and Hammer. You are describing Helios in both of these examples.
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Have you considered using Adrenaline augments alongside your Booster?
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There's this neat augment called Adrenaline. You might want to try it out sometime.
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Kills that you make directly with your Hunter's Overdrive will count towards Hunter, not Ricochet.
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Should be 2,772 with Booster.
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It certainly is an eyesore to look at initially.
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Patch Notes for Freeze, Isida and Firebird give their damage in their DPS. The note is reminding players that the number they will be seeing in-game is divided by 4. The DE Patch Note makes this more clear to the reader. Already does. Those would be...very unconventional changes to make to a turret/augment. Instead of damage falling off with distance, it increases? The arcade shots for Shaft have been "short range" since 2018. It was then changed to an intermediary between melee and short range after June 2020, which then became short range again in October last year. In December, in an effort to make Shaft less camp-heavy, they reduced the sniping shot reload and allowed arcade shots to have medium range. RFM now gets to have practically infinite ammo and frequent burst with this range, with a 30% max critical chance, 5% chance step and more than x1 critical damage. All things considered, it powercrept Light Capacitors. Reducing the effective range was the obvious step if they wanted to justify the burst damage. So no, it was never meant for medium-long range gameplay in its lifepsan. As for Helios, it's only stated as that because of the long minimum damage range. You can't really "snipe" anything if you're dealing much less than 100% of your damage to someone across the map. It's the same reason status Electroturret augments (namely AP and EMP) were used the way they were and not the way the devs (somehow) thought it would be used. Who would have thought that a 7-second rechargeable, 810 base damage ball with a tank-weakening status effect attached to a MELEE turret would be used for MELEE gameplay? Boggles the mind, I know. Completely unexpected. Seeing the way the game balance is rn, I doubt Helios will turn into a small damage close range, big damage long range augment. The gameplay is turning from potent and frequent status effect spam to raw burst damage. Helios, Beserk and Plasma Torch were leading the pack, followed by Sledgehammer and RFM.
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Effect of Jammer: Forces a non-passive drone on a cooldown equal to the duration of the Jammer Removes extra damage, speed and armour status effects from Booster, Trickster and Defender respectively, permanently. Removes the extra damage, speed and armour where applicable on Crisis and Camper for as long as the status persists Removes the ability to activate an Overdrive for as long as the status persists Crisis' passive effects are: Significant reduction of intra-DA/DD/SB cooldowns Removal of after-duration cooldown of DA/DD/SB Prevents the ability to manually activate more than one supply at a time Applies the "additional armour, damage, speed" status when activating one supply manually. Jammer (temporarily in Crisis and Camper's case) removes boosts, which Crisis has the ability to generate. Look at it this way: Crisis generates a boost that is eligible to be blocked by Jammer but Jammer cannot stop Crisis from generating the boost. It's like Adrenaline vs the freezing status effect. Adrenaline can generate the damage boost when injured and Freezing can block/temporarily disable that boost, but Freezing does not stop Adrenaline from generating the boost. It is external from the drone/augment.
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Auto-shoot depends on the enemy being highlighted to fire the turret. The enemy being highlighted is affected also affected by the horizontal auto-aim angle, which is being nerfed in this patch. It is a nerf for mobile players who use Twins, Ricochet, Hammer, Smoky, Striker, Thunder, Vulcan, Railgun, Shaft and Gauss.
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The announcements for events happening in-game are posted on the very forum you are posting on right now. https://en.tankiforum.com/topic/395203-tanki-online-turns-13/
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Its effects do not have an activation requirement. It is baked into the drone itself. Its boosts are a part of those effects which are elligible to be removed by Jammer. Assault needs to obtain a kill for the drone to activate and reduce current supply cooldowns by -15 seconds. Hyperion has that ability baked into the drone and has no requirement to achieve that, hence it is passive. Last I remember, Camper can't zip across to the other side of the map in seconds or have boosts below 100% HP.
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Good, so it was a typo on your part. This is intended. The Birthday celebrations span across 3 weekends. The first set of special missions became available immediately when the event started. The second set of special missions became available on the 3rd of June. The third set of special missions will become available later today with the next server restart. When you finish those special missions, you will be able to claim the 130 Tankoins. ?
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I see. Based on your profile, you have both Amber and Holo leading me to confirm that you also bought the battle pass and completed the missions for that. The next (and final) batch of special missions should be implemented later, in ~6 hours from now. If you've completed every mission so far, it should be saying 2/3 and not 1/3. Is that a typo or is it actually saying 1/3?
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Can you send sceenshots of all of your remaining missions?
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Turrets with damage falloff have maximum and minimum damage ranges. Within between point blank and the stated maximum damage range, you will be dealing 100% of your damage. After you pass the maximum damage range, your damage starts falling off linearly until you reach the minimum dmaage range and its stated weak damage %. The range for Shaft's arcade shot is mid range. For mid range turrets, that is 80m of maximum damage range and 120m of minimum damage range when a turret is fully upgraded, with a weak damage % of 25%. That means between 0m and 80m, you will deal 100% of your damage and between 80m and 120m, your damage will drop linearly from 100% towards 25% at 120m. Decreasing these ranges by 50% means RFM will have a maximum damage range of 40m and a minimum damage range of 60m. Between 0m to 40m, it will deal 100% of its damage. Between 40m and 60m, its damage will linearly drop from 100% to 25%. In essence, you now need to be closer to your target if you want to deal good damage to them.
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