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Everything posted by TheCongoSpider
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That is not Harpoon. It clearly states it is Adrenaline here. If you are referring to one of the comments made on the video, he gave you the gist of what happened. "Magnum Updated" Meaning it was the update that reworked Magnum. Stock, Adrenaline and Armour-Piercing Core have a fixed 8 degree angle. Harpoon has a fixed 1 degree angle currently. You probably won't find videos of the new Harpoon for some time.
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I like this. A clear trade-off for a critical damage-augment. One gives you much less control over your potent critical damage (Stock), one gives you more control over your critical damage with a decrease in normal damage, and one gives much more control over your critical damage for a price of creating 2 potent barriers against yourself and a slightly decreased firing rate. This would only be useful for those who have Booster. Players with Adrenaline can get the bare minimum of what this augment has at only 96% HP while retaining critical hits.
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Let's Discuss The Fohttps://en.tankiforum.com/topic/393033-lets-discuss-the-forum/rum!
TheCongoSpider replied to Incorp in Game Discussion
Who will get the 400,000th post? -
They all have the same splash damage distribution.
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None of Magnum's augments increase its direct damage. Like meow said, the best augments for Magnum currently are Adrenaline and AP for horizontal and Automated Gunpowder Loading Mechanism for vertical.
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This is quite unfortunate with Viking's Overdrive, and does confirm that Stock Magnum's reload coefficient was nerfed. Due to this, Harpoon only shoots 6 shots during the Overdrive total. If you're going to increase the reload time of an augment that does not massively change the way its shots function compared to Stock, equalise its reload with Viking's Overdrive with that of Stock. And stick with that thought each time you change it. You have Sledgehammer unnecessarily shooting fewer shots than Stock yet Short-Band Emitters, Stock Shaft and Rapid-Fire Mode shoot the same number of shots. There are too many inconsistencies with this. Another reminder that Sorted Ammunition still is not working as intended. It is not advancing the critical chance on misses, and it will either give a critical hit on the 2nd shot after respawning or give two critical hits in a row when you first join the battle, or after respawning.
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Essentially, AGLM is a statistically better version of Magnum than RGC with the current Stock parameters of Magnum. Magnum has a "dirty" reload and a "clean" reload. The clean reload is the one shown in the garage. That is the reload your Magnum will have if you shot at 100% power. Your dirty reload varies depending on how much your unmaxed charged shot is, the dirtiest being a 0% power shot. Your dirty reload will be clean reload + unused amplification. Stock Magnum has a clean reload of 2.4 seconds and an amplification time of 2 seconds. At 100% power, the reload will be 2.4 seconds. At 50% power, the reload will be 2.4 + (50%*2) = 3.4 seconds. At 0% power, the reload will be 2.4 + (100%*2) = 4.4 seconds. AGLM reduces your amplification time by 25%, down to 1.5 seconds. The wording of the EN Wiki is confusing and may not be accurate or easy to deal with. Because your amplification time is reduced, and dirty reload = clear reload + unused amplification, your dirtiest reload will now be faster than Stock/RGC. RGC will have a maximum dirty reload of 4.4 seconds, and AGLM will have a maximum dirty reload of 3.9 seconds. This current Magnum has a low projectile gravitation that encourages low-power shots for maximum accuracy at close range or at mid-range to bomb ares of the map. Soessentially, AGLM increases your firing rate a bit. As for your other question, that remains a mystery. I've already put feedback asking them to give something unique to RGC. It is up to them to act on it and show they care for the balancing of augments against each other.
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You gain 10 score per kill. If you self-destruct, 10 score is deducted. Evidently, you self-destructed once during the battle while the guy above you did not. Like with normal MM, DM ranks you by score above all else.
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Certain modules can be stopped at certain numbers so you can use crystals elsewhere instead of committing to the exorbitant cost to 50% any module. Due to Firebird, Freeze, Isida, Vulcan, Ricochet and Twins being DPS turrets, there isn't really a set number to stop at because it ultimately boils down to "they'll kill you slower". There is no stark difference that can be made compared to the other turrets, where a difference of 1% could mean you survive something or don't. That said, 40% is an economical number to stop at for those modules until you may need to focus on one of them. The number that you can stop at for these modules can change depending on what happens to them in balance changes. Some of them are high and some of them are low and within easy grasp. Everything below assumes that the turret that you are fighting is Mk7+ with Double Damage (Boosted Damage with a 20/20 drone) and that your hull is Mk7+. The current numbers as of 21/05/22 are: 39% This pushes the final damage below 1,334, which will allow your light hull with DA to survive the 3-shot onslaught and use a repair kit. 39% This pushes the final damage per zap below 1,000 - the most important barrier at endgame. 47% This pushes the final damage per zap below 1,000 against Teslas that are using Booster. 43% This pushes the final normal damage per shot below 667, allowing you to survive more shots overall, that number depending on the category of hull you use. 48% This pushes the final normal damage per shot below 750, allowing your medium hull to survive at least one more shot. 45% This pushes the final normal damage per shot below 1,000, allwing your hull to survive more shots overall, that number depending on the categroy of hull you use. 50% protection, however, will not help you against Strikers with Booster, because they innately break the 1,000 damage barrier. 50% This pushes Stock's final normal damage per shot below 1,000, allowing you to survive more shots overall, that number depending on the category of hull you use and how lucky that Railgun is with its critical hits. 39% This pushes Electromagnetic Accelerator "Scout's" final normal damage below 1,000, allowing you to survive more shots overall, that number depending on the category of hull you use and how lucky that Scout is with its critical hits. 44% This pushes Round Stabilisation's final normal damage below 1,334, allowing you to survive more shots overall, that number depending on the category of hull you use and how lucky that RS is with its critical hits. 45% This pushes the final arcade normal damage below 750, allowing your medium hull to survive at least one more shot. 40% This pushes the final sniping damage of Light Capacitors below 3,000, allowing your medium hull without DA to survive from full HP. 45% This pushes the final arcade normal damage below 750, allowing your medium hull to survive at least one more shot. 38% This pushes the final sniping damage within the first 11m from impact below 2,000, allowing your light hull without DA to survive to use a repair kit. 46% This pushes the final sniping damage within the first 11m from impact below 2,000 against Gausses with Boooster, allowing your light hull without DA to survive to use a repair kit. 45% This pushes the final splash damage within the first 11m from impact below 1,500 and the splash damage between 11-20m from impact below 750, allowing your medium hull to survive more shots overall, that number depending on how lucky that Magnum gets its critical hits in the 10m-from-impact radius.
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What discount? ?
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And a reminder that if you are unsure of how to interpret a line in the Patch Note, look at the RU and DE Patch Note auto-translations or the untranslated language if you know it.
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Error in translation/interpretation. Status Gausses had a -10% sniping reload buff, meaning at Mk7+, they'd take 2.7 seconds to reload after a sniping shot instead of 3 seconds like Stock. The Patch said that that -10% sniping reload buff would be removed. The current status Gauss reload times are intended. Remember in the future that when they talk in a Patch Note, they are talking in relation to Stock's paramaters and/or the CURRENT paramaters of the augment. Using EMP and AP Gauss as an example. They originally had a -50% reload buff compared to Stock. That buff was then reduced to -10%. Whatever happens to the reload after that, the 10% will be used to convey the changes and not anything prior. Remember, an augment changes the paramaters of the STOCK turret.
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UPDATED: 20/05/22 No changes.
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You mean 5 months ago?
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Camper Drone Interaction Changes
TheCongoSpider replied to TheCongoSpider in Camper Drone Interaction Changes Archive
Here we go again. ? Now that Camper's damage boost is distingushable from Crisis, it deserves its own topic. Like with Crisis' interaction changes, these are not consistent, as Camper is still held back by the requirement of being on full HP. But it should give you an idea of how potentially deadly a turret with this damage boost can be and encourage you to be more aware of their prescence in battle to counter them. Magnum is your friend. -
Can you please send a video of this? Or a series of screenshots of it happening? So we're doubling down on the attrocious template. Ok. And no removal of the chance step penalty of Paralyzing Rounds but other status Smokies get their higher crit rates? Why?
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It went through a rework last Friday. Things are different now to what I told you 2 weeks ago.
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It can happen on maps that have less than 3 capture points. Those maps being Desert and Bridges.
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One thing I'm not liking is that Reinforced Gun Carriage got only a price increase with nothing unique to show for it. Automated Gunpowder Loading Mechanism has always powercreeped RGC, but you could have at least justified that with AGLM being a higher rarity with a higher price. But that is no longer the case. RGC and AGLM both now have the same price and the same container rarity; and even with this, AGLM still has a statistical advantage over RGC. Give RGC something unique. You kept AGLM a viable option for Magnum by the new projectile gravitation encouraging low-power shots which benefits AGLM's gimmick. The easiest solution is going to other way around than AGLM. Give it a faster clean reload, say -10%. That gives it a slightly faster clean and dirty reload. You could go a more extreme route: Projectile gravitation is 4.5 instead of 2 Amplification time is now 3 seconds instead of 2 Clean reload is decreased by 40% Reload coefficient with Viking's Overdrive is now 0.52 instead of 0.3125 You now have an augment whose benefit comes from low-power shots (AGLM) and you have an augment whose benefit comes from high-power shots. Bottom line is, give something to RGC.
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I just don't like all these inconsistencies around their mechanics. One moment they care so deeply about it, and the next day they forget it exists when balancing certain (not all) turrets/augments.
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You should take into consideration that this is a statistically overtuned gimmick augment (1 of 12 in total) being used in a game mode and map where its gimmick is easily achievable. You can't base the entirety of Railgun's performance on one augment doing a very specific job.
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It's a buff to the Stock turret. When the Stock turret reload gets changed, so does its interaction with Viking's coefficient. Smoky going from 1.4 to 1.2 seconds allowed it to have more shots with the OD. Hammer and Striker getting their firing rate buffs allowed them to get additonal shots. When Magnum got nerfed to 3 seconds at Mk7+, its number of shots went down from 14 to 9, as expected. Now it gets a reload decrease and it's still at 9. Either it is a bug or they directly tampered with it to keep it at 9. Railgun is a special case in that its firing rate depends on two paramaters instead of one. All augments take the reload/damage coefficient of the Stock turret unless stated otherwise for whatever reason (an augment that shoots fast may have a high reload coefficient so that it will shoot at a similar rate as Stock, e.g Autocannon, Helios, Duplet. An augment with decreased damage may have a higher damage coefficient so that it can have damage on par with Stock.) When you get descrepancies like this with the current Magnum, it's usually because they directly changed the reload coefficient. It was both the damage and reload times that they were altering for its augments. They tried to equalise firing rates, just as they did with Thunder last year. It works directly off of it. Ricochet and Twins' reload time is multiplied by 0.3. Every other turret sans Railgun has their reload time multiplied by 0.25. Augments can have different coefficients to Stock. An issue Thunder had was that while Sledgehammer with a -25% reload was able to shoot more shots than Stock (understandably so), SCCM with its -20% reload still shot the same as Stock because it had its own coefficient that equalised it with Stock and went unchanged for 2 years. To rectify that, they decided equalise the firing rates of all the Thunders. So SCCM stayed the same, but the oefficient for Subcalibre Rounds and Sledgehammer were increased to push it to the same number of shots as Stock. Fast forward to last week, where Stock Thunder's reload time was 2.0 seconds, SCCM's reload was -25% instead of -20%, and Sledgehammer having its reload speed buff removed. With this buff, Stock, Subcalibre and SCCM started shooting more shots due to Stock having its reload decreased and their reload coefficients with Viking's OD being unchanged. This also applied to Sledgehammer, and is why it got the shorter end of the stick with this THunder rework with Viking OD. It had a high coefficient to bring down its firing rate that was attached to a Thunder with -25% reload. It 1. no longer had this fast base reload, 2. still has the high coefficient. The end result is Sledgehammer shooting fewer shots than Stock despite having the same base reload.
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He's aware that there are many counters to Titan. What he doesn't see as good is how binary the interactions with the dome are. Either you can't do anything about it for the 20 seconds, or you steamroll the player(s) inside of it.
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