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Everything posted by TheCongoSpider
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update Patch Update #797 - Released 25th April 2025
TheCongoSpider replied to Marcus in News Archive
How horrible! Now the Shock Therapy with a pocket Nanotech Thunder healer will only get 75 kills instead of 81. ? -
update Patch Update #797 - Released 25th April 2025
TheCongoSpider replied to Marcus in News Archive
Now I will have nothing comfortable to use. How does the performance of mobile players look right now compared to PC? Where is this heading? PC gets a straight buff and mobile has to get nerfed to accommodate that. And then mobile gets nerfed even further. I still can't micro-adjust my aim because of this janky camera rotation and now I will have basically no auto-aim on top of that. -
I consider my nonchalance about Shock Therapy a blessing because this is pretty stupid. It's also a practical (but also extreme) counterpoint to the "just keep your distance" argument against overpowered melee turrets/augments. A taser augment with 13m of stated range (practically 11-12m since Tesla has to hit the middle of the target's hull), causing this much negative feedback pretty much blows that out of the water.
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patch notes Patch Update #796 - Released 17th April 2025
TheCongoSpider replied to Marcus in News Archive
Hammer gets significant change ---> more Hammers in battle --> increased number of screen freezes and sudden sharp FPS drops. Every single time. ? -
patch notes Patch Update #796 - Released 17th April 2025
TheCongoSpider replied to Marcus in News Archive
Previous Phoenix with 40 pellets was already lagging my phone. I'm hoping this 60 pellet Blunderbuss' lower firing rate makes my phone not explode. Hoping that new explosion effect reduces screen freezes. It was a very short time frame before their release but I only started getting screen freezes immediately after that initial update last April. -
update Patch Update #795 - Released 11th April 2025
TheCongoSpider replied to Marcus in News Archive
I can never catch a break these days. Something great (Gauss bugs finally being fixed after 32 months) comes alongside something bad (Thunder and Gauss auto-aim reduced further, constant unexplainable FPS drops since Friday). Soon they'll go after Smoky and Ricochet and I won't have anything comfortable to use anymore. Vulcan became interesting but the low time for overheating pushes it heavily into using Heat Immunity. I can't get proper use out of the status augments without Heat Immunity. Simply having Heat Immunity increases what I am able to output quite a lot. If this ends up making Vulcan as a whole overperforming with Heat Immunity I can somewhat see where this will be heading. Reinforced Aiming Transmission - It's good that this has a proper purpose again now that Stock's rotation speed is slow. Shooting Speed Regulator - Essentially got a direct buff compared to before. Always comfortable.anf doesn't require Heat Immunity. Incendiary Band - Still strong and useful. Cryo Band - For some reason this augment only freezes enemies to -0.5 temperature? Why isn't it -1.0? Is that a bug? Pulsar - Very low crit rate but packs a heavier punch if you get the crit while the target is stationary. Rubberised Rounds - Still not worth using in my eyes. Time to overheat and bounce projectile speed being so low discourages you from taking your time finding the right bounce angles to catch someone, you might as well play it head-on, and at that point just use Explosive Band. Explosive Band - Augment that was already forcefully good became better with Heat Immunity. Shredder - Sadly I can't use this on mobile with hover hulls. So I used that opportunity to try it with tracked hulls. Of course, I was instantly reminded of how horrible and uncontrollable the hull joystick is on HTML5 for tracked hulls. This augment will remain unplayable for me. From the changes it sounds like it would be great with Heat Immunity in the right maps. Large Calibre - Wouldn't it have made more sense to remove the inmate rotation speed penalty and give it 0.3 or 0.35 rotation while shooting instead? The current version is just unnecessary slow in general for the boost it gives. At least with the mentioned settings the player can feel more comfortable stopping firing to bring their aim on the next target before starting again. It has nice DPS but it's also the one most susceptible to wasting DPS on moving targets, especially near targets. -
One can argue that these two things combined is proof that the taser template is working. It doesn't help that this template pushes itself towards Trickster/Crisis speed boost so the experience of Brutus + medium hull will be quite different to that of medium hull + Trickster/Crisis. How would you go about trying to bridge that gap between normal speed taser vs high-speed taser? Should the gap be bridged at all?
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Hover hulls' maximum speeds are slower than tracked hulls. You're seeing them using it with Trickster which further enhances their speed. I see Shock Therapies with both tracked and hover hulls. A reminder that for all these years, an augment being "exotic" primarily means that it was new, not that it is overtuned.
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update Patch Update #795 - Released 11th April 2025
TheCongoSpider replied to Marcus in News Archive
Were you not aware of the Sakura Blossom event that has been going on for the past month? -
update Patch Update #795 - Released 11th April 2025
TheCongoSpider replied to Marcus in News Archive
Both teams get 20 score for a kill. Where did you get 15 for the attacking team from? -
update Patch Update #795 - Released 11th April 2025
TheCongoSpider replied to Marcus in News Archive
@Opex-Rah Seeing that the old Phoenixes will be no more, would you be a kind soul and tell us the exact parameter changes of them? ? -
Blaster's kill ordering itself before its own death was a thing since it was first a drone. The simplest explanation is that doing it like that probably was easiest/least buggy way for them to implement it. My further assumption for why it's like that is to give Blaster more opportunities to show that it is doing something and giving the player more satisfaction for intentionally picking/upgrading that drone out of almost 20 others, and that augment out of many others. My counterpoint to "fixing" this would be that MMMonster golds only happen for like 1 week over the entire year, and that Nanotech Shells in its current state is quite stupid enough on its own, it really does not need to be changed for multiple other people just to get a marginal QOL adjustment for much fewer players. Blaster ordering itself first also does 2 things: Prevents players from intentionally gaining faster Overdrive charging when dying while their Overdrive cooldown is active, in normal battles. Rewards certain players (particularly melee turrets) for damaging and dealing the killing blow to Juggernauts while in the radius of the Blaster explosion while their Overdrive cooldown was active. Both of these together sound contradictory, I agree. But one of them happens with anyone in any battle mode while the other happens in a specific game mode whose objective is centred around a specific tank. They added Blaster to Juggernaut knowing exactly how it worked. You can argue the people dealing killing blows to Juggernauts within the Blaster radius deserve something for having their momentum suddenly upended from dying to the explosion.
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Example at 0:24. What do you mean?
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Regarding this in particular. I remember about 2 years ago for projectile splash damage turrets, there was like a 50/50 chance of the splash damage being applied before the self-damage and vice versa. Whenever I, an enemy or an ally got themselves into this situation, I would look to see which person got out lucky from the interaction (this interaction decided the outcome of countless battles near the end). Me and someone else wondered if ping had anything to do with it. At some point, that was silently changed and now all projectile splash turrets apply the self-damage before the splash. Only hitscan applications like Gauss' salvo apply the splash before.
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Even ignoring my general discomfort on mobile, this has to be the worst April Fools celebrations I've experienced. And right after that, we're about to have Destroyers and Shock Therapies filling battles.
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update Patch Update #794 - Released 28th March 2025
TheCongoSpider replied to Marcus in News Archive
It was never enough. The threshold to get the maximum stars after that update was always 3 minutes left. -
update Patch Update #794 - Released 28th March 2025
TheCongoSpider replied to Marcus in News Archive
For you to receive the maximum number of stars for the quick battle queue, the battle has to have lasted more than 10 minutes (less than 3 minutes remaining on the clock). And by the way, being on the winning team doesn't decide how many stars you get anymore. -
update Patch Update #794 - Released 28th March 2025
TheCongoSpider replied to Marcus in News Archive
No, it has not been removed. -
It's funny tbh. Modules are simultaneously doing too much while also doing too little.
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I said it deals fatal chaos damage (the 9999) in a wide radius, and it deals 999 chaos damage in an even wider radius. Just like Wasp's bomb, which deals 4,000 chaos damage for 20m, drops down to 1,000 at 25m and stays at 1,000 between 25m and 60m. Looking at the wiki now that it is updated, it is almost exactly that. Deals 9999 up to 15m, drops to 999 at 25m and stays like that until 60m.
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Another quality of life downgrade. After the recent update for the app on the Play Store, in order for the app to actually start loading I need to enter it, come out, and enter it again. This is very annoying.
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Those were screenshots from November, right after the Ruby update. I don't convert any of my Tankoins to Rubies unless I'm about to purchase something.
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It was originally 3 rubies for the weekly supermission. It was changed to 5 rubies in Patch #780 on November 1st, 2024. Before Patch 780: After Patch 780: The current patch #794, decreased the daily supermission from 3 to 2, and increased the weekly supermission from 5 to 12. The patch note topic is right next to this one so you can see for yourself.
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No, it wasn't. It was 3 for daily missions and 5 for weekly missions, totalling 21 + 5 = 26. Now it is 2 for daily missions and 12 for weekly missions, totalling 14 + 12 = 26. Now it is weighted heavier towards weekly missions, and those weekly missions received the endgame QOL adjustment that allows them to be done in 1 day instead of forcing you to complete them over 3 days like before.
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Hammer's horizontal auto-aim doesn't work on mobile. I did it in both a MM and a PRO battle. I don't know if the issue is also on PC.
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