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TheCongoSpider

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Everything posted by TheCongoSpider

  1. Incendiary Band was meant to have self-damage while also igniting the enemy. An Isida coming in between that shatters the purpose of that limitation. A relatively easy way to circumvent that limitation, especially since the IB change last year that made it easier to use, is to have an Incendiary turret or augment ignite you and you continue applying that ignition to yourself. It is counted as the enemy's ignition and not your own. This already happens in-game. You don't gain score for self-damage but you gain score for damage inflicted by the enemy. If you were at half HP, with 20% of your HP being taken by self-damage and 30% being taken by damage inflicted by the enemy, you will gain score for the 30% HP lost to enemy damage. So in my view, this topic is asking for Isida to be able to gain score from self-damage on a Vulcan.
  2. TheCongoSpider

    Let's Discuss Protection Modules

    Turret diversity has been increased what with most of the turrets getting buffs. Whatever protection module you deem mandatory is usually a result of what you see in your own battles. I don't have that much of a problem with Shafts most of the time. My starting trio of protection modules since December has been Smoky, Striker and Gauss, with Gauss being the wild card that is most often changed, but they all can be changed depending on the diversity of turrets or enemy skill levels on the enemy team. While Striker protection is seen as a must, its potential can be quickly dashed away with one critical hit. You see your protection module working for the first two shots then suddenly you're near death on the third. Striker has unfair stats, yes. You have to hope that they aren't lucky when you're fighting against it. Just like Freeze. The only protection module that you can say has dropped off from its overall value is Thunder. The turret is so bad now and turret diversity is much better than the few years prior that more people are using other turrets now than Thunder alone. While there are select bottom tier turrets overall, I do not believe that any of them are so weak that it would be a crime to protect yourself against them. Thunder while it has poor stats, still has a template that is dangerous when under ideal circumstances. It's a common template with no additional gimmicks, but still fits the template. Subcalibre Rounds enhances this template a bit.
  3. TheCongoSpider

    Let's Discuss Equipment Combos!

    Everything there is still relevant for their purposes.
  4. Ares' actual ball lags behind the visual ball. It's less immediately noticeable now because the speed has been doubled. If the radius shrinks over distance, that would make it worse.
  5. It seems clear now that you have no plans on actually nerfing Striker. Just like with the Freeze change in January. "(Note) We are slightly moving focus from critical to ordinary damage. We are glad that you like the new Freeze, but we needed to moderately nerf it in order to keep balance." Of course, the scores of cries on the forum and in the game for Freeze to be nerfed meant that we liked it the way it was. Again, this is not enough. If you're keeping the ball speed that high at 18m/sec, you need to considerably increase the damage/healing radius, not slightly like you've been doing. If you're worried about it becoming too brain-dead in the gameplay at lower ranks, you always have the option of making that damage an upgradable paramater.
  6. TheCongoSpider

    Ideas for Supplies and Drones!

    I like the approach that they took for Shaft's gameplay and think they should also take it for Saboteur in a way. Let it place subsequent rings of mines quicker but the number of rings in total is harshly limited, for starters, 2 rings at maximum. A Saboteur user can partially shut down an area quickly but can do nothing further than that. If they want to shut down another area, they will have to lose their mines in the first area. I have three problems with my suggestion though: 1. Saboteur is a defense drone so pushing it towards more offensive gameplay doesn't seem logical. 2. This would make Saboteur able to be used offensively with little drawback besides a constant high outflow of mines from the player's inventory. It would solidify that it is better than Miner. 3. Can pose as a constant problem if there are multiple users of this new Saboteur in a team. Not only can they block off entrances to bases or flags, they can easily shut down routes leading to those objectives, and even outside of the enemy's base during a blowout.
  7. Just like every other Railgun that uses Stock's damage. If you have Death Herald and Booster, there is no reason to use RAT. Railgun already turns fast enough in conjunction with the hull and you're downgrading your auto-aim, which is already the lowest out of all turret classes. Then that's not Reinforced Aiming Transmission. If you want more normal damage, you have Round Stabilisation, Hyperspace Rounds, AP Railgun and Large Calibre Rounds. Railgun has a ton of augments that alter its main parameters (which Railgun does not have much of compared to other turrets). The Devs have made it clear that they want long range turrets to need fewer shots to kill certain targets, Railgun being the prime example of this. It would make more sense to heighten the gimmick of this augment by making it easier to hit aerial targets or those much higher than them. Make it unique.
  8. TheCongoSpider

    Ideas for Augments!

    This is Assault Rounds' job now.
  9. No one is disagreeing? Great! ?
  10. TheCongoSpider

    Ideas for Augments!

    I do agree that horizontal Magnums should have a faster reload than vertical Magnums.
  11. TheCongoSpider

    Let's Discuss Drones!

    The rework that changed its support abilities to giving itself additonal speed. It was then buffed in the drone and supply update in October last year. They're saying Crisis is less niche now (and subsequently, less powerful relatively) with Trickster giving a similar speed boost.
  12. TheCongoSpider

    Let's Discuss Challenges

    They explicitly said they would be recycling rewards from the challenges. They then announced that changed to the challenges will come in the future after the new interface is released.
  13. So one would think, but all of the augments can be calculated differently, hence actual tests are needed and not guesses. One would have guessed last year that the status Railguns with the +20% shot delay penalty would have shot fewer times than Stock or Death Herald which has a shot delay penalty of its own, yet those status Railguns shot 4 more shots than DHC and Stock. One would have thought that Scout with its increased firing rate would be shooting more often than Stock, yet it shot the same whole Augments that decreased the firing rate shot more than Scout. One would have also guessed last year that Small Calibre Charging Machine having an increased firing rate would lead to more shots during the Overdrive, yet it shot the same number as Stock while Sledgehammer with pretty much the same reload as Small Calibre Charging Machine shot 3 more than it. Point is, you don't know until you actually do it, especially with these Devs that vehemently refuse to be transparent about their game's mechanics and the numbers behind it to the players.
  14. TheCongoSpider

    Valentine's Day 2022

    I don't know if it was obvious or not but they are on different accounts, not the same one.
  15. For anyone interested, here are the new maximum number of shots you can shoot wih Viking's Overdrive. I have not been able to do Incendiary Rounds and EMP Rounds because I don't have them. Stock/Adrenaline: 10 shots (9 enhanced) Large Calibre Rounds: 10 shots (9 enhanced) Stun Railgun: 9 shots (8 enhanced) Cryo Railgun: 9 shots (8 enhanced) AP Railgun: 12 shots (11 enhanced) EMP Railgun: NIL Incendiary Railgun: NIL Round Stabilisation: 10 shots (9 enhanced) Hyperspace Rounds: 10 shots (9 enhanced) Electromagnetic Accelerator "Scout": 9 shots (10th shot cancelled) Round Destabilisation: 10 shots (9 enhanced) "Death Herald" Compulsator: 10 shots (9 enhanced) Reinforced Aiming Transmission: 10 shots (9 enhanced) Notes: Most of these Railguns at maximum upgrades can shoot either 9 shots or 10 shots in total. Which number you get will depend on whether the Overdrive is activated during the shot delay or during the shot reload. Ideally, you want to activate it during the shot delay so you can get 10 instead of 9 maximum. For Cryo Railgun, Stun Railgun and Scout, it does not matter when you activate it, you will always get 9 shots maximum. When activating the Overdrive with Scout during the shot delay, it will result in the Overdrive ending during the shot delay of the 10th shot, effectively giving you 9 shots maximum, but they are all enhanced. "X enhanced" means those number of shots will be under the damage coefficient of Viking's Overdrive if you were continuously shooting from start to finish. For visualisation, the Overdrive ends immediately as the 10th shot is fired, which as a result, will deal the damage you would outside of Viking's Overdrive. AP Railgun happens to trump the Patch Note by having above 10 shots maximum. 11 shots if you activate it during the shot reload and 12 shots if activated during the shot delay. How this occured when it has the same firing as Stock is completely unknown. ? Now that most of the Railgun have the same number of shots, the strongest augment during the Overdrive is Scout with a base damage coefficient of x4.2. The weakest augment during the Overdrive is Round Stabilisation for its lack of critical hits. @DestrotankAI9 There were no silent changes to the damage coefficients this week.
  16. TheCongoSpider

    Valentine's Day 2022

    With special missions, I was able to open 222 Ultra Containers, which was almost the entire 20k bundle. These were the rewards: Outcome: Probabilities: Conclusion: Disappointment Both Containers and Ultra Containers are atrocious right now. I'm on normal Container #1,757 and have only gotten 8 Legendaries. The 6th and 7th Legendaries were the same paint.
  17. How nice of you to just sweep the problem under the rug. Instead of toning it down, you justify its power further.
  18. I'm ecstatic that EMP Smoky is finally getting pushed down. I'm not ecstatic that the other Smokies had to suffer alongside it but it is a (mostly) across the board change so it's not like Smoky was targeted specifically. It will still have a relatively fast projectile speed which won't be too much of a detriment for mobile players but I imagine it'll become much harder for PC players.
  19. TheCongoSpider

    Guess the new HD skin

    How do you know?
  20. This I understand. But why this? ?
  21. TheCongoSpider

    Bugs and Glitches Reports

    I will try to recreate a scenario of this to give you a confirmative answer.
  22. TheCongoSpider

    Bugs and Glitches Reports

    Blaster and Lifeguard do not activate when under the effects of Jammer so they cannoy use their effects. Assualt cannot trigger to reduce supply cooldowns. Booster, Defender and Trickster have their extra supply bonus removed. Mechanic doesn't have its strengthened repair kits etc.
  23. TheCongoSpider

    Bugs and Glitches Reports

    Well yeah. The Jammer status is a counter/detriment for all drones except Brutus and Hyperion.
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