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Everything posted by TheCongoSpider
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AP Freeze contains status effects that disable armour and damage bonuses of the target. Is that not enough?
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update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
Why are you not using a drone? That's a big reason why you're not doing well. -
18 accounts. I have 3 other accounts I can do it on but I want those accounts to stay at a low rank. Sort of like Legacy accounts. One of them still has a Deathmatch mission and two of them still have one of the old containers before shards.
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With doing the special missions, I have opened 275 Ultra Containers, which is almost the entire 20,000 Tankoin bundle. These are the number of rewards I received. Outcome: Drop rate: Here are the Common and the Legendary obtained: Conclusion: Disappointment
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update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
It should also be noted that hover hulls with Heavyweight Construction will almost always flip over when driving off of a cliff. Surely something can be done about that, can't it? -
update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
Looks like someone figured out why Stun Striker was changed recently. :D -
update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
There is no need for a blanket statement like this which can be proven false easily. Tell the players how it is. Say: "All the hulls except Wasp now discharge their overdrives in 2 seconds." Note: Now all hulls will discharge their Overdrives to 0% in the same time rather than some discharging faster and others discharging slower. There. That gives what it does. Being interrupted will not leave you with 50% because you can be interrupted in the first 0.1 seconds or at 0.9 seconds and retain different %s. Furthermore, someone can be interrupted at 0.7 seconds and retain no charge. It differs from player to player in that regard. I've gotten accustomed to the new hover hulls with the stabilisers turned off. The nerf was effective but maybe too effective in some instances. Crusader needs to have its icicle recoil significantly reduced. It may have been justified when it had strong stabilisers but it's not anymore. Ares is heavy and slow so naturally it would not be able to go down from high surfaces comfortable. My feedback would be to significantly reduce Crusader's recoil and to give a weak stabiliser force for Crusader and Ares. Paladin can stay without it. I don't have any comments on Hopper. I don't understand the point of the Ares Overdrive changes recently. I've seen reduced effectiveness from it and the lowering of the hull to 0.3m is contributing to that now. If the ball is going to be fast, increase the damage and healing radius of the ball further. -
update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
I didn't notice this when I used it earlier. Maybe the modification of the Sorted Ammunition matters with this bug? Mine is Mk4-10. -
update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
You can do so with a bit more tact. They have other areas of the Wiki to update as well and not just that part. -
update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
The update just came out yesterday. Why are you rushing the Wiki editors so harshly? ? -
Those are bonus rewards. You don't lose anything.
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So...the bundles are free? ?
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update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
Maybe it's being fixed but not mentioned. We'll see when the update arrives. -
update Patch Update #677 - Released 28th January 2022
TheCongoSpider replied to Marcus in News Archive
This is assuming they touch Hornet's asanine retention period at all. Something like this for Hornet was long overdue. The same for Paladin because it has the same problem as Hornet. -
Are you aware that between the last time a Sandbox Remaster weekend event came and now, Tesla had been nerfed in 2 patches?
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update Patch Update #676 - Released 21st January 2022
TheCongoSpider replied to Marcus in News Archive
I haven't been able to pinpoint exactly what causes it and if it can be replicated consistently. I hope it will be fixed tomorrow in the next patch. If you're interested in the videos I recorded for most of the augments, here is the playlist. -
I don't have any F2P videos of that, unfortunately. There is, however, a channel that gives some Mammoth gameplay with top drones and augments by tanker DaringDeer. Those top drones being Trickster and Crisis which allow you to reach high top speeds not possible with other drones. Here is one video.
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Mammoth has status immunity and mine damage immunity during the Overdrive. How are you being stopped by status effects and mines during that?
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9th July, 2021 was when they gave it 100% mine protection. Yes it is a potent minefield destroyer especially with Trickster or Crisis.
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Mammoth has 100% protection against mines during the Overdrive. It is a potent counter to Saboteur and Miner drone users.
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Also on the list of Smoky augments to be buffed is Supercumulative Rounds. A Smoky augment whose paramaters would have made sense before the Smoky conversion in January 2021. The main problem with this augment is how impractical this template is with Smoky's revised critical hit paramaters. It not only has at most a coinflip to lad a critical hit now, building very slowly to that points makes it worse overall. Being unlucky leaves you baren against protection modules and many times, your critical hit comes at a time when the enemy is already at a low enough HP that the critical hit is very overkill. My suggestion would be to decrease the critical chance step penalty from -60% to -25%. This will allow it to better mesh its critical hits and normal hits to achieve a more consistent shots-to-kill buff against medium hulls like Stock Smoky received last year for all hulls.
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Fastest? They're all 9m/sec.
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This is what I hoped it would not have come to when they gave away EMP Smoky for an affordable price for the second time. EMP Smoky has drastically risen the standards players have for the turret. They seem to forget that it stems from somewhere, and that is the basis for all of Smoky's augments. The other Smoky crystal augments are good in their own way. They eventually forget that Stock Smoky against supplies is the base gameplay. EMP tramples that by significantly decreasing how long it takes to kill people and for them to kill you back. This was then exacerbated after the reload speed and damage buffs last year. EMP Smoky is an outlier that needs to be dealt with, rather than the other Smokies being weak. You have statistically weak augments like Supercumulative Rounds, Paralyzing Rounds and Assault Rounds, sure, but they are much closer to Stock Smoky and the garage augments than it is to EMP Smoky. EMP Smoky needs to be cut down, and if I'm being honest, nerf it straight into the ground. Show people the stupidity that it was and make people actually play a Smoky that does not take away a player's supplies. If they complain and say Smoky becomes unplayable, you will see how deeply rooted those standards were. can I blame them for having these standards now? Not entirely with how many AP/EMP augments and meta drones are in play. But players need to know that EMP Smoky is not a standard; it is an outlier. AP just has a critical damage decrease. It still has Stock's critical hit rate. Stun Smoky is bad, yes, and the recent patch failed so it did not help, but instead, nerfed it. I can't attest for Rubberised Rounds users on PC but on mobile, it is godly. But then again, these players will have to have the mental fortitude to comprehend using a Smoky that doesn't take away enemy defenses regularly. ? I would like to see a fat, vast, humongous nerf to EMP while seeing a few buffs to others such as Supercumulative, Assault Rounds, Stun Smoky and tiny buffs to AP.
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You can't really camp with Smoky if the weak damage is 25%, and this is assuming they take the time to acknowledge Assault Rounds' existence rather than using EMP or 1 of the other 10 augments that give a critical hit that is strengthened in some way. The alternative would be to significantly increase the shot damage, like BruhBruhThingThing mentioned. I think most of the turrets and top augments in the game already deal too much damage and I try not to add too much to that. The changes I'm suggesting to augments ate not to make them meta. It is to give them individual identity rather than the one-size-fits-all approach the Devs are using which benefits some augments (many of which are already at the top) and worsens others. It's to give them a purpose. The same way now that there is a concrete purpose to using High-Precision Aiming System Smoky over Adrenaline at endgame. The same way there is now a concrete purpose to using High-Pressure Pump over the other Firebird and Freeze augments. There are some augments that you just can't help without suggestion something unorthodox, for example, Reinforced Aiming Transmission for Railgun and Sorted Ammunition. Both of them have an identity. Reinforced Aiming Transmission for faster horizontal rotation and Sorted Ammunition to give favourable order to the chaos of Smoky's RNG. Sorted Ammunition is fine but what about RAT? It is a mechanically unneeded augment because Railgun already turns fast enough and in conjunction with the hull. And then you lose some vertical auto-aim on top of that. There's nothing you can add to it to keep to its (unneeded) purpose besides removing the vertical auto-aim penalty.
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