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Everything posted by TheCongoSpider
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update Patch Update #676 - Released 21st January 2022
TheCongoSpider replied to Marcus in News Archive
So presumably all of the critical hit Smokies are bugged right now. They don't do what the Patch Notes says it will and the critical hit chances appear much more variable and out of place. I decided to look into the Sorted Ammunition augment to see it was affected by the update. It's affected rather weirdly. Previously, you would always get a critical hit with 3 normal hits in between, looking like Spawn, Normal, Normal, Normal, Crit, Normal, Normal Normal, Crit........ Right now, what is happening is after you spawn, you need 4 normal hits instead of 3 before you get a critical hit. After that first critical hit, you will go back to needing 3 normal hits in between. It will look like this: Spawn, Normal, Normal, Normal, Normal, Crit, Normal, Normal Normal, Crit, Normal, Normal, Normal, Crit...... x4 x3 x3 That is a nerf there. However another thing occurs. I will take the previous line and will underline and highlight certain "Normals" in green. Spawn, Normal, Normal, Normal, Normal, Crit, Normal, Normal Normal, Crit, Normal, Normal, Normal, Crit...... If you were to die while your Sorted Ammunition Smoky is on step highlighted in green, then your first shot after spawning will be a critical hit. As this is predictable for Sorted Ammunition, someone can use this to their benefit. This also happens to the other Smokies in some way, but due to their RNG not being absolute like Sorted Ammunition, I can't pinpoint what criteria needs to be satisfied in order for them to be able to get a critical hit on the first hit. Do be wary, as that enemy EMP Smoky that just spawned near you may have a critical hit loaded and ready to weaken you immediately as they materialise. As for Sorted Ammunition's interaction with Supercharge, when the effect ends, you will be pushed back to the beginning, where you will need 4 normal hits for your next critical hit instead of 3 normal hits. @frederik123456 As far as I have gathered from using Incendiary Rounds, Cryo Rounds, Rubberised Rounds, High-Precision Aiming System and EMP Rounds, it seems like you're eligible for it to happen after you have already made a good number of shots after a critical hit. Say, dying 3-5 normal shots after your last critical hit might trigger it, I am not certain. For now overall, Sorted Ammunition and Paralyzing Rounds became worse. I have yet to try Supercumulative to see if it benefitted from this update. -
Likely not intended. Sorted Ammunition is also behaving weirdly, which I will report on later in the Patch Note thread.
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The augment is lacking in Matchmaking and the only reason I hadn't asked for a buff for it was because I had it in my mind that Round Stabilisation and Assault Rounds were designated Esports augments. Round Stabilisation's predicament is understandable given the changes that happened to Stock Railgun's normal and critical damage and the popularity of XP/BP, but not for Assault Rounds. As I saw in a thread recently, Spy mentioned that eSports was not taken into account when making balance changes. Near hitscan speed, but none of the very valuable critical hits. Increased impact force, except half or more of the shots do not deal impact force to the enemy. No critical hits have it even worse off with the recent range and weak damage nerfs. My suggestion is to increase the maximum and minimum damage range of Assault Rounds by 50%, and increasing the shot damage by 5%. Weak damage stays the same at 25%. This gives it something to compensate for the removal of the critical hits and to better make use of the fast projectile speed.
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The changes to Blunderbuss were increased pellet spread, altered clip reload speeds and the critical chance buff from 40% to 50%. Nothing was negatively affected with its critical hit rate so I don't see how it was getting more crits now than it did before with Viking's Overdrive.
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Huh? As far as I was aware, the only difference between Blunderbuss then and Blunderbuss now is before it was 40, 0, 40, 0, 40 and now it's 50, 0, 50, 0, 50. How was it having more critical hits back then?
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It gets the same firing rate bonus, just a low damage bonus.
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Which garage augments did you consider? All of them combined? The best ones only?
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Thunder is nowhere near what Smoky is at endgame. Biggest thing with Thunder right now is that it has no Identity. You compare the stats to those closest to it (medium range turrets) and then branch off to what their gimmicks are. Striker, which was its closest brother stat-wise has left it in the dust. Smoky received a significant buff in the form of the normal and critical damage being increased together and the significant firing rate buff, as well as a plethora of augments to choose from. Vulcan has its good damage with DPS and can have its main weakness mitigated with a hull augment and can reliably ricochet at mid range. Whay does Thunder have currently? Nothing. It's just another run-of-the-mill 750+ damage, 2-second reload turret. The initial rework of Thunder killed the splash and raised the critical splash damage, and to compensate, raised the critical hit rate from 0, 10, 0, 10, 0, 10 to a fixed 15% chance. It was then confirmed weakest turret and what happens next? They nerf the critical hit rate less than a month later. Instead of having 15, 15, 15, 15, 15, it now has 15, 0, 5, 10, 15. So what happened to Thunder? It lost its splash, gained a slightly increased critical hit rate to compensate, and then quickly lost that increased critical hit rate. Thunder has nothing. Augments do not save it. Sledgehammer is steaming garbage and worse than an Adrenaline Gauss that only shoots arcade shots. SCCM has takes away too much damage to be worth using. Adrenaline no longer gives Thunder a tangible benefit by itself. Subcalibre is the only decent Thunder augment left and funnily enough, it removes the splash. Booster doesn't even give Thunder anything worthwhile. Striker gets to one-shot light hulls with Booster. High-Precision Aiming System for Smoky now has 750+ damage and, surprise surprise, has a 1.7 second reload. Thunder is not good and that is a fact. It is statistically underpowered.
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Unreleased augments have that icon (or no icon) when used by testers.
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update Patch Update #675 - Released 14th January 2022
TheCongoSpider replied to Marcus in News Archive
Interesting changes. Compact Fuel Tanks feels more fun now, but Shock Freeze is lacklustre without critical hits and lowered energy consumption. It should have a shorter reload so that it will keep the longer TTK but fare better when it runs out of ammo. -
Do you know in which Vlog that was said?
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I played with Serene while they were using Thunder. I didn't notice anything strange but that could have been the circumstance of bring on mobile and not having many enemies around for a long time.
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update Patch Update #675 - Released 14th January 2022
TheCongoSpider replied to Marcus in News Archive
The developers stated in a Vlog that it is intentional that a player gains most of their income and consumables from containers/missions/challenges and not directly from battles. So yes, we do have to rely on them. Most people who don't have maxed garages or combos they are interested in using but not have upgraded have to rely on them. -
So here's the deal. Incendiary Railgun did not always have such a high firing rate with Viking's Overdrive. That only changed in November where it became broken for no reason with Viking's Overdrive along with the other status effect Railguns. It appears in those 3 months you already got fully accustomed to that power and now that it is restored to what it should have been, you are indignant. I don't think it is wise to compare a status Railgun with Viking's Overdrive to anything else. It was made unnecessarily powerful with Viking's Overdrive for a short while and now it is back where it rightfully belongs - on par with the other Railguns. And consider that Smoky has sharp damage dropoff over range while Railgun does not have damage dropoff. Anyway, yes Smoky is very powerful right now, but I do not see the reason for both the firing rate and damage to be reduced with Viking's Overdrive. One or the other but not both. I don't see why this has to be nerfed.
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It appears I misread what you said earlier.
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Or maybe we don't have status effect augments at all?
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The reason is because the Devs added that ability to Mammoth. Paladin was born with that ability in the form of a standalone status effect. It is as simple as that. All this means is that the duration of the Overdrive is too long. They can reduce it if they want to (and they should imo). You asked about the interactions between Hunter OD and Paladin OD and I gave the reason why it is so. Paladin being able to aply AP to surrounding enemies does not change the fact that your Hunter OD is unable to harm the Paladin OD. Jammer does not only come from Paladins. It comes from Wasps, Hunters, Hammers, Teslas, soon with Twins and for other turrets that they will eventually add Jammer augments for. Your immunity may not have that much value now but down the line when more turrets have Jammer augments available, it will come on handy.
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It's the same reason you can't stun a Mammoth on OD. Mammoth is immune to status effects during the duration. Paladin inflicts a positive status effect onto itself and allies around it that make them immune to negative status effects. Mammoth has an aura which is a visual indicator that the Overdrive is active. Paladin has that same aura but it is green instead of orange. Correct. A Hunter OD cannot do anything to a Paladin Overdrive because Hunter's Overdrive is purely status effects, which the Paladin gives itself and allies around it immunity against. Paladin counters Hunter.
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update Patch Update #675 - Released 14th January 2022
TheCongoSpider replied to Marcus in News Archive
@Yveltal9 Unannouced in the patch note were nerfs to the Status Railguns and Large Calibre Rounds with Viking's Overdrive. These are what the changes to the number of shots fired and damage coefficients look like: Incendiary Railgun 17 shots ---> 13 shots x3 ---> x2.5 Cryo Railgun 17 shots ---> 13 shots x3 ---> x2.5 EMP Railgun 17 shots ---> 13 shots x3 ---> x2.5 AP Railgun 17 shots ---> 13 shots x3 ---> x2.2 Stun Railgun 17 shots ---> 13 shots x3 ---> x2.5 Large Calibre Rounds 13 shots ---> 13 shots x2.5 ---> x1.92 @DestrotankAI9 Additionally, Round Destabilisation's damage coefficient is still x1. That was not fixed so my guess would be that it's intentional, for whatever reason. -
Critical damage ignores turret modules. In order to protect yourself against critical damage, you need the Armadillo module.
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I cannot answer that. A Stock Railgun with Booster can reach a maximum critical damage of 3,013 damage. If you do not have boosted armour activated, your Viking has a 50% chance to be one-shotted by them.
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The Freezing status was given the ability to disable damage enhancements for its duration on December 3rd, 2021. It is not a bug. Keep an eye out for future Patch Notes to keep up with the latest changes.
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update Patch Update #675 - Released 14th January 2022
TheCongoSpider replied to Marcus in News Archive
I'm finding it very hard to believe the Legendary chance is double what it used to be. I'm more than 500 containers in and only 1 Legendary. I'm sure if it were the previous containers, I would have had more than 5 Legendaries by now. -
Yes it appears that the enhancements for status Railguns has been decreased to that of Stock Railgun with the latest update. While completely deserved as it made no sense in the first place, the devs failed to mention it in the Patch Notes.
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