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TheCongoSpider

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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Let's Discuss Overdrives

    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.
  2. TheCongoSpider

    Let's Discuss Overdrives

    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.
  3. @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.
  4. TheCongoSpider

    Let's Discuss Railgun!

    Critical damage ignores turret modules. In order to protect yourself against critical damage, you need the Armadillo module.
  5. TheCongoSpider

    Let's Discuss Railgun!

    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.
  6. TheCongoSpider

    Let's Discuss Freeze!

    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.
  7. 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.
  8. 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.
  9. TheCongoSpider

    Complaint Book

    Check to the right of where you normally do. They should be grey containers called "Old Containers".
  10. Has anyone even gotten a Legendary yet? Far less a UC augment?
  11. Now show us Coinbox probabilities.
  12. Critical damage went from x4 to x3. Normal damage went from 900 per second to 1000 per second. Hardly a nerf in damage. Only thing that was properly nerfed was the cone angle.
  13. Rather bold of you to omit that not only are there fewer Crusaders, the icicle has been plagued with many bugs every since its release more than a year ago. Icicles not dealing full damage to one-shot them. Icicles spawning away from the Crusader itself. Icicles losing their hitbox when going through recently dead tanks. Icicles that simply fly through the Paladin and other hulls and just not hitting them. It's been more than a year. It's time for Crusader's Overdrive to be fixed.
  14. TheCongoSpider

    What to buy? Which is better?

    Missile Launcher "Hunter". Because it is better.
  15. TheCongoSpider

    Complaint Book

    I won't say that all camping Shafts have no impact. Sometimes they can go 30-0 if no one can take them out and some of the weaker ones could be weakening or killing prime targets when they're coming into or out of the base. But I do agree that camping Shafts, especially the ones that use Heavy Capacitors, should suffer from long reload times. Since June 2020, Shaft had become too easy to use effectively on low brainpower. Based on how vividly people have complained about it, well, a lot of them were playing some very interesting gameplay.
  16. TheCongoSpider

    Let's Discuss Augments

    Personal experiences differ I guess, maybe the platform you play the game on as well. ? I wasn't saying that HI itself was more popular than the others or that heat augments are more popular than AP, Stun and EMP augments or anything. From my experience, HI has many applications for me that I can often safely consider using it over AP/EMP/Stun Immunity. I don't usually attack bases for flags but rather support the players in my team who do so, so AP and EMP aren't as much as a "must-have" for me. For example, I have an account that uses Vulcan and Ares. The only augments I've had on the Ares for a very long time are Heat Resistance and AP Immunity, and I have found that Heat Resistance has often given me more value than AP Immunity when being affected by enemies. Of course, there are times where I have to switch to AP Immunity (usually against dangerous AP Freeze, Hammer, Tesla or Magnum users), but Heat Resistance still gives me a lot of value.
  17. TheCongoSpider

    Let's Discuss Augments

    I've favoured Heat augments for a long time, even after the death of IB HI. At the moment, HI is mostly interchangeable with Cold, AP, or EMP Immunity for me if I have them available on the hull, as there are more AP and EMP augments being added into the game and into challenges. Heat can be applied from many sources. Firebird, Hammer, Railgun, Tesla, Twins, Smoky, Vulcan, Wasp, Hopper. In the case of going up against something like EMP/AP Tesla Paladins with Booster, Defender or Crisis, it doesn't really matter whether I have the immunity or not. They will burst me down with damage on the spot and kill me quickly regardless.
  18. The cheap mono-colour paints and the old paints like Marine, Forester, Dragon, Flora, Magma, Lava, Lead, Invader etc., which gave protection against a single turret each.
  19. TheCongoSpider

    Ideas for Augments!

    Yes I did take into account the recently increased firing rate. And yes, once they're stunned, which does not happen often due to RNG and how much you have to accumulate to a positive number. Sure it's potent with Supercharge, which does not happen often in battle. It's restricted to one solo hull out of ten and can be given by another to all allies on the radius. The halved critical damage even keeps them alive longer than they need to be. Autocannon used to be very powerful outside of Supercharge and catastrophic inside of it. Stun Smoky isn't powerful outside of it and inside of it, it's an annoyance rather than a huge threat. Why not?
  20. TheCongoSpider

    Ideas for Augments!

    That sounds like Adrenaline with extra steps. How much damage will it start and end with?
  21. TheCongoSpider

    Ideas for Augments!

    Except gaining that effectiveness in the first place takes too long and even gives the enemy more time to kill you in return. It crumbles against stun immunity compared to the other stun augments. This rework allows it to actually be able use its (shortened duration) stuns more consistently and not have to unnecessarily take much longer to kill targets. Basically Stun Smoky has too many penalties bringing it down which would have been fine for early 2021 but look where we have come now.
  22. TheCongoSpider

    Let's Discuss Smoky!

    How did you come to this conclusion? And I think you may have realised by now that the forum consists of players of different ranks and giving advice to them will need you to take into account their rank and the state of their garage. 30 in-game hours is a lot of time. I do not. It seems that you've been misunderstanding what I'm trying to say.
  23. TheCongoSpider

    Let's Discuss Shaft!

    Picture for visualisation.
  24. TheCongoSpider

    Ideas for Augments!

    This augment has been underwhelming ever since its introduction, made even worse by the critical hit rate reduction in lower modifications of Smoky. Not only does it halve your precious critical damage, it halves your critical hit rate as well. You forcefully take longer to kill enemies for little gain. This suggestion is to go down the Railgun route by pushing its paramater closer to Stock and decreasing the efficacy of the status effect. For Stun Smoky, this will be done by removing the critical chance step penalty, reducing the critical damage penalty, and reducing the duration of the stun. Current: New:
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