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TheCongoSpider

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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Complaint Book

    Check to the right of where you normally do. They should be grey containers called "Old Containers".
  2. Has anyone even gotten a Legendary yet? Far less a UC augment?
  3. Now show us Coinbox probabilities.
  4. 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.
  5. 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.
  6. TheCongoSpider

    What to buy? Which is better?

    Missile Launcher "Hunter". Because it is better.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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?
  12. TheCongoSpider

    Ideas for Augments!

    That sounds like Adrenaline with extra steps. How much damage will it start and end with?
  13. 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.
  14. 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.
  15. TheCongoSpider

    Let's Discuss Shaft!

    Picture for visualisation.
  16. 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:
  17. TheCongoSpider

    Let's Discuss Smoky!

    I don't think it's worth me trying to explain further. Did you forget the criteria I used for a someone to make that judgement? I specifically stated: Lower modifications of Smoky having a low critical hit rate The critical damage and normal damage buffs and why they were significant in improving the effectiveness of Smoky at high ranks The recent firing rate buff Low rank gameplay And it's important to note under what circumstances the augments were implemented into the game. Sorted Ammunition was implemented into the game alongside the Smoky conversion from hitscan to projectiles and its changes in the critical hit accumulation. When Smoky was converted, the only critical chance paramater that was upgradable throughout modifications was the chance step. Every Smoky had the same initial, maximum and minimum chances. The difference between the modifications' critical hit rates was how quickly your Smoky would build up from the minimum chance to the maximum chance. It was there that Sorted Ammunition was used to bring order to a chaotic critical hit rate, thus allowing you to not have to worry about the unknown moment your critical hits will arrive and to remove the random chance aspect of it. We fast forward to approximately 2 months later where the critical hit update came and every turret had its own. In this update, the maximum critical chance for Smoky became an upgradable paramater alongside the chance step. This gave a significant nerf to the lower modifications of Smoky. With this nerf, Sorted Ammunition became more powerful RELATIVE to the other Smoky augments and to Stock in the low ranks. This was then amplified by the critical hit and normal damage buffs of October 2021, and the firing rate buffs of December 2021. All of this come together to make the augment very powerful and statistically the most powerful Smoky AT LOW RANKS/MODIFICATIONS. One can consider it "broken" AS A SMOKY AUGMENT.
  18. TheCongoSpider

    Let's Discuss Smoky!

    I was not. Autocannon is not good anywhere. Augments scale differently depending on what paramaters they alter and depending on how those paramaters they alter change with modifications of the Stock turret. Some augments' effectiveness increase are front-loaded. Some examples include Compact Fuel Tanks, High-Pressure Pump Freeze, Acceleration Protocol, Electroturret, Dragon's Breath, Beserk, Plasma Accelerators, Missile Launcher "Uranium", Shooting Speed Regulator, Sorted Ammunition, and most Incendiary augments. These augments are most distinct from the others or are more potent relatively the lower you go down modifications. Some augments' effectiveness increase are back-loaded. Some examples include Incendiary Mix, Toxic Mix, Blunderbuss, many of Smoky's augments, the other Vulcan augments, Hyperspace Rounds, AP Magnum. These augments are most distinct from the others or become properly potent to use its characteristics the high you go up modifications. Some augments scale horribly throughout modifications, examples being Autocannon and Rapid-Fire Mode. Again, Sorted Ammunition was made for comfort, comfort. Smoky's critical hit chances are variable. Your maximum critical chance is a coinflip. A Stock Smoky can go 8, 12, 18, 40 shots without a critical hit due to the critical hit not being guaranteed or skewed to your favour (it is not above 50%). Sorted Ammunition alters the critical hit rate to be consistent. Every 4 shots is a critical hit. Stock at Mk7+ has a 30% chance to get a critical hit on the 3rd subsequent hit after spawning or after a critical hit, and a 50% chance on hits occuring after that. Sorted Ammunition will always have a critical hit on the 4th subsequent hit. And it would appear that you're still looking at the EN Wiki. Smoky's normal damage was buffed from 535 to 580 and the critical damage was buffed from 800 to 850 since the 1st of October.
  19. TheCongoSpider

    Let's Discuss Smoky!

    Don't we all. It would appear that the Devs don't see it as urgent to correct, but instead, hand Smoky a one-size-fits-all all buff that despite still being statistically inferior to EMP, it will at least be worth using in a vacuum. Similarly for Paralyzing Rounds for Smoky. It was generally bad for a Stun/Smoky augment but the recent firing rate buff makes it actually worth using in a vacuum if you are accurate with it. It still shouldn't have such hefty penalties to the critical hit rate and damage yet here we are. They aren't exactly consistent when doing balance changes and tend to forget about some things after "balancing" them. AP Smoky was a very powerful solo augment on release and their balancing decision was to give it a bit nerf when the Smoky reqoekrncame. And since then, Smoky's augments have more or less been forgotten. So there being gaps between Smoky's augments' effectiveness isn't a suprise. Let's compare it to AP Hammer. On release, it was less of a dominant solo augment as you would only have enough AP time for one or two unprotected shots because the clip reload was 5 seconds. But then Hammer received a clip reload buff to 3 seconds but they did not reduce the AP duration, so it ends up being dominant for a long time and even up until now. What has happened? Hammer has its turn for Ultra Container status effect augments and their existence justified AP Hammer's overpowered stats. Hammer got attention in that regard, Smoky did not. It's not logical for AP duration to he longer than EMP duration yet here we are with Hammer, just because of the gaps the developers leave when balancing the equipment.
  20. TheCongoSpider

    Let's Discuss Smoky!

    Just because something does not apply a status effect doesn't mean it's weak. I laid out very specific criteria that made Sorted Ammunition "broken". Read it again to see it.
  21. Maximum damage an Adrenaline Magnum can do with Booster is 3,900. With Crisis, it is 4,350. It's best to look at it in terms of damage reduction rather and an increase in effective HP, as that often leads to unnecessary confusion when simulating the scenario. Anyway, your Titan's effective HP would be 10,000 against players you don't have protection against, and 20,000 against players you have 50% protection against. Sounds like you were inflicted with the Armour-Piercing status and were hit simultaneously by something else to weaken you which allowed the Hornet Magnum to seemingly one-shot you when that may not be the case. If you are sure you were at full HP and they one-shotted you, the Magnum Hornet was probably using Adrenaline and a Crisis while on low HP. Which gives that player Armour-Piercing to enemies in line of sight for 5 seconds and gives the user Supercharge for 7 seconds. Nothing is too unusual with this interaction. Armour-Piercing and EMP are two counters to the Defender drone.
  22. TheCongoSpider

    Mobile Hulls So Light, Why?

    It is a bug that allows Hammer, Smoky and Railgun to deal increased impact force to mobile players. The developers are aware of it and are working on fixing it in the future.
  23. Adrenaline. Incendiary Band is not good.
  24. TheCongoSpider

    Let's Discuss Smoky!

    It was and still is a comfort augment. Part of the reason I liked and still like Smoky gameplay is counting step chances and advancing my critical chance to a positive number and soon, the maximum number. It was also the reason why I found Railgun, and Round Destabilisation in particular, to be appealing to use around mid 2021. Being able to control when and to whom you deal your critical damage is nice to have. This is amplified by the critical hit rate nerf that Smoky received in March 2021 and the normal/critical damage buffs received later in the year. That buff decreased Smoky's shots-to-kill when normal shots and critical shots work in tandem, which is plus for Sorted Ammunition. Due to that nerf of critical hit rate in the low ranks, and the recent firing rate buff for Smoky coupled with the normal damage and critical damage buffs, you can consider it "broken" down there, but at endgame, where the critical hit rate is proper on its own, other options become available. Like numericable stated, EMP Rounds is still better as that augment was made for dominating (like most AP and EMP augments). Sorted Ammunition was made for comfort.
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