-
Posts
8 125 -
Joined
-
Last visited
-
Days Won
95
Everything posted by TheCongoSpider
-
Gameplay in the low ranks are much slower than they are at endgame. Your opinion may change once you reach in the high ranks where drones alter the general gameplay. Trickster/Crisis on a heavy hull is a good example of that.
-
update Patch Update #674 - Released 24th December 2021
TheCongoSpider replied to Marcus in News Archive
Every drone description is accurate except the Assault drone. It does not consume speed boosts in any way. -
They weren't in the Patch Notes. They kinda just happened along with some Patches. Maybe it wasn't important enough to mention. I noticed the animation for Thunder on October 25th. Striker received its animations earlier than that but I can't pinpoint a date.
-
It used to work like this, however players would often use this drone in the Siege or Assault game mode and come at the top of the leaderboard with little effort or interaction with the enemy due to how many palyers it could heal at once. It was changed to a flat number for many score givers in the game, those being Supplier, Engineer, Mechanic and Dictator's Overdrive.
-
Doing it quickly by conventional methods would take long, yes. I chose the score farming route via Support drones. You get something like this usually.
-
Since February 15th, 2017.
-
Cryo augments do not depend on damage over time. They have no damage penalty and they still get the damage enhancer disabling ability. Ignition augments rely on their afterburn because they have other penalties applied, usually. Incendiary Smoky in particular is worse off because it only ignites players to 50% of maximum temperature. That is a relatively short-burst ignition. The other ignition augments ignite players to 100% of maximum temperature and can do so to multiple targets. Heat Resistance was very good back in 2020 and early 2021 because it dealt very well with short burst ignitions. It doesn't help that Smoky's Incendiary augment has at most a coinflip on its critical hits, which has 5o he built up from a negative number. And the rate at which it builds up is slow and has to increase with modifications. It is less of a hassle now that the firing rate has been increased but with that, you might as well use another augment, that gives more direct damage and can give another variety of gameplay. You do you. I would not advise a random player to buy Autocannon in its current state. That's rather restrictive, don't you think? And now that Overdrive recharge times have been more than doubled, you will be outside of it even more than before. Effectiveness outside of an Overdrive matters more now.
-
That video is 7 months old and outdated. It will not help. Autocannon is not good. Supercumulative is not worth its price and never was since the augment update. As for Cryo Rounds, the freezing status has recently been buffed where it will disable any damage enhancers on the enemy (except Viking's Overdrive) allowing you to have an upper hand against your enemy in a 1 v 1 and can counter Booster users. Not saying Incendiary Rounds is bad but it can be countered by a mere Heat Resistance augment.
-
I got AP Railgun, so the effort wasn't all in vain.
-
Yes the sniping mode was overall nerfed, as too many players were camping with it. However the arcade shot range and damage were buffed again and consume no energy. SBE has enough damage to 2-shot medium hulls with the arcade, and the increased minimum sniping damage allows you to utilise its energy retention in sniping mode better. This here is important. The sniping mode reload was nerfed, however you can now retain some energy when shooting partially charged shots (like it was before late 2018). This encourages a more active gameplay with Shaft by using it for offense. Camping with it will not see you being nearly as effective as before. Correct.
-
Adrenaline, Cryo Rounds or High-Precision Aiming System. I'd go with Cryo Rounds.
-
That must have been an old video you watched. Hyperion on release consumed 5 supplies but they have been gradually reducing that amount over time.
-
event eSports Tanki Fund. TankiSport 2021 Season IV
TheCongoSpider replied to Marcus in News Archive
These. -
That's Jammer Freeze
-
update Patch Update #674 - Released 24th December 2021
TheCongoSpider replied to Marcus in News Archive
Where's the consistency for Firebird?- 23 replies
-
- 11
-
-
-
Effect of Reinforced Aiming Transmission on Hovering Hulls
TheCongoSpider replied to Bacon in Archive
Damage is fixed at 500 per tick. Only healing is affected. Unfortunately you won't find this anywhere but from player reports. It's best to ask around on the Forum in relevant topics if there is something about in-game mechanic interactions you'd like to know about. -
Effect of Reinforced Aiming Transmission on Hovering Hulls
TheCongoSpider replied to Bacon in Archive
Yes, damage enhancers increase the healing of Paladin and Ares' Overdrives. This includes the Boosted Damage supply, the extra damage status from Crisis, Camper and Booster, and Adrenaline bonuses. A Booster Ares has a better chance of surviving high burst damage than one without. Having infinite DD uptime allows you to be more comfortable with the healing Ares gives you over time. Booster/Crisis increasing Paladin's healing is also a contributing factor to its general survivability during the OD and another reason why having infinite DD uptime is great. -
Effect of Reinforced Aiming Transmission on Hovering Hulls
TheCongoSpider replied to Bacon in Archive
Adrenaline makes a difference on any turret. I mentioned Adrenaline because that's what you should be using at endgame if you're not using another augment. As for hover hulls, Vulcan pairs well with Crusader, Paladin and Ares. Adrenaline's damage boost extends to Crusader's icicle damage and Paladin and Ares' healing. Doesn't really matter too much for Ares but it's there. -
Effect of Reinforced Aiming Transmission on Hovering Hulls
TheCongoSpider replied to Bacon in Archive
Yes Stock, or more specifically, Adrenaline, is better on hovering hulls than Reinforced Aiming Transmission. However this is due to hovering hulls being able to turn relatively fast enough and strafe away from the target the same time, cutting down on the benefit RAT would give you. -
No Smoky in this game has a -100% Initial critical hit chance. Every Smoky has a -50% initial critical hit chance. The only Smoky with a different number is Sorted Ammunition with -200%, but it has a 100% step chance. EMP Smoky has the same critical hit rate as Stock. The critical hit paramaters that change for Smoky when buying higher modifications is the maximum critical chance and the chance step. The initial and minimal critical chances are set to -50% for all modifications. An Mk7+ Smoky has a critical hit chance scheme of -50, -10, 30, 50 etc and will go back to -50 when it gets a critical hit. The earliest you can get a critical hit with that is on the 3rd shot after spawning and the 3rd shot after your last critical hit. The recent buff to Smoky has made this augment even more deadly with the increased firing rate. EMP Smoky is by far the best Smoky augment for what it gives you. And this is why it's important to know your Smoky's step chance be maximum critical chance. You can use a player on spawn protection to advance your critical chance to a positive number. For example if I killed someone with the critical hit and I see another enemy coming with spawn immunity, I can shoot them twice to get my critical chance back to 30% and then start the engagement with a 30% chance rather than a -50% chance. And Smoky shoots so fast now that that barely even matters now.
-
event eSports Tanki Fund. TankiSport 2021 Season IV
TheCongoSpider replied to Marcus in News Archive
What happened was the poorly made interface has had me come close to accidentally buying Battle Passes countelss times. In order to stop that from happening, I would buy coinboxes until I got put under the amount required to buy the battle pass, so if I end up pressing the "Buy" button, nothing will happen. Come now, this Tanki Fund arrives with lucrative rewards that I could have participated in on many accounts if it weren't for the fact that I had to buy Coinboxes to stop what I mentioned above from happening. -
event eSports Tanki Fund. TankiSport 2021 Season IV
TheCongoSpider replied to Marcus in News Archive
Really upset that I couldn't take part in this Fund because of a poor interface. What's worse was that my final attempt to get into the fund ended so close yet so far. -
category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
This here is the first thing that needs to happen before anything else. It's insanely stupid that this thing tags people through walls. -
We know about these changes by players reporting differences in gameplay pre- and post-patch. Unfortunately, the importance of keeping track of Patch Notes has been significantly increased in 2021. Patch Notes happen often, containing many changes per month and the addition of new mechanics. With new mechanics come new interactions with precious mechanics. Some Patch Notes contain unannouced changes, for example, Mechanic's score per assist being reduced from 10 to 5, Assault gaining the ability to decrease Boosted Damage cooldown by activating other supplies, and a good example earlier this year, Missile Launcher"Uranium" having its critical hit disabled. Patch Notes often don't give the whole picture because the descriptions of the changes come off as vague at times. Or there are other relevant information being ommited. For example in the last Patch, you saw that a number of turrets had their maximum critical chance increased to 12%, but what the Patch Note omitted was that there initial critical chance was also increased to 12%, and their chance step was decreased to 4%. Twins' chance step was reduced from 25% to 5%, meaning the critical hit scheme looks like 25, 0, 5, 10, 15, 20, 25... Instead of the previous 0, 25, 0, 25, 0, 25 etc. It is an ongoing issue and I hope it will be resolved with the updates after the new interface arrives. For now, if you would like information that is as up-to-date as possible, you may look at the DE Wiki pages. It happened with the Patch on December 3rd. And yes, it is annoying. If you have any other questions about the drones currently, you may ask here.
-
category Ideas for Hulls and Overdrives!
TheCongoSpider replied to Ilia.ArchangeI in Ideas and Suggestions
This would be dangerous. And no, I don't agree with any idea to give Ares or Paladin points for healing allies. But if this were to make it into the game, the Overdrive cooldown will have to be increased from 20 seconds to something like 25 seconds, which just puts us deeper into the problem of the bad design of this Overdrive.
Jump to content


































































