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Everything posted by TheCongoSpider
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Works fine for me. This may have some relevance. Is it possible for you to take a screenshot the moment you activate Boosted Armour while having the Assault drone equipped? Big mistake here, that is, taking the wiki/in-game descriptions as 100% factual. The wiki descriptions are from the in-game descriptions. The in-game descriptions are outdated and rarely ever keep up with the balance changes that occur, most notably with turret augment and Drone descriptions. It is an ongoing issue in the game but the developers are aware of it and hopefully will put a solution in place with the upcoming interface update. Just for some reassurance, if you have any concerns about drones, you can ask around here in the future since as I mentioned before, important in-game descriptions are outdated.
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Meaning you can do BA + BD immediately. Or SB + BD immediately. This effectively means it has "Infinite Boosted Damage uptime" where manually activating supplies and picking up drop boxes will decrease the smart cooldowns for Boosted Damage. Drones which decrease Boosted Armour cooldown: Lifeguard Defender Hyperion Drones which decrease Boosted Damage cooldown: Assault Blaster Booster Hyperion Drones which decrease Speed Boost cooldown: Sprinter Trickster Hyperion Drones which decrease Repair Kit cooldown: Mechanic Camper Hyperion Drones which decrease Mine cooldown: Miner Hyperion That is how the Assault drone works. Killing an enemy will reduce current smart cooldowns by 15 seconds. To make this simple to understand, we will use the terms "smart cooldown" and "downtime". Smart cooldown - the amount of time you have to wait to manually activate a supply after manually activating another. E.g Manually activating Boosted Armour means you have to wait 5 seconds before being able to manually activate Boosted Damage. Downtime - the amount of time you have to wait to manually activate a supply after its duration has ended. Boosted Armour, Boosted Damage and Speed Boost all have 5 seconds of smart cooldown and 20 seconds of downtime. ----- The Assault drone is a drone that needs to be activated. Activating the drone will reduce any smart cooldown and downtime that is happening at the time of activation by 15 seconds. Hyperion is a passive drone, which removes smart cooldowns, and removes an amount of the downtime depending on the upgrade level. At 20/20, it will remove all 20 seconds of downtime, meaning as soon ast the duration runs out, you will be able to manually activate that supply again immediately. Additonally as per a recent update, it reduces the downtime of repair kits and mines. Assault can be considered a budget Hyperion because it does what Hyperion does but it needs to put in work to do so and it's a bit awkward to use for some. Hyperion gives you the maximum comfort but with the trade-off that any time a supply is activated, it will consume and additional unit. Hyperion is an upgraded version of Assault, basically. The thing is that Hyperion is very expensive to maintain as it consumes more of every supply. Assault only consumes extra Boosted Damages. It has no relevance. TL;DR Assault drone is working as intended. Nothing is wrong with it.
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Assault reduces the cooldown of Boosted Damage when activating supplies or picking up drop boxes. This is intended. The cooldown reduction for supplies on Assault happens when you activate the drone. In order to activate the drone, you have to destroy an enemy. So for a 20/20 Assault, if you Boosted Armour, you will have 20 seconds of inevitable downtime. When you activate the drone i.e kill someone, it will deduct 15 seconds from the 20 seconds of downtime. So you'll only need to wait 5 seconds instead of 20 seconds. If you get another kill during the duration, it will be reduced from 5 seconds to 0 seconds, meaning you will have it available immediately bafter, provided you don't use a supply that activates a cooldown on it. For some history, the initial version of Assault would increase the duration of supplies when killing an enemy. This was changed to what it currently is (kill = smart cooldown reduction) in November, 2019. I would have agreed before the change where it decreased DD cooldown. That buff raised my effectiveness with it significantly. The current version is actually pretty good if you're using ranged turrets. It's essentially a budget Hyperion and I'm looking to buy it on my accounts that can afford it since Supplier got put under the dirt for solo usage.
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What augment does your father use with his Magnum? Is it Mortar?
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It is probably preparation for a future overhaul of the shop showcase. We'll see when the new interface comes out.
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Yes you will. Vulcan players, mostly Incendiary Band users, have some built-in resistance to freezing. Self-inducing heat will allow you to go back to neutral temperature quickly. Back when Incendiary Band + Heat Immunity was a thing, it acted almost like Cold Immunity as well, since they were able to heat themselves up so fast and thaw out the freezing. This interaction was changed earlier this year. Now, if you have Heat Resistance, your self-healing will be halved and you will reach neutral temperature slower when frozen. With Heat Immunity, you cannot thaw yourself anymore like seen in the video above. The same applies to Cold Resistance and Immunity in their respective conditions.
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In order for the piggy bank to be filled you have to: Earn battle score from completed battles Be on the winning team in battles Earning battle score and finishing said battle will raise the crystals portion of the Piggy Bank, up to 20,000. Being on the winning team in battles will raise the Tankoins portion of the Piggy Bank, up to 200. One win will add +25 Tankoins, and if I'm remembering correctly, 1 battle score adds 3 crystals. So in order to complete the piggy bank, you will need to win at least 8 battles AND amass 4,000 battle score.
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update Patch Update #672 - Released 10th December 2021
TheCongoSpider replied to Marcus in News Archive
Reducing the maximum damage range to 40m? Alright. But was it really necessary to reduce the minimum damage range as well? I feel demotivated playing short range turrets in large maps. Quite powerful now, maybe even too powerful at close range but it's fanservice that players have been requesting for Smoky since the critical hit update. Thunder is at its lowest state now and it's genuinely not fun to use anymore. It's time to complete this template already. -
update Patch Update #672 - Released 10th December 2021
TheCongoSpider replied to Marcus in News Archive
After the last server restart, there has been a massive improvement to the hit registration of Hammer and Isida on TO Mobile. After more than a year, I can finally properly play Isida offensively and finally use a Hammer that is not Blunderbuss, Dragon's Breath or Slugger. -
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Early in 2021, I had accidentally bought a Battle Pass because of this. Throughout the year, I have come very close to accidentally buying Battle Passes countless times. It had reached to the point where I would buy Coinboxes until I was under the price of the Battle Passes so I wouldn't risk accidentally buying it if the UI decided to hate me on that day. This current Tanki Fund event made me very upset because I could have participated in it on multiple accounts if it wasn't for this risk of accidentally buying Battle Passes. I've missed out on a very lucrative deal for f2p players. Remove these pop-ups1 or at the very least, add a confirmation button in an appropriate position on the screen.
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Right drone. Wrong game mode
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From the few battles I played in the event mode, I enjoyed them. I think one or two were blowouts but the rest were really tense and close, urging you to choose your targets wisely, manage your supply uptime efficiently, and make as little mistakes as possible. Of course there were some grievances, such as Striker with its x2 critical damage and no damage drop off, as well as Freeze having the ability to disable damage enhancers and x4 critical damage.
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Yes, it was changed from 10 to 5 on December 3rd. It is likely intentional and unannounced.
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update Patch Update #672 - Released 10th December 2021
TheCongoSpider replied to Marcus in News Archive
This change benefits Shafts that quickscope, i.e Shafts that are on the front lines attacking or midfielding, constantly changing positions and instigating enemies. Not the ones that stay in their base in one spot waiting ages for someone to come in front of their laser. -
Round Destabilisation's damage coefficient with Viking's Overdrive was decreased from 2.5 to 1 on the update of Friday 3rd December. I see no logical reason why this would have happened so I'm reporting it as a bug to be fixed.
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TO mobile bug. Shaft after its balance change spends more energy when firing a sniping shot than it should be. This affects all shots but primarily affects shots that are charged more than halfway. This is me using AP Shaft, which is supposed to consume 10%, but is instead consuming upwards of 40%. This does not happen on PC. This happens with all Shaft augments.
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update Patch Update #672 - Released 10th December 2021
TheCongoSpider replied to Marcus in News Archive
The change is felt if you play aggressively with Shaft. Not if you're camping with it. -
update Patch Update #672 - Released 10th December 2021
TheCongoSpider replied to Marcus in News Archive
The range of minimum damage is the range at which you will be dealing your turret's weak damage. Taking Thunder for example, its weak damage is 25% of your total damage. If the target is at 120m, your Thunder will deal 202 damage instead of 810. The sight mark distance is the distance in which enemies will be highlighted in red. If they are farther than 120m, they will not be highlighted if they are within your turret's line of sight. -
update Patch Update #672 - Released 10th December 2021
TheCongoSpider replied to Marcus in News Archive
When Vulcan starts firing, it slows down to a % of the original speed. Previously, for Mk7+ it would slow down to 25% of the maximum speed. Now, it slows down to 30% of the maximum speed. It's a negligible buff. You can ignore it. -
update Patch Update #672 - Released 10th December 2021
TheCongoSpider replied to Marcus in News Archive
...and you'll also see that with 6 other turrets. Higher firing rate allows you to cycle back to your maximum critical chance faster (provided you are accurate with your shots), which lets you get more of those range-ignoring critical hits. Higher firing rate also allows you disrupt repair kits earlier and catch players off guard easier for more damage before they react. Smoky is far from bad. By all means, go ahead with that. ? -
You may be using the Mortar augment. Mortar no longer deals splash damage, as per the latest balance changes.
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update Patch Update #672 - Released 10th December 2021
TheCongoSpider replied to Marcus in News Archive
Maybe you should take a more active approach with Shaft and attack or go to the midfield with it, instead of solely camping. There are other augments for Shaft, you know. -
update Patch Update #672 - Released 10th December 2021
TheCongoSpider replied to Marcus in News Archive
Nothing is changing for the higher modifications of Twins. Meanwhile their ranges are being reduced considerably. That's not a buff. -
update Patch Update #672 - Released 10th December 2021
TheCongoSpider replied to Marcus in News Archive
*Increased*
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