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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. The change is felt if you play aggressively with Shaft. Not if you're camping with it.
  2. 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.
  3. 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.
  4. ...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. ?
  5. TheCongoSpider

    Bugs and Glitches Reports

    You may be using the Mortar augment. Mortar no longer deals splash damage, as per the latest balance changes.
  6. 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.
  7. Nothing is changing for the higher modifications of Twins. Meanwhile their ranges are being reduced considerably. That's not a buff.
  8. You have a maximum damage range and a minimum damage range. Within your muzzle and the maximum damage range, you will be dealing 100% of your damage. Between the maximum and minim damage range, you will start dealing a lower % of your total damage up until a number, which is reached at the minimum damage. So for example, take Thunder's current range. 100m maximum damage range and 150m minimum damage range. 50% weak damage. From the muzzle to 100m away, it will deal 810 damage (100%). If the target is further than 100m, the % damage you deal will be decreased linearly along the distance between maximum and minimum damage. At the minimum damage range, which is 150m, is where you'd be dealing your weak damage which is 50% of total damage. Anything after 150m will also be 50% total damage. If the target was in the middle of the maximum and minimum at 125m, you will do 75% damage. Reducing the weak damage means your damage will start decreasing quicker and the damage you can deal at far range is even lower.
  9. And why not give that to another drone?
  10. Your garage is way too diversified and all over the place. Your GS doesn't look good. You should upgrade and use Brutus for the time being, while upgrading one or two turrets with one hull.
  11. If you look at it strictly like that, you're limiting yourself. Upgrading Twins does not only upgrade your damage per ball. It upgrades damage along with your firing rate, projectile speed, range, turret rotation and impact force. All of these are important for Twins and come together to make it good.
  12. Another case of your equipment being undergraded. Upgrade your Brutus drone and upgrade your turrets properly. Right now, the majority of turrets are fine if not kill too quickly, and your current equipment doesn't allow you to see that.
  13. I highly doubt it's a bug but I'll report it anyway.
  14. Another unannounced change is the damage coefficient of Round Destabilisation with Viking's Overdrive has been reduced from x2.5 to x1. That is, you don't get any damage increase during the Overdrive if you don't have Boosted Damage supply enabled.
  15. No. It disables boosts that come after the initial Viking boost (Boosted Damage supply, Extea damage from Booster and Crisis, Adrenaline) but it does not disable the base Viking Overdrive boost.
  16. Apologies for the ambiguous statement. If your drone is 20/20 and you get jammed, you still have your 20/20 DA and DD paramaters. So yes, you still have your 100% damage and armour boost
  17. It only cancels the extra effect the drone has. You still have your passive 50% DA and DD boost. In the case for Booster, when inflicted with Jammer, it will have its extra damage boost removed (the 30%) and the drone will be put on a cooldown depending on the source of the Jammer.
  18. Only immune to the drone effect disabling.
  19. Mk7+ with Paralyzing Rounds would be: -50, -30, -10, 10, 30, 50, 50, 50, 50, 50, etc. Paralyzing Rounds isn't an ideal Smoky because it cuts both the chance step and the critical damage in half. If you want to stun, use your Hammer instead.
  20. TheCongoSpider

    Bugs and Glitches Reports

    I already reported it above.
  21. That there is your problem. Your Smoky's modification is nowhere close to being appropriate for your rank and what more, you're using an augment that cuts the chance step in half, resulting in even fewer critical hits overall. To help you visualise what your current Smoky critical chance looks like with the Paralysing Rounds augment: -50, -37, -28, -12, 0, 12.6, 25.2, 27.9, 27.9, 27.9, 27.9 (eventually until you get a critical hit, which will then have this sequence start over from -50). This is what an Mk7+ Smoky with no augment looks like: -50, -10, 30, 50, 50, 50, 50 etc. So no, Smoky does not suck. The problem is your Smoky is severely undergraded.
  22. I'm shocked that this took so long to happen. This is a good enough compromise, I suppose. This was not well explained at all.
  23. What section of the game is this coming from? Just letting you know that the critical hit rate for Smoky increases as you go higher in the modifications. It is certainly now weak at maximum upgrades.
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