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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. TheCongoSpider

    Ideas for Augments!

    Is this coming from experience using it or just from stats and memories from 2018/19/20?
  2. TheCongoSpider

    Ideas for Augments!

    This is like the third or fourth time you state that Slugger is underpowered or a downgrade. It is and always was far from that.
  3. TheCongoSpider

    Bugs and Glitches Reports

    Of course. A lot of discomfort tends to come from having auto-shoot enabled, yet players say it's better than manual aiming. If you're planning to use auto-shoot with a melee turret that isn't Tesla, you might want to enable "double tap to fire" to help you out.
  4. TheCongoSpider

    Bugs and Glitches Reports

    I'll check later. ?
  5. TheCongoSpider

    Bugs and Glitches Reports

    It's still there. Or are you referring to when you attack enemies? Far from the truth.
  6. TheCongoSpider

    October Challenge II

    I say the next one is either Sorted Ammunition, AP Hammer or AP Gauss.
  7. TheCongoSpider

    Let's Discuss Thunder!

    I hesitate to take off Thunder protection despite the nerf. I know what kind of destruction it can have when no protections are active. But I didn't think it deserved a nerf, especially with how players already found it weak compared to the other turrets as 2021 flew by. In my eyes, the turret needs something. Nothing too big as it's a popular turret that is being buffed. It being popular was the reason for the nerf in the first place. I would give it: Thunder Increased maximum critical chance to 20% Decreased chance step to 10% Small Calibre Charging Machine Reduced normal damage penalty from -20% to -15% Sledgehammer Rounds Reduced projectile speed penalty from -50% to -40% Maximum damage range is reduced by -90% instead of -95% Subcalibre Rounds Increased projectile speed from +50% to +75% Maximum critical chance = 40% Chance step = 40%
  8. TheCongoSpider

    Let's Discuss Thunder!

    I'm having a hard time trying to compare it to Striker when you blatantly make it Smoky but better. Your Mk7+ Thunder: 750 normal damage 900 critical damage 1.50 reload time 50, 50, 50, 50, 50, 50, 50, 50, 50 750 impact force 7m critical splash radius 400m/sec projectile speed Mk7+ High-Precision Aiming System: 765 normal damage 935 critical damage 1.98 reload time -50, -10, 30, 50, -50, -10, 30, 50, -50 330 impact force No critical splash 375m/sec projectile speed That is Smoky's damage-increasing augment in comparison to your Thunder rework. With Stock Smoky, the difference is even worse, and we haven't even taken into account the existence of its augemnts and Booster/Crisis. "Smoky has status augments". Pitiful status augments except EMP, yes. Critical hits are AP for protection modules, and you propose Thunder have that 50% of the time with the firing rate of a Smoky. Do you not see a problem with that?
  9. TheCongoSpider

    Let's Discuss Thunder!

    Your proposal makes Thunder directly powercreep Smoky, if it wasn't obvious.
  10. TheCongoSpider

    Magnum+Mortar+Miner+Mines

    It does, however Miner does not extend the lifespan of the Mortar mines, which is 30 seconds maximum.
  11. TheCongoSpider

    Let's Discuss Thunder!

    Maybe you should take a look at Smoky first...
  12. Again, nothing is being done about Round Stabilisation and Hyperspace Rounds. Y'know, those two Railgun augments that are the ones getting slapped by Falcon modules? In the big Railgun nerf, not only did you nerf Railgun's effectiveness, you killed any reason to use these two augemets over others. They can't even one-shot a light hull. Now you come and suddenly give Railgun a permanent 50% critical chance, further leaving those two augments in the dust. Do something about this.
  13. Do remember that Railgun has a fixed 50% chance for a critical hit. In the higher modifications, you would have a constant 50% chance to keep someone stunned and unable to fight you back.
  14. TheCongoSpider

    Bugs and Glitches Reports

    This is intended. Apparently, the Jammer and AP that Paladin inflicts is different visually to other application sources (Hornet, Wasp, Hunter, turret augments). We do not know whether it is intentional or not but it doesn't do any harm.
  15. Crusader's Overdrive is still freezing screens.
  16. Its role in the battle has changed. It is now another damage-dealing option for Railgun, which unfortunately does not mesh well with low-mid rank gameplay as that damage output is unlocked with Booster. Even with all that, I'm finding it hard to sympathise with you. 5 seconds of stun on anything is obnoxious. Would you like it if someone targeted you and kept you from playing the game for extended periods of time?
  17. TheCongoSpider

    Bugs and Glitches Reports

    Can you record a video?
  18. TheCongoSpider

    Ideas for Hulls and Overdrives!

    That doesn't sound useful at all.
  19. TheCongoSpider

    Ideas for Hulls and Overdrives!

    I don't think this is something that is simple to be implemented. At most there should just be a debuff to the enemy's tank when it's in the dome (like you said with the 50% reduced hull speed.
  20. Is this for Thunder, or for STOCK Thunder? All of its augments increase its firing rate, and that means more critical hits overall. Do you want to make the worth of Thunder protection to plummet?
  21. TheCongoSpider

    Let's Discuss Hammer!

    It is a bug in the mobile version. It has been reported.
  22. TheCongoSpider

    Question about Miner

    It prioritises the first 10 mines laid.
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