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Everything posted by TheCongoSpider
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The Remote Rocket Explosives augment simply gives you the option to manually detonate it if you so choose. Otherwise, it acts like a regular Striker rocket and will detonate when it impacts something solid (a surface or an enemy tank). It has a statistical drawback, being the maximum projectile speed is halved. Your rockets are overall slower. It has a player-borne downside, where aggressively tapping the fire button in tense engagements can lead you to self-destruct due to manually detonating it immediately as it fires. You cannot be trigger happy under tense circumstances. It may only shoot one missile pet salvo, but that salvo locks on 5x faster (almost instantaneous) and has a higher minimum projectile speed and sharper homing ability. Additionally, the reload after the salvo is decreased by 40%. This allows you to quickly shoot two missiles for high burst damage. Here is an (outdated) video showing its effectiveness using the salvo and the arcade shots. Balance changes occur. Uranium now has 4 missiles in the salvo.
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You see, what is said in the Patch Notes isn't always 100% accurate. This is why they should be saying balance changes with numbers and not words, but that may be too hard for them. You never know. They all have 0.33. Correct
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All Overdrive gain the same number of charge for battle actions now, I stead of it being different. Previously, between a Viking, Hunter, Dictator, Paladin and Wasp, they would get 7.5%, 9%, 10.5%, 12% and 15% for a kill. Rght now, they all give 5% for a kill, so their main distinguisher is the passive charging. The reload speed boost has been decreased. For Mk7+, instead of taking 1.3 seconds to reload the shot, it now takes 1.82 seconds. The firing rate is reduced.
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What other drones do you have and what are their upgrade levels?
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The first change in the rebalance was removing the DA consumption via drone activation and reducing the cooldown to 3 seconds, but the active supply time was reduced to 10 seconds. The following week, its price to fully upgrade was reduced to 500,000 crystals. Now this week, they reduced the active supply time from 10 seconds to 7 seconds. So every time you spawn, you get 7 seconds of DA, DD and speed boost. The unfortunate thing with Trooper is that it lost its niche when the drone rebalance came. The cooldowns for important supplies were reduced overall, which made Trooper relatively weaker. So them halving the active supply time made no sense, and nerfing it further to 7 seconds is stupidity. The drone isn't harming anyone. Maxed players aren't even going to look its way. Some may not even acknowledge its existence despite having it 20/20 like the rest of the drones. Why? Because they have Booster, Defender, Trickster, Crisis, etc. The top drones. Even before the rework, Booster and Defender were trampling on it. Hyperion did its job better albeit for a higher cost. Trooper even had a chance to not activate on spawn if you were being spawnkilled (which is what the drone was supposed to nullify).
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I noticed whenever I saw you in battle, you were not using a drone. If you don't equip a drone, your double armour and double damsge's potency is decreased. I'm aware you're one those tankers that refuse to excessively use supplies, but whatever supplies you do decide to pick up as drop boxes or activate, having a drone equipped and upgraded will allow you to kill players as you would befote and survive damage as you would before.
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It does nothing because the big damage Blundebruss is dealing is not Hammer damage. It is critical damage.
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The main change is lower modifications having more ammo in the clip. I guess the slight decrease in damage is to offset that.
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Cryo Rounds no longer decreases critical damage. If you have any other questions, you can ask me here or take a look at the paramaters in the Augment Wiki page.
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The developers do not see it as a priority to update turret augment descriptions. Do not take what you see in the garage to be what actually happens. It you have a question about the parameters of a particular augments, you can ask your questions in this topic. Or you can read the Augment page on the wiki.
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Tanki try to make Booster not powercreep Driver challenge (IMPOSSIBLE) We've gone insane, apparently.
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Yes, Blaster deals turret damage. If you have Thunder equipped with Blaster and the enemy has Thunder protection, your Blaster damage dealt to that player will be decreased. Pairing it with AP Freeze allows you to deal full damage to enemies that are AP'd by the Freeze.
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Just hope it stays so after the nerf.
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That's the point. It's to allow heavy hulls to survive it they have more upgrades than the Shaft.
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With that out of the way, I'll explain what I tried to achieve with the augments in my suggestion. What I tried to do was give every Shaft a viable option for self-defense by increasing the arcade damage. I'm adhering to the "lowered TTK for long range turret" template that was wrongly applied to its arcade shot previously, by applying it to the sniping shot and its synergy with the arcade shot. The sniping shot was the main problem - because the Devs ever so gently dropkicked it in that direction over the past year - so the sniping damage will be reduced to that of the HP of a medium hull. Heavy Capacitors' damage increase will put it to that of a heavy hull. If the heavy hull has some micro-upgrades above the Shaft, it will be able to survive from full HP. To discourage camping (but still leaving the option to), the recovery rate is reduced for Heavy Capacitors. To get away from all the differences between modifications, the energy consumption in sniping mode is fixed at 200 eng/sec for 5 seconds of charging. Light Capacitors and Short-Band Emitters was pushed into more offensve roles. Obtaining its previous arcade damage will allow SBE to 2-shot unprotected medium hulls. As it retains the recovery rate of Stock, its minimum sniping damage was further increased to further reward quickscoping (if it ever needs it in a pinch). Light Capacitors will have its fixed fast charging retuned to it, with a further increase in the recovery rate. Because Stock Shaft's damage was reduced, Light Capacitors' damage will also be reduced and would need 2 arcade shots to kill a medium hull instead of 1 (lowered TTK attacking the synergy of the arcade and sniping shot rather than one alone). Where SBE beats it in quickscope damage in the higher modifications, it makes up for it with the faster firing rate in sniping mode. Nothing much can be done with AP Shaft so increasing the AP duration to 7 seconds should allow 1 v 1s to be won smoother, encouraging offensive play. Now that the arcade shot is good and Stock's recovery rate is better, Rapid-Fire Mode will be better. To discourage the use of the sniping shot, the damage will be reduced by 70%. The thorn in my side while choosing the numbers was none other than the Booster drone. Y'know, that drone players call useless now. That drone that's still ubiquitous, topping scoreboards with ease and having a numerical advantage over many other drones? Tweak it too high for the non-Booster users and the Booster users will wreck havoc. Tweak it to still be underpowered for the non-Booster users and only the Booster users will have fun. As you can see, some might be fine. One might be powerful compared to the rest. One might still be underpowered. That's unavoidable because of whatever the heck they tried to do with Shaft last week, pushing its paramaters so far apart. With such a sudden heavy-handed change, it's obvious they already have a plan to push it in their own direction regardless of player feedback, like they did in June last year. Shaft was already bordering on OP (in my opinion) and suddenly, 2-3 seconds of reloading was shaved off and it wrecked havoc with all augments, RFM being the the sorest finger. Just as quick as it came, they halved the arcade damage range. That'll sure fix things up quite nicely! As if that wasn't bad enough, they suddenly decide to increase the firing rate of the sniping shot again, and that made Heavy Capacitors far too powerful. Shaft didn't need any buffs after June 2020, and it certainly didn't need whatever template it has right now.
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If Shaft is going to stay like this, the arcade shots need to be stronger. At the moment, its arcade shots are just a Smoky with much less range, a slower firing rate, less critical damage, much fewer critical hits, and no ricocheting potential. Furthermore, there needs to be some distinction between the augments. So my suggestion is this: Arcade mode: Arcade damage increased from 580 to 705 Critical damage increased from 680 to 800 Sniping mode: Recovery rate increased from 100 eng/sec to 125 eng/sec Maximum sniping damage decreased from 3,300 to 3,000 Minimum sniping damage increased from 670 to 705 Critical chance: Initial critical chance increased from -4% to 0% Minimum critical chance increased from -4% to 0% Step chance increased from 5% to 7% Augments: Heavy Capacitors: Decreases recovery rate by 15% instead of 10% Increased maximum sniping damage by 33.33% instead of 25% Energy consumption in sniping mode fixed at 200 eng/sec Light Capacitors: Increases recovery rate by 25% instead of 10% Energy consumption in sniping mode fixed at 500 eng/sec Short-Band Emitters: Minimum sniping damage is increased by 30% instead of 20% Rapid-Fire Mode: Maximum sniping damage decreased by 70% Armour-Piercing Sight: AP duration increased from 5 to 7 seconds. I should say this now. Whatever direction the Devs tried to push Shaft in with this current template, it will not work. The paramater changes for Stock are too far apart from each other to properly balance its augments, and it's shameful that you introduced such a heavy-handed change with seemingly no thought put into it.
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You apply that status with every tick of damage.
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Yes, the bug has been reported.
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Mobile bug. After the recent update, mobile players take increased impact force from Railguns and Hammers. It is most noticeable when you are the Juggernaut. Furthermore, when shooting a supposed mobile player with Hammer, they sometimes jerk sharply in one direction and return to normal immediately. This usually happens with fast projectile turrets like Smoky on the Smoky's screen, but it is not visible to enemies. So it's remarkable that it is visible to enemies, with a different turret triggering it. At the moment, mobile players take increased impact force from Smoky, Hammer and Railgun. Some pics:
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In the picture above, you and your teammate vbyjnfdh1 are affected by the Jammer status that I mentioned before.
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Y'know, part of the Shaft change in addition to reducing the recovery rate, was increasing the range of the arcade shots. Maybe try going on the offensive and making use of your extended arcade shot range?
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I always find it funny how players keep saying Incendiary Band is bad or useless yet months later, at least half the Vulcans I fight are still using Incendiary Band. What does that say? It sounds to me that they liked Vulcan previously for Incendiary Band and not Vulcan itself, which isn't really a bad thing, but I would have at least expected its popularity to plummet if it really was useless like players claim it is. I can agree with this.
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Pain because I'm missing out on special mission UCs, and pain because it's another Vampire Isida my Vulcans have to ignore and just let kill me.
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Congrats man.
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