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TheCongoSpider

Tanker
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Everything posted by TheCongoSpider

  1. And how is further reducing a long range turret's firing rate going to prevent camping? You're telling me if Shaft's reload after a sniping shot was increased from 3 seconds to 10 seconds, you'd be more eager to be on the front lines?
  2. TheCongoSpider

    Ideas for Augments!

    This is a burst damage augment for a turret not meant for burst damage or infinite firing. When you equip Plasma Torch, you willingfully trade longevity for instant gratification. This augment doesn't need any buffs, especially how often I see it being used in battles. It shouldn't be a thought to make burst damage augments more prosperous.
  3. I agree with the others above. Spider module exists.
  4. TheCongoSpider

    Tanker's Day

    I got this on Friday, which allowed me to speed through the last 3 upgrades. The other 17 were from crystals gained from Shard containers since the drone update.
  5. TheCongoSpider

    Let's Discuss Vulcan!

    This is normal. Due to how quickly Vulcan shoots, you will have conjoined damage ticks. And the numbers for those conjoined ticks depends on what augment you're using (see Stock vs Shooting Speed Regulator vs Incendiary Band), and your ping of course. Critical damage ticks are highlighted, and also can be conjoined. The smaller your ping, the less conjoined the ticks are. Here is a video of me using RAT. Did you see the phenomenon you explained above occur? If I had to guess, my ping would be around 150. Here is a youtuber using Incendiary Band and Adrenaline. Do you see it here? Their ping is very low, which makes their ticks much less conjoined than mines.
  6. TheCongoSpider

    Tanker's Day

    On a brighter note, I was able to obtain a maxed Brutus at Staff Sergeant.
  7. TheCongoSpider

    Tanker's Day

    It is quite unfortunate that I can't run away from it any longer. The day has come when I have to see this in my garage. Using the drone genuinely upsets me.
  8. TheCongoSpider

    Some opinions from players of eleven years

    You're missing the point, which I tried to convey by reducing Shaft's damage below 3,000. The other long range turrets have one-shot potential, Railgun does not. That is the problem occurring with Railgun. This lack of one-shot capability is why the complaints are so loud. The survivability against a Railgun has significantly increased while nothing much changed for the other 3 turrets at endgame.
  9. TheCongoSpider

    Some opinions from players of eleven years

    Yes. He's talking about equal footing there and mostly with the norm damage. I'm unsure if you read this post in the Tanker's Day topic, so I'll show it here, the interaction changes that occurred with Railgun: The important interaction changes to look at are for Scout, Round Stabilisation and Hyperspace. Scout embodies what is good about Railgun. It had high enough damage to make it a menace to unprotected players with the increased firing rate and would act as a fast forward button for Railgun's critical hit scheme, the same way Autocannon used to do to for Stock Smoky. As you know, the majority of Railgun's shots deal normal damage. When Railgun's damage was nerfed in the Patch, it was nerfed enough in the normal damage to reduce it to below 750, which creates a barrier for Railgun. It will no longer be able to 2-shot unprotected medium hulls, but more importantly, it will now take significantly longer to kill players when you start stacking damage reducers (DA and Falcon). Round Stabilisation and Hyperspace going below 1,000 damage is very bad. They take away their critical hits, and don't even gain anything from it now. It takes 3 hits to take down a light hull with RS and Hyperspace on equal footing. Now add a maxed Falcon, and that turns into 9 hits. Why 9 hits? Because repair kits exist. After the 4th shot when the light hull is nearly dead, they can use a repair kit to start the entire process over again, this is of course, not taking into account the fact that DD is only 30 seconds, temporary. To give a clearer example, take Shaft. Lets assume the nerf to Shaft in the patch reduced its maximum sniping damage from 3,300 to 2,900. It's fighting a medium hull with 50% Shaft protection and DA. It needs 3 sniping shots to kill the target with DD. After the 2nd sniping shot, the medium hull uses a repair kit and restarts the process. It now will take double the time to kill it. Why? Because the damage nerf created a barrier. It did not deal 3,000/1,500 damage. This allows the player to survive significantly longer against this turret simply because of this barrier. Because Gauss, Magnum. and Shaft still are able to deal 1,500/3,000 damage, this is not a big problem for them. But it is a huge problem for Railgun and I sympathise with those affected.
  10. TheCongoSpider

    Some opinions from players of eleven years

    I don't see anything wrong with the paragraph you quoted. He's right, from. my perspective.
  11. TheCongoSpider

    Some opinions from players of eleven years

    Maybe you'd like to actually use Railgun yourself for this one. It was hit pretty hard. While the other long range turrets retained their ability to oneshot enemies, Railgun's damage was reduced enough to need another shot to kill them when they're unprotected, which means much more time to kill them if they are protected. I can definitely understand the frustration they're having.
  12. TheCongoSpider

    What to buy? Which is better?

    Yeah it's good. Other than being able to move at max speed while chaining your lightning through the ball, you could alternatively use it as a melee range version of Electroturret.
  13. TheCongoSpider

    Shaft not snipping?

    Can you please record a video?
  14. TheCongoSpider

    Is Electromagnetic Accelerator "Scout" the new Thunder?

    After this update I think it would be safe to say that Scout will no longer be encroaching Thunder.
  15. TheCongoSpider

    Ideas for Augments!

    I retract my statement for now after seeing the balance changes.
  16. Feels a bit weird that Thunder is also receiving a nerf. Anyway, here are some interaction changes that will occur after the nerf: Stock Will no longer be able to oneshot unprotected medium hulls with Viking OD + DD (-) Small Calibre Charging Machine Will no longer be able to oneshot unprotected medium hulls with Viking's Overdrive (-) The critical hits during Viking's Overdrive will continue to be able to oneshot unprotected medium hulls (+) Will now need 4 shots to kill an unprotected heavy hull instead of 3 (-) Sledgehammer Rounds Will no longer be able to oneshot unprotected medium hulls with Viking's Overdrive (-) Range at which it 2-shots unprotected medium hulls is halved (-) Adrenaline Will no longer be able to oneshot unprotected light hulls (-) Will be able to oneshot unprotected medium hulls with Viking’s Overdrive when significantly injured (+) Subcalibre Rounds Will no longer be able to oneshot unprotected medium hulls with Viking's Overdrive (-)
  17. TheCongoSpider

    Tanker's Day

    They shouldn't have nerfed the normal damage so heavily then. The two augments that disabled critical hits aren't going to be much use now even if no one on the enemy team equips Railgun protection.
  18. TheCongoSpider

    Bugs and Glitches Reports

    That's normal.
  19. TheCongoSpider

    Tanker's Day

    It does appear that Railgun was hit fruitfully hard with this. Scout will no longer be able to 2-shot medium hulls (good or bad change depending on who you ask) Stock will no longer be able to oneshot medium hulls (which was the only reason you'd use it over Scout) Round Stabilisation's damage will now be below 1,000 damage, as if it wasn't suffering enough against Railgun modules Hyperspace won't be able to make good use of its gimmick anymore, repeating the same with Round Stabilisation above Round Destabilisation will be even worse than it already was Large Calibre Rounds will be even more garbage, but it will gain a niche where it will be one of the two only Railgun augments with the ability to oneshot medium hulls after the change Cryo Railgun, after finally not being garbage for a week, is back where it started, once again being powercreeped by the other status augments. Adrenaline will no longer do anything for it besides allowing it to 2-shot unprotected medium hulls with the normal damage when it is at half HP. Key word being unprotected. Many players still religiously use Railgun protection at endgame it seems. Shaft's nerf is more or less negligible since even before the buff, it was already too potent at lower ranks. Adrenaline easily solves the nerfed critical damage. I do find it reassuring though, that they're addressing the TTK currently, as it has been becoming too short recently especially with the ranged turrets.
  20. TheCongoSpider

    Episode 310 of the V-LOG!

    Was a joke, if it wasn't obvious. Of course it's outrageous. ?
  21. TheCongoSpider

    Episode 310 of the V-LOG!

    You should have just bought the Mk7 Tesla module bundle in the shop. ?
  22. TheCongoSpider

    Nerfing the shaft (turret)

    Yes, I believe Shaft is in need of a nerf, but I also believe Hammer, Freeze, Striker and Tesla are in need of a nerf. Those turrets that were supposedly balanced after the critical hit update. Unfortunately, Shaft is just one of the many cancers available for purchase now, with more on the way as the months fly by (I reckon Smoky or Thunder will become cancer next). Shaft, in particular, is an issue. Ever since the buff in June 2020, the beginner-low ranks were flooded with Shafts. It's not surprising. That buff pretty much made the turret invalidate everything else with the output it was able to give and the circmstances it was able to do it under. And now it's gets buffed again, with needing less time to reach its one-shot potential. The Heavy Capacitors change is the most heinous. I don't think Shaft should be charging a heavy hull killer that quickly. This is giving birth to too many Shaft Titans or just Shafts in general, camping. It's interesting to see an augment like Light Capacitors being one of the most powerful or potent Shaft augments if effort is put into. It incentivises aggressive gameplay. It is not interesting to see the augment specifically made for camping statistically overpower the rest. And we're seeing the results of that. Ideally Shaft should have recovery rate penalties attached to the augments, or to play around with that parameter for Stock. This poses a few problems with augments such as AP Shaft. Personally, I'd revert the entire buff as I thought it was unnecessary, but that probably isn't happening. The devs made this change for a reason. I do expect to see some sort of Shaft nerf in the next few Patches though. It would be quite troublesome if there wasn't. Or maybe they'd be too busy balancing the rest of the turrets to be as powerful as the aforementioned ones, making Shaft not as much of a problem in comparison.
  23. TheCongoSpider

    Ideas for Missions!

    That's likely because they had an unfinished top 3 x 15 mission previously. One of my accounts had an incomplete "Use 50 Overdrives" mission, and one of the new slots for the updated weekly missions was occupied by another "Use x Overdrives".
  24. TheCongoSpider

    Nerfing the shaft (turret)

    Same could be said for any turret at this point, besides Thunder, Smoky, Ricochet, Twins, Gauss, Vulcan... y'know, the turrets that haven't been balanced yet.
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