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TheCongoSpider's post in Are you at a disadvantage at Mk7+ if you don't use a turret augment? was marked as the answer
If you have absolutely no unique augment to use for your turret and the turret does not have any worthwhile to buy, it is advised that you get the Adrenaline augment for it.
No you're not necessarily at a disadvantage if you're switching back to Stock. Stock and RFM serve different purposes.
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TheCongoSpider's post in The Defender drone's increase of boosted armor supply vs. Brutus was marked as the answer
Every drone will have +50 units (read %) of damage and armour enhancement at 0/20 upgrades. Upgrading a drone to 20/20 will increase that to +100 units. Some drones, in particular Booster, Defender, Trickster, Crisis and Camper, give an additional number of units on top of that.
That "additional" is what is being added on top. A Brutus will have 50 + 50 (fully upgraded drone) = 100 units. A Booster will have 50 + 50 (fully upgraded drone) + 20 (extra units at 20/20 upgrades) = 120 units for Boosted Damage supply.
Defender works like this for Boosted Armour. Brutus will have 50 + 50 (fully upgraded drone) = 100 units. A Defender will have 50 + 50 (fully upgraded drone) + 50 (extra units at 20/20 upgrades) = 150 units.
Defender will have more armour at full upgrades than a Brutus. Specifically, at 7/20 is when Defender starts having a higher armour than a 20/20 Brutus.
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TheCongoSpider's post in Weird message in Test server was marked as the answer
Those are your critical chances while you are hitting a target. The IN.PREP is stating your starting criticla chance after you spawn there is 30% for Thunder and 1% for Terminator. The ROLL is when you shoot and it shows you whether it crits (T) or not (F).
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TheCongoSpider's post in New updates? was marked as the answer
Looking at it from two weeks ago to right now:
Thunder became strong Vulcan's normal DPS now ranges from 293 - 733 instead of 293 - 800 Striker has received a nerf to its firing rate and acquisition time in the lower modifications Railgun has had its normal damage improved quite a bit with a reshuffling of its augment parameters to suit. Its average critical chance per lifespan has been lowered. Gauss received a slight damage boost in the salvo damage, but its acquisition time, arcade reload as well as its splash damage distribution and salvo recoil have been made worse. Magnum's splash damage distribution has been made worse and its firing rate slightly lowered. Its criticaldamage is now higher than its normal damage. Shaft became worse at lower modifications with a buff to Short-Band Emitters and Rapid-Fire Mode, which the latter got nerfed on Friday. Lifeguard now activates more often but heals for much fewer HP
Everything else is the other turrets getting damage buffs/nerfs to facilitate the change for Booster becoming 20 units of damage enhancement instead of 30. Frederik posted the link for the Patch Notes. It would be best to read them yourself, or get an idea of what might have happened while you start playing again.
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TheCongoSpider's post in A question about a descriptive text was marked as the answer
Turrets with damage falloff have maximum and minimum damage ranges. Within between point blank and the stated maximum damage range, you will be dealing 100% of your damage. After you pass the maximum damage range, your damage starts falling off linearly until you reach the minimum dmaage range and its stated weak damage %. The range for Shaft's arcade shot is mid range. For mid range turrets, that is 80m of maximum damage range and 120m of minimum damage range when a turret is fully upgraded, with a weak damage % of 25%. That means between 0m and 80m, you will deal 100% of your damage and between 80m and 120m, your damage will drop linearly from 100% towards 25% at 120m.
Decreasing these ranges by 50% means RFM will have a maximum damage range of 40m and a minimum damage range of 60m. Between 0m to 40m, it will deal 100% of its damage. Between 40m and 60m, its damage will linearly drop from 100% to 25%. In essence, you now need to be closer to your target if you want to deal good damage to them.
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TheCongoSpider's post in Siege battles was marked as the answer
It can happen on maps that have less than 3 capture points. Those maps being Desert and Bridges.
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TheCongoSpider's post in good question for you? was marked as the answer
Short answer:
Skins do not innately negatively affect the gameplay/economy. Everything else you stated affects it and relevant changes in the game balance, reward distributions etc. would be needed.
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TheCongoSpider's post in Saboteur Mines- Not working was marked as the answer
We cannot help you if we have no idea of what is going on. Please record a video of when it is happening. If that is not possible, try a series of screenshots of the issue.
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TheCongoSpider's post in supplier drone bonus was marked as the answer
First thing to note is that the duration that the Supplier user gets and the duration allies get are different.
If the remaining duration on the ally's supply is more than what Supplier-given supply is, it will not prolong it. If the remaining duration is less than what the Supplier-given supply is, it will set their remaining duration to that indicative of the Supplier's upgrade level.
Examples:
20/20 Supplier gives a supply to an ally for a maximum duration of 20 seconds.
• Player A manually activates their Boosted Damage which has a duration of 30 seconds. The Supplier activates Boosted Damage near Player A when they have 25 seconds remaining. The result is nothing will change. Player A will continue having 25 seconds of duration left.
• Player B manually activates their Boosted Armour which has a duration of 30 seconds. The Supplier activates Boosted Armour near Player B when they have 10 seconds remaining. The result is Player B's remaining BA duration will be increased to 20 seconds. Manually actiavted BA, BD and SB have 20 seconds of downtime after the 30 second duration is finished. A Supplier increasing Player B's remaining duration to 20 seconds will allow them to have their supply active longer than usual, and when that duration is finished, they will only wait 20 - 10 = 10 seconds of downtime. The 20 is the base downtime of the supply and 10 is the prolonged duration that the Supplier gave.
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TheCongoSpider's post in What is the chance of a critical hit? was marked as the answer
You have 4 paramaters: Maximum critical chance, minimum critical chance, initial critical chance and chance step.
Maximum critical chance - the highest possible % chance of obtaining a critical hit on a shot.
Minimum critical chance - the % chance that your turret drops to immediately after obtaining a critical hit.
Initial critical chance - the % chance of obtaining a critical hit on the first shot after respawning.
Chance step - the % in which your critical chance increments towards the maximum critical chance with each successful hit.
Generally, the maximum and initial critical chances are the same. If you want the current up-to-date chances, go to this page. The majority of turrets share the same numbers. Let's take Ricochet as an example. Its paramaters are as follows:
Maximum: 12%
Initial: 12%
Chance step: 4%
Minimum: 0%
When spawning, its critical chance will be set to 12% until it gets a critical hit. When it gets a critical hit, it will go down to 0%. A successful hit on an enemy will increment your current critical chance 4%. Your critical hit scheme will look like:
Spawn, 12, 12, 12, 0 (critical hit achieved), 4, 8, 12, 12, 12 etc.
As seen above, a critical hit occured on the 4th shot, meaning the chance of a critical hit on the 5th will be 0%. There is no critical hit so it increments up to 12% once again until another critical hit is achieved.
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Now let's take some wilder numbers. These were Firebird's critical chances before January 2022:
Maximum: 20%
Initial: 10%
Chance step: 1%
Minimum: -4%
In this case, its maximum and initial critical chances are different. After spawning, it will begin at 10%, and will increment by 1% for each successful hit of damage, so:
Spawn, 10, 11, 12, 13, 14, 15, 16, -4, -3, -2, -1, 0, 1, 2, 3, 4, etc.
As seen above, a critical hit occured on the 8th tick of damage after spawning. It's chance drops to the minimum which is -4%, and increments by 1% for each successful tick thereafter. As the critical chance became negative instead of 0 like before, it must first go through the negative integers and pass 0 for you to be able to obtain a critical hit again.
If you don't feel like looking at the page, here are the current paramaters for the turrets:
Firebird
Freeze
Isida:
Tesla
Hammer
Twins
Ricochet:
Striker
Smoky
Vulcan
Thunder
Gauss:
Shaft:
Railgun
Magnum
Terminator
B0-NK - Sledgehammer
Mine
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TheCongoSpider's post in How is this possible!? was marked as the answer
It is thanks to the M -> Mk conversion of early 2020.
Product kits in the shop costed real money before Tankoins and would be unlocked in the shop at the same rank as in the garage. Somewhere around late 2018, the Devs reduced the ranks at which you unlock product kits in the shop for real money by ~2 ranks. As an example, the Siberian kit, M2 Freeze + M1 Hunter + Tundra paint unlocked at Sergeant-Major with this change. A player could then fully upgrade the Freeze to that of its M3 stats. Due to the conversion treating fully upgraded turrets as the higher modification, it would be converted to an Mk7 Freeze rather than an Mk6-10 Freeze.
That is one of the ways accounts have high modifications of equipment at relatively low ranks. The other way would be to have been playing the game years prior, buying a product kit in the garage, upgrading it and not playing the game for a while until returning to see your equipment favourably upgraded compared to your peers around your rank.
Have you heard of the joke, "Endgame starts at Lieutenant Colonel" or "Mk7 unlocks at Lieutenant Colonel and not Marshal"?
This comes from the fact that after the modification conversion, the kits in the shop had an even lower unlock rank for Mk7 (read M3) equipment, and that rank Brigadier, reduced to Lieutenant Colonel. So in a battle, you would have Lieutenant Colonels, and you would have "Lieutenant Colonels". The latter being those that purchased and upgraded Mk7 kits at Lieutenant Colonel and thus had a high GS (often in the 8000s and 9000s). The funniest disparity was that at Lieutenant Colonel, there were a few Mk5 crystal kiys available alongside the Mk7 Tankoin kits. Here is a nice example:
Some players like min-maxing in that regard and you will see a few of them with 9999 GS in the low or mid ranks. A good number of them hunt golds during events.
If you see one of those accounts in Parkour or during events with increased gold drop rates, refer to this as your explanation.
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TheCongoSpider's post in Magnum Crit Damage was marked as the answer
Critical damage is a special damage that ignores damage drop-off (if this paramater is present on the turret) and protection modules that protection against that specific turret.
Magnum is a splash damage turret, and as such, has a critical splash damage radius. With a normal splash damage distribution, you will have damage drop-off away from ground zero. Critical splash damage allows you to deal 100% of the damage within a particular range.
For example, Magnum has a critical splash radius of 7 metres, and a normal splash damage distribution of 2, 5, 20 - 100, 50, 5. Meaning a target 2 metres away from ground zero will receive 100% of total damage, 5 metres away will receive 50% of total damage and 20 metres away will receive 5% of total damage. A target at 5 metres normally will take 50% of damage, but if it is a critical hit, that target will receive 100% of damage because the critical slash radius extends up to 7m.
Magnum's critical damage multiplier is x1. So yes, its critical damage is the same number as its normal damage stated in the garage.
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TheCongoSpider's post in about brutus drone was marked as the answer
In an update in 2021, the strength of your Boosted Armour and Boosted Damage supplies became tied to the number of upgraded you have on the drone you have equipped. If your drone is not fully upgraded, the strength of those two supplies will be weaker than they were before that update.
Drones give unique advantages on the battlefield. The cost of obtaining this advantage is that the drones will consume 1 battery upon your first materialisation in a battle, and for every minute that passes thereafter. They are also quite expensive to upgraded to the max. Brutus serves the purpose of allowing you to have your full supply strength at a cheap cost, with no other advantages. Additionally, it does not consume batteries.
TL;DR Brutus is a cheap way of getting your supply strength back to 100%.
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TheCongoSpider's post in Isida Vampire Nanobots was marked as the answer
You have two types of damage - normal damage and critical damage, denoted by the colours of the numbers that pop up when you attack an enemy or heal an ally.
Normal damage is what you will be having most of the time. This damage, where applicable, can be decreased with distance (damage fall-off). Equipping the protection module of a turret will reduce the normal damage by the stated %, which depends on how upgraded the module is.
With each shot or tick of damage on the enemy, you have a certain chance of that tick of damage being critical damage. This chance varies from turret to turret. When you achieve a critical hit, your normal damage is replaced by critical damage, which ignores damage fall-off where applicable, and ignores the protection module of the turret. For example, if your Isida deals 100 normal damage per tick, it will deal 50 normal damage per tick against someone with 50% protection against Isida. If your Isida gained a critical damage tick, it will ignore that protection module and deal the full 100 damage.
Because normal damage and critical damage are separate from each other, they can have different values. The baseline is turrets having the same critical damage as their normal damage. Some turrets, like Freeze and Gauss for example, have increased critical damage. Isida in particula does not have an increase in critical damage compared to normal damage.
When an augment "disables the critical hit", it simply means they will be unable to turn their normal damage into critical damage at any given moment. When under the influence of the Supercharge status, they will be dealing normal damage instead of critical damage, so there is nothing to worry about. ?
If you would like a visual representation, here is one below. At the beginning of the video, I'm using an Isida that has critical damage. The critical damage is in yellow and deep red. The normal damage is white and orange. I then switched to Vampire Nanobots, which disables the critical hit, so I will be dealing normal damage, and not 0 like you thought it might have.
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TheCongoSpider's post in Striker crit chance(%) with cyclone augment was marked as the answer
The order of the critical hit chances will depend on what % you were on at the time of the salvo. But to answer your question, yes, because you have more missiles in your salvo, there is a higher chance that one of them will be a critical hit compared to if you were using a 4-salvo Striker.
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TheCongoSpider's post in What happen to critical damage and fire rate of railgun? was marked as the answer
Yes it appears that the enhancements for status Railguns has been decreased to that of Stock Railgun with the latest update. While completely deserved as it made no sense in the first place, the devs failed to mention it in the Patch Notes.
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TheCongoSpider's post in Mobile Hulls So Light, Why? was marked as the answer
It is a bug that allows Hammer, Smoky and Railgun to deal increased impact force to mobile players. The developers are aware of it and are working on fixing it in the future.
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TheCongoSpider's post in Heating points was marked as the answer
Your afterburn damage should more or less fall under these numbers.
300 200 150 120 103 100 75 60
Key:
Boosted Armour = 0/20 drone or droneless
Double Armour = 20/20 drone
Against players that do not have any armour activated.
Against players with Boosted Armour activated.
Against players with Heat Resistance and no armour activated. Against players with Double Armour activated and no Heat Resistance
Against players with a fully upgraded Defender drone and no Heat Resistance.
Against players with a fully upgraded Crisis drone and no Heat Resistance
Against players with Heat Resistance and Boosted Armour activated.
Against players with Heat Resistance and Double Armour activated
Against players with a fully upgraded Defender drone and Heat Resistance.
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Any number that falls between the above numbers is a result of the varying drone upgrade levels of enemies in battle, and their combinations with either having or not having Heat Resistance equipped on their hull.
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TheCongoSpider's post in Effect of Reinforced Aiming Transmission on Hovering Hulls was marked as the answer
Yes Stock, or more specifically, Adrenaline, is better on hovering hulls than Reinforced Aiming Transmission. However this is due to hovering hulls being able to turn relatively fast enough and strafe away from the target the same time, cutting down on the benefit RAT would give you.
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TheCongoSpider's post in Mechanic drone was marked as the answer
Yes, it was changed from 10 to 5 on December 3rd. It is likely intentional and unannounced.
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TheCongoSpider's post in Overheating of hull. was marked as the answer
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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TheCongoSpider's post in Piggy bank (mobile) was marked as the answer
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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TheCongoSpider's post in Magnum+Mortar+Miner+Mines was marked as the answer
It does, however Miner does not extend the lifespan of the Mortar mines, which is 30 seconds maximum.
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TheCongoSpider's post in Stiker Augment questions was marked as the answer
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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