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TheCongoSpider

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  1. TheCongoSpider's post in Offensive Isida was marked as the answer   
    I do not recommend Nanomass Reactor. If you want to be offensive, I'd use either Stock Isida or Broadband Emitters. Nanomass Reactor would have the best value in the lower ranks where % protection against Isida is in much smaller numbers but the augment is currently bugged and you may not have a pleasant experience with it. 
     
    Well before the Augment update, at higher levels unlocked damage-increasing alterations. Those alterations made you able to one-shot medium hulls and even heavy hulls. And as you progress through the modifications, the turrets become efficient. You can hit much higher damage much more often than an MK1. 
     
    With DD, Hornet's Overdrive allows you to one-shot most targets or kill them very quickly and moving on to others. Let's say Incendiary Mix Firebird and Hornet. 
    At MK1, it's DPS is only 300 damage per second without DD. That will take it 5 seconds to kill a medium hull. At Mk8, the DPS is 1,050, and that will take it 3 seconds to kill a medium hull. Mk8 takes 2 seconds less, which gives it two seconds more time to find someone else to kill. 
  2. TheCongoSpider's post in Does hornet really give more health than wasp? was marked as the answer   
    Hornet has more HP than Wasp in every modification except Mk1, Mk7 and Mk8. 
     
    Also back before the update that merged the HP for each category, Hornet had more HP than Wasp. 
  3. TheCongoSpider's post in How does the defender drone's protection work? was marked as the answer   
    Normal DA reduces damage by 50%. If your turret deals 1,000 damage, DA will make it deal 500 damage. Da divides damage by 2. 
     
    Defender adds to that effect. For each 100% in the parameter, it adds 1 to the divider. At 0/20, which is 50%, it adds 0.5 to the divider. 2+0.5=2.5. Damage you take will now be divided by 2.5 instead of 2.
     
    For 20/20 Defender is 200%. That adds 2 to the divider 2+2=4. Damage you take will now be divided by 4 instead of 2. Defender does not use extra double armours. 
     
    I explained this to DieselPlatinum some time ago, and will link it in a subsequent post. You will see how much Defender divides damage by for each upgrade.
  4. TheCongoSpider's post in explain :D was marked as the answer   
    The splash damage that is disabled is only for the arcade shot (simply pressing spacebar). The sniping shot still has splash damage. Avoid using the sniping shot at melee range. 
  5. TheCongoSpider's post in drones Q&A was marked as the answer   
    Drones also disappear when on cooldown after being activated. For Blaster's case, it would disappear for 35 seconds after activation.
  6. TheCongoSpider's post in How are points given in CP? was marked as the answer   
    I don't remember seeing anything official, but I believe it's something like this:
     
    Each point capture gives a % of 1 that can vary with how many capture points there are on the map. So let's go with 4 capture points. Each give 25% of 1 so 0.25 each to contribute to getting 1 score. Red team captures a point and in 4 seconds, the score goes to 1-0. Red team then captures another point and increases their score gain to 0.5. So in two seconds, there should be an increase in score.
    Then the Blue team captures a point. So their score gain is up to 0.25. They are losing, and your enemy team's score goes down when your team is losing. So the 0.5 and the 0.25 fight and end up with the red team having a 0.25 point accumulation. Then blue team captures another point and it is equal, so no points should be awarded until the balance is tipped. 
     
    If the balance is tipped in favour of blue (who is losing), then say Blue has 3 points captured and red has 1 point captured. Blue has a point accumulation rate of 0.75 and red has 0.25. They fight each other and end up with blue having a 0.5 capture rate, and as a result, the red team has a point decrease rate of 0.5. So every two seconds, the red team would lose a point and at the same time, the blue team would gain a point. 
     
     
    This is loosely what I believe it's like. You can experiment with it for yourself and see if it matches or comes close to this. 
  7. TheCongoSpider's post in Titan Dome Not Healing was marked as the answer   
    After December 26th, 2019, Titan's Overdrive no longer provides healing for itself and allies within it. In compensation, the % protection it gives was increased to 90%, its charging rate increased, allowing you to use it more often, as well as being able to disable enemy Titans' Overdrives by using your own within a 35-metre radius. 
     
    For any other information you may have missed during that time, you may take a look at the Patch Notes.
  8. TheCongoSpider's post in Firebird Module was marked as the answer   
    It's working just fine against my enemies. Know that it protects against the afterburn from the pellets and not Hammer's direct pellet damage 
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