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TheCongoSpider

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  1. 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. 
  2. 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.
  3. 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. 
  4. 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.
  5. 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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