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ThirdOnion

Tanker
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Everything posted by ThirdOnion

  1. ThirdOnion

    Command Line Options for Downloadable Client

    Not that I know of. You can, however, open Chrome dev tools and monitor network activity through them.
  2. ThirdOnion

    Command Line Options for Downloadable Client

    There needs to be a space between the path to the application and the "--disable-frame-rate-limit" option.
  3. ThirdOnion

    Let's Discuss Railgun!

    I will probably publish a topic with average critical hit rates for all turrets and augments somewhat soon, and will explain how they are calculated in it.
  4. ThirdOnion

    Let's Discuss Railgun!

    How did you get 39.6k DPM for Shaft's sniping shots? It takes four seconds to fully zoom in (otherwise max damage will not be dealt) and three seconds for the energy meter to recharge after being fully depleted. So the effective rate of fire is one shot per seven seconds. This yields about (60 / 7) * 3300 = 28.2k DPM. Railgun has an average critical hit rate of 35.71% (for comparison, Smoky's is 22.73%). This yields about 1150 average damage per shot. The reload time including the charge up is 3.7 seconds, yielding (60 / 3.7) * 1150 = 18.6k DPM. Scout and LCR are in my experience far more common than stock Railgun. 90% of the time if I see a Railgun user they have one of those augments equipped. I think it's good to take them into consideration too. Both of these augments are available for crystals. Railgun has a very high critical hit rate, while Shaft and Gauss's charged shots never deal critical damage and require a charge up (and in Shaft's case, sitting still for four seconds). I don't know how useful it is to compare them. Smoky and Thunder are not effective at the ranges Railgun is, and they have lower alpha damage. Taking this into consideration . . . Smoky: 25.5k Thunder: 24k Shaft (fully zoomed): 28.2k Gauss (charged): 22.3k Stock Railgun: 18.6k Scout: 19.1k LCR: 15.7k Regardless, DPM is not the most important statistic for high single-shot damage turrets. I cannot emphasize this enough. In typical battle conditions you do not sit there and continuously shoot one tank over and over again. There's a reason LCR is so much more popular than stock, despite having significantly lower DPM. Railgun, in my opinion, is very powerful right now owing to its (1) fairly high alpha damage without no need for a lengthy charge up or lock-on (2) high critical hit damage and high critical hit rate.
  5. ThirdOnion

    Ideas for Hulls and Overdrives!

    Clearly there is no connection between this purported unlock rank and your rank at the time of posting this topic.
  6. ThirdOnion

    Ideas for Maps!

    This is a very common problem with TO maps. Whoever has the high ground has a significant advantage. Yet many maps in TO are constructed in such a way such that one team has much easier access to the high ground. Aleksandrovsk is another egregious offender in this regard. I'm honestly surprised that the many level design problems in TO are so rarely discussed. Maybe one day I will try to compile a comprehensive list. Shifting spawn points alone won't fix things. Most MM maps need major overhauls.
  7. ThirdOnion

    Conclusions

    The EXP bar goes up the moment you perform a relevant action during battle, and not at the end when the scorecard is revealed. You can leave a battle midway and the EXP you gained will not be lost.
  8. ThirdOnion

    Striker Ultra

    By the way, I find it really strange that the whole of promotional materials for Striker Ultra consist of . . . one image. What is the point of adding a detailed skin with new effects and animations if you are not going to give players a preview of it? If anything, you'd want to convince players of how "cool" the skin is so they run to buy ultra containers . . .
  9. ThirdOnion

    The 4th Module Slot

    What do you mean by "blocked?"
  10. ThirdOnion

    The 4th Module Slot

    Honestly I'm not quite sure what the hoopla about a TK-only 4th module slot is. With the recent critical damage update and with increasing prevalence of status effect augments, modules have become significantly less relevant. All turrets have a chance to bypass modules, and more turrets are being added. Does a 4th module slot really offer that much of an advantage over free players? Sure, a 4th slot allows for mounting Armadillo. But then that's effectively equivalent to just three slots under the old non-critical damage model.
  11. ThirdOnion

    The 4th Module Slot

    The 4th module slot costs 5k TKs and can be used on all hulls with any protection. Hull augments can be obtained form containers (though note they were only added to standard containers not that long ago), can be used only on a single hull, and only offer protection against a single status effect. It may take months until an augment you desire appears in a challenge. This is of course completely unrelated to the fact that a chain of questionable updates began after 2015.
  12. ThirdOnion

    Striker Ultra

    You aren't supposed to rely on standard damage with Blunderbuss. The point of the augment is getting critical hits on multiple enemies at once, since with Hammer if even a single critical pellet hits a target, it will do as much damage as all nine pellets combined. That's what the large spread and increased critical chance are for. It's a "shoot at a group of enemies and roll the dice" sort of augment, a bit similar to Destabilized Rounds in the sense that it either does a massive amount of damage or very little. Certainly a situational augment not always suited for general play. May be effective in SGE or CP but not particularly good elsewhere.
  13. ThirdOnion

    Striker Ultra

    The entire point of Blunderbuss is to hit multiple targets with one shot, since on a critical hit, all targets will receive full damage regardless of how many pellets they were individually hit by. Thus a greater spread benefits Blunderbuss. It's an augment designed for amusing multi-kills, not one on one combat.
  14. ThirdOnion

    The 4th Module Slot

    Hull augments cost 5k TK as well, and you don't have to buy a 4th module slot for every hull. So I don't really see what the issue is. Sure it's P2W but as far as P2W mechanics go the price is standard.
  15. ThirdOnion

    Striker Ultra

    Blunderbuss is not intended to be effective in 1v1.
  16. ThirdOnion

    Striker Ultra

    I feel like the massive increase to scatter angle is a major buff that far outweighs the reload penalty.
  17. ThirdOnion

    Striker Ultra

    Any reason to make Striker by far the best medium range turret in the game? Just because something is underused doesn't mean it needs changes. Was it really nerfed?
  18. I don't see this being implemented because it discourages upgrading drones, especially for drones like Trickster. The devs if anything would want players to spend more crystals on upgrades.
  19. ThirdOnion

    Striker's AP Missiles Augment Should be Renamed

    Grizzly being in the marine animal category. Griffin not being a real animal (does most people know what a Griffin is?). Railgun being represented by Falcon, when we all know that a more appropriate animal to represent certain Railgun players would be a peacock.
  20. ThirdOnion

    Striker's AP Missiles Augment Should be Renamed

    That's like five different animal groups that don't really have any immediately evident connection to the range groups they represent, and there are inconsistencies within three of the five groups. It's a confusing and difficult to remember naming scheme.
  21. ThirdOnion

    New Alterations and old isida back

    Agree completely. Even when self-heal was 50% the main issue was the amount of health Isida got back while using double damage. I never understood why the devs never tried simply making self-heal depend on base damage rather than damage after multipliers.
  22. ThirdOnion

    Ideas for Turrets!

    For your enjoyment here is a real life railgun:
  23. I would question whether EM Salvo against EMP Immunity was weaker than stock. The -25% damage penalty was offset by a 50% decrease in sniping shot reload, the removal of arcade splash damage is arguably buff, and EMP was inflicted on all tanks in the splash radius. It's one thing to encounter a single player with EMP Immunity; it's another thing to encounter a whole group of them.
  24. Sure. But if I interpret things correctly you believe that IB is OP even though HI exists because it can fire indefinitely. But against players with HI, IB Vulcan effectively becomes a weaker stock Vulcan. So I ask if you think stock + HI is OP.
  25. ThirdOnion

    Episode 295 of the V-LOG!

    This is why I consider drones to be no more P2W than turrets and hulls. Buyers can obtain Mk7+ at Lieutenant Colonel. Similarly buyers can obtain fully-upgraded drones early on. Although, it's possible that drone upgrades may be split into Mks like turrets and hulls. That would reduce at least some of the unfairness and seems like a logical thing to do given that drones will become more than just end-game crystals sinks. My guess is that Crisis will remain unchanged.
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