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Akame

Tanker
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Everything posted by Akame

  1. Helios just being broken as usual
  2. All in all, every OD has a counter, they charge slower than they did before now although undisclosed.
  3. Agreed. Considering it giving a straight 90% damage reduction, along with a 100hp heal per sec, it's effectively nullifying any player that deals 1k dps, add modules and armor, effectively invincible. For 20 seconds, facing a pair or trio of these, in any game with a few or one point of interests will make it very painful. Though luckily not as common in a few modes.
  4. Akame

    Let's Discuss Drones!

    The following data was recorded on the 13th February, I don't recall any changes, so this should be it. (Note, odd values are recorded due to picking up supply boxes) Do note; since mine cd is 10s, it's easier to use more mines at times, BA/BD/SB in a 15min game, assuming max, u will use them around 30 times and since the drone uses +1 of them, 60 each a game you expect, more if you respawn more. As for RK's, you will also use them more at times since an effective '13s' cooldown. Drone can cost a fair bit to operate, but simpler and cheaper to use than Crisis, with also the fact that jamming won't make any changes to you.
  5. Akame

    Let's Discuss Drones!

    It really depends on how you use it, but I would assume between 70-240 per match. Of each supply. One game had me using 51 RK, 249 BA. 306 BD, 280 SB, 63 Mines and 15 Batteries. Assuming a 50% supply sale; that comes to around 28.5k crystals worth of supplies used in 1 game. Another game right after I used 54 RK, 444 BA , 498 BD, 195 SB, 60 Mines. I am pretty trigger finger ready. Which including a 50% supply sale, comes to around 36k crystals. @frederik123456 Hopefully this displays how hungry the drone is, though you can choose to camp with max damage and like railgun/shaft/magnum and not use a lot of supplies.
  6. There are many ways to change and increase QoL of crusader od, this (raise tank higher) imo isn't one of them. Since this mainly seems like just a 'massacre' map problem. The main issues with crusader OD are: High recoil, occasionally ends up flipping yourself due to low weight. Missing shots due to slightest knockback from enemie, also due to the weight reduction. Icicles that phase through tanks due to ingame bugs. No real use in melee contact because the player will likely self. Damage is not true damage meaning spectrum module/defender/max armor crisis/titan dome can tank it fairly well even when hit. (Also damage does depend on damage bonuses and adrenaline too). Also being under the cryo status will reduce your damage output too. Lately we saw Hopper and Hunter get a form of true damage, I only see it fair that Crusader gets the same treatment. This would make it such that it does up to 3k damage depending on microupgrades and does not rely on damage bonuses/adrenaline and cannot be nerfed by cryo status. This is simply a preliminary thing, if needed more elaboration, feel free to ask. I'm not saying we should fully buff this, I'm simply saying there are certain aspects that can be changed to slightly improve the players gameplay.
  7. Akame

    Let's Discuss Drones!

    Ngl it is based, but all of those except hyperion and crisis have an effective downtime period. And crisis has the limitation of not being able to have more than 1 supply either, making it only really useful in 1v1 situations or camping. Personally, hyperion is really the top meta, trickster can do very well tho due to movement speed; but does suffer against any jamming as do booster and defender,
  8. Akame

    May Holidays 2022

    Just to add, the new EMP rico, does apply EMP on enemies after the shot has bounced. BUT... If the bouncing shot is a critical shot, it does not apply EMP, same with non bouncing critial shots. Verdict; it is not as versatile; though partly strong. AP rico performs far better in most cases since it can apply AP status on both effects. Unsure if this was intended or not; I do not suggest using this augment when there are better alternatives.
  9. Akame

    Let's Discuss Drones!

    Sounds interesting enough, would be nice, but then what is adrenaline even existing for if a drone can do it better, without range type limitations i.e long range capped at 30% etc.
  10. Akame

    Let's Discuss Drones!

    The flaw may be the only reason it's not treading in our inbalanced game for now, imagine if the hp limit was reduced to 50%, now how many shafts would get that big boost from afar, railguns, etc, all this damage for effectively free, since they do not use additional supplies. Majority of players, especially paladins would switch to it, considering they can self heal and mainly maintain 50% hp more easily than max hp. I do agree it needs a reworking, but values must be thought of very carefully, or there will be a greater change that may not be liked. PS. I would still like the old trickster to return.
  11. Akame

    Let's Discuss Ricochet!

    Reference; rico prot is really valuable against both of these, ofc helios crits r crazy op so avoid at many costs if one is supercharged and u dont have armadillo. But as you see, these are the range limits and their damage values, needless to say pulsar cannot do anything to you if you're over 50m away, I am unsure if viking OD increases it's range. As for Helios, be as far as you possibly can or curve often to ensure they miss the burst,
  12. This was with Helios + Dictator + Crisis, very balanced tanki :ImOk:
  13. Next challenge lowkey jamming twins
  14. Akame

    Let's Discuss Ricochet!

    Helios deals quite the crazy damage per second, noted burst. DRAINS tanks health down with ease, prot barely helps. Pulsar, basic ricochet with a crazy multi status application on crits. It does have a very low range compared to Helios which is considered a sniper turret. Both are strong, pulsar falls behind because it simply does not have the dps helios does. Also it wants to crit ideally on every target, which does not happen, RNG based, also people can use immunities and paladin OD's to nullifie most of the effect. My personal verdict is both can be very volatile, though pulsar genuinely more face-able unless by many because of the availability of paladin od and mammy od. Helios will get you quick and easy kills.
  15. I thought I had it bad when i got 13x 1k's in 2 sets of 15s, but man, that's far more worse
  16. It's not magnetron, but it's crazy good, 5s jam on every shot, will annoy any players that use drones. Cancels lifeguard/Blaster with ease, will let miner drone users die with ease along with saved mines. Boosted supplies drones will face a nuisance. It's my main hammer aug, and some people will switch to jamming immunity for you.
  17. So far with my openings and openings I have seen by others, it seems that regular containers are forced to give you ONLY a rare if you could not get a rare or higher by the 14th. And similar to ultras, it will ONLY give you an epic if you didn't get an epic by the 14th. Meaning, you have 0% chance to get anything better if you got shafted by 14th. Hence why i'm opening it by 5's, which seem to be going better for me by far.
  18. Your 15th regular container when all the priors are green or below:
  19. Containers Freeze’s «Magnetic mix» and «Paralyzing Mix» augments have been added to regular containers; You are guaranteed to get an item of «RARE» rarity every 15 regular containers. You are guaranteed to get an item of «EPIC» rarity every 15 Ultra Containers. @Marcus So; say we get 14 uncommons, last one is guaranteed to be 'RARE'? Or can it be rare or higher? Because if not that latter; that sucks, Similar with ultras, if we get 14 rares, the last one is guaranteed to be 'EPIC'? Or can it be epic or higher? Because if not the latter, players fundamentally get a reduced chance of getting higher than epic in most scenarios. Please confirm if the statement means at least an EPIC or higher rarity item for ultra containers and if the statement also means at least a RARE or higher rarity item from regular containers from a 'Open 15' opening.
  20. Just to add as visual reference: Current: Proposed: The current has a way too huge penalty, especially when to get the most damage out of Shaft, especially on an augment which reduces sniping damage by 25%, is at the end of the scoping scale. 1.8s is far too easy to reach in general, giving a full taxing 8.3s the moment you reach it and onwards. The proposed template, looks good, dynamic, reload matches the damage relatively. Surely will not break the game, if not, 50% module sales increase, win win? ?
  21. As annoying as a miner player can be, it really relies on a team that is near dominating or supporting the lines more often. I'm kinda neutral to this drone, it's a piece of work, it isn't meta for certain, but can be useful in some game modes. If you face a miner you can't defeat, don't keep going in there to die unless you have a surefire way to kill them again within 30s.
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