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Akame

Tanker
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Everything posted by Akame

  1. Oh those are OP, just those are statuses I rank not at the top. For me, the ones I class as top tier statuses are: Stun AP EMP Burn Freeze In most game modes, stunning a player is the worst thing for many, stops a rampaging Viking, makes enemies drop ball/flags, etc. EMP I can face without ever needing EMP immunity. As for IB players, Yes they are annoying, but nothing compared to getting stunned. I rank AP above EMP because it renders all defence useless, whereas EMP only removes supplies, Dome effects may still be active and modules too. Freeze is annoying but its not often people use cryo rounds which relies on crits or shock freeze which requires melee range. Now if we say DM modes, that may be different slightly, but also depends. IB becomes useless because many people actually use Heat Immunity including the vulcan players, and then EMP immunities are fairly common. A bunch of AP immunities for Viking which is a common MM hull. Cold immunity also exists majorly in the Hopper Community. But stun immunity is probably the most rare out of this, hence may change up the diversity and balance. I do use stun immunity often when I'm not using my vulcan adrenaline, but I personally feel getting stunned is the most annoying thing ever right now, even with the existence of abominations like EMP Salvo.
  2. Tbh the fire rate does also mean a potential to get crits much sooner iirc? Do correct me if I'm wrong here. And then imagine a double or even a triple crit in a row, that is devestating.
  3. Tbh interesting, but stunning a player is the most OP status effect without a doubt in many game modes, I'll follow up the post and see the ideas sent here. I do fear this will become another 'Ultra container only' item so that's not something anyone would like either.
  4. I've said this before and will say this again, sometimes we may have to just deal with facing protections, we as players need to have an understanding of how we fair against such a horrifying team. Also when we play with items that may give status effects, we have to know how to face against players who have immunities. It's a learning curve everyone faces. If people just end up leaving games because 4/8 people have modules/immunities etc, personally just give up the whole game, there may be times where you have worse scenarios, or even times where sometimes no enemy has protections or immunities against you. The playerbase may be small, but vast enough to contain variety at times. On a sidenote, I havent played many games, but from the few I have, I have only seen 1 or so Vulcan modules against me when I've used it, kinda surprised because a lot of people used it before, similar with smoky and hammer. But ofcourse it's normal to see more gauss modules because of the abomination of augment it has and even moreso of railgun augments. I faced 2 booster LCR XP players yesterday, in no way was I gonna not have my natural 50% vs them.
  5. Modules were always broken from the start, at times we have major gens playing vs legends who have 50% and defender, its nothing that can be fixed, it has been done, to change and alter this, would be to vastly effect how the gameplay is. As others may know, I stick to Mine, Railgun and Gauss prots, I do not use others for personal reasons. So even if modules were removed, I know i can play against many turrets i.e Magnum/Thunder/Vulcan/Melees etc. That is my way of compensating, and abusing the common annoying combos i.e railgun LCR/Scout and Gauss EMP, note, I do not use EMP immunity, 50% is enough to face one for me.
  6. Akame

    Crusader: The New Meta?

    I think it's being effected by parameters due to it having different values at diff modifications, operating like a turret itself. Also adrenaline probably scales with it since it buffs turret damage as a flat bonus. Luckily the status effect times are the same regardless of modifications, but yeah, its one item where you wouldn't want to use unless it's maxed to get the most of it. Not ideal at all for mid ranks and below tbh.
  7. Sounds like a good idea, but totally killing off impact force may not be the way, maybe reduce it but not to 0, recoil must exist and balance must be a thing, or maybe the crit shots will give impact?
  8. Considering I have all augments, I only actively use 3 turrets with adrenaline: Isida - Needless to say, one of the best with adrenaline, boosted heals and damage, win win scenario. Vulcan - Since many have heat immunity nowadays, along with the vast majority using Icendiary bands,adrenaline will let you deal extra damage to them whilst if you also have heat immunity, incendiary bands won't do much to you as you to them, every lil damage helps. Thunder - This is a personal preference, I don't plan to use sledgehammer, it's overused, also; average damage without,and with a 15% adren bonus bonus , it can make a slight difference depending on RNG. The main thing I like about these augments is, it gives more thrill to the game, and annoys players a bit more since you deal more damage if they damage you, adrenaline is underrated at times and all the little accumulations make it harder to calculate for most people. I always ensure I only fight them if I can kill them before they make me get much boosted damage. Any turret not mentioned has much better augments for using, but adrenaline is nonetheless a buff to stock, so it isnt always bad as long as you can take a bit of damage. Also the type of hull used will effect how efficient your bonus is, i.e is enemy is weak, ideal to use a light hull so that you can deal the high damage fairly easily, and so on, and its important to have taken damage too, which leads to a risky but fun gameplay.
  9. Like MJ said above, Hopper doesn't EMP, and as for my drone, I used Camper drone: Let's me lay mines every 5 seconds as long as im 100% hp. A good mine for a defender in a large map, can be problematic if you get hit by magnum splash or a smoky from far away, best played with alongside a good isida to ensure maximum utilization of cooldowns.
  10. This one might be the only true one, because, if u open up regular containers, play a few bp's to get some augs you don't have, you could 'increase' the chances to get an aug that may not be in the BP, etc, be eliminating stuff that is. But even then, it's not something you can guarantee. Containers are a gamble. I.e the day crisis was released, I got it within 5 minutes of the restart, not a lot, BUT it took me 1000 ultras to get crusader. It is just a chance.
  11. Akame

    Bugs and Glitches Reports

    I didn't know about that since I always play in max graphics, but it is like ThirdOnion says above, you need to have the dust setting enabled.
  12. Akame

    Bugs and Glitches Reports

    The effect of bullets exiting the turret cage? It's an effect that only happens with Vulcan Ultra I believe. Doesn't happen with stock/prime/xt vulcan.
  13. Akame

    Bugs and Glitches Reports

    To keep this short and simply, the sides of crusader phase into everything and thus as a result cannot pickup supplies. It does however take damage, BUT it should not phase into walls and tanks. Tank and environment interaction: Supply interaction failed: Phantom hitbox not physical: Phased with enviroment: I did notice this a while ago, wasn't as bothered to suggest a fix, but it MUST be fixed, this has positives which are not healthy, i.e phasing into tanks and environments and sliding through gaps easily, also negatives like inability to pick up supplies/boxes but you take damage from that part too. Unsure why this wasn't discovered by many others, I mean upon creation of this hull, it should have been tested, but it's here. Please fix the physical hitbox, and for any new hulls you create, do check interactions before hand.
  14. Akame

    Let's Discuss Hopper!

    I don't have time to read much, but I'll just let you in on something. Adding a delay on the hop+stun won't really change much if they are applied together, a person will use OD just before they get to a flag and get an easy out still. However now, if this was changed to where the stun applied when you land, maybe we will see a different style of gameplay? Maybe, or maybe not?
  15. I mainly like this suggestion, make penetration a static 50% for ALL modifications, this will make it so that higher upgrades vs low upgrades isn't that far apart but a bit more balanced in a sense. This may also make people wonder if they should use augments like large caliber and 'scout' due to that 50% penetration. Mainly because it may bring more players to use this augment: Although like Maf did point out, how hyperspace rounds may get a bit more popular. But last time I checked, not many people actually hit penetrating shots, except for like a clustered area, it is usually 1v1 scenarios in the large 8v8.
  16. For anyone who doesn't understand how hornet OD 'chooses' enemies to AP see the following: Now, if we are all honest, there is nothing wrong with hornet OD, people complain mainly because some use it selfishly and end up with their 'kills stolen' dully quoted from a friend of mine that tried to convince me that Hornet OD is bad right now. Some Hornet OD's may randomly clutch, but many don't know how to use it. Before, Hornet OD used to just apply an 'AP status' to All existing tanks for as long as the user was alive for THEMSELVES. Now, it has become a real team orientated overdrive. People still use hornet OD's selfishly to get a revenge kill, and then complain saying it's bad. You just chose to use it inefficiently, stop complaining. IF, any tweak may be needed, it's to temporarily increase the hornet players damage by a flat bonus of 20% or so at most, but even then, could you imagine a Railgun with the Scout augment just casually 2 tapping you, fun right? Or even, temporarily give it an 'burning mechanism', where shots would ignite targets, but that does sound pretty op since targets may also be AP'd. Let us not forget what was the case before, crazy magnum bombers just 1 shotting enemies constantly, same with XP players, along with other hornet combos too, most often they used defender drones, just solo shredding people. Where is the teamplay in that?? Is that a scout? Or a savage? Now it's more like a real scout, helps the team, and in return you can play chemically together. I'll close this off for now with 1 more statement. WE do NOT need score adding mechanisms in the games, it is already horrendous that players are abusing isida mechanic and dictator in games for score farming. If Hornet is to get score from players killed that were AP'd, then by all means Ares should also get a score for healing allies with it's OD. Please make sure you think about how changes will effect how everything else works.
  17. Akame

    Crusader: The New Meta?

    Well tankers, the maximum damage I calculated here, is no longer an assumed theory, but it is certain in actuality. After Blood, Sweat and Quik Mafs, through pain, confusion and despair, we have reached our destination. To start off, let me begin off with damage counters. we know they are truncated, BUT the decimals in the damage still actually hit the tank, and are not lost, which caused me so much pain due to me having been hit with just above 0.5hp of damage over 3000, leaving me dead. Yesterday I was trying out one of the ways to reach 2999 hp, and this is when I realised that the decimals are not lost: Today, with the help of a friend, we finally achieved the goal of becoming 1hp to give us the maximum damage. Now the road to 2999 damage, was a painful one, but was done with 3 damage counters, with 2 different turrets, the steps taken for this will be shown below. Phase 1, dealing 2784.6115 damage: Phase 2, dealing 69.1540625 damage: Phase 3, dealing 145.5875 damage: Now,I was dealt a total damage of 2999.35306: Which left me at 0.6469375 HP: This maximized my adrenaline damage buff to 38.99% (2dp): Leaving my total damage to become 13828.2351 damage: The final outcome, the goal, the reward: 13828 damage counter conquered. Doing this in MM, will be extremely hard, if anyone does, give me a shout with an image/video.
  18. The highest damage I have done with Crus OD, yes it's done in private, trying to get 1hp is very hard. Hit 13827 damage, pretty sure it should be possible to get 13828 damage.
  19. Akame

    Tips & Etiquettes In Battle

    The other points are bang on track, this one is a bit of a sticky one, to add, anyone that is being healed, should in return tank for the getting healed. But let's not forget, Isida's are not obliged to heal, do not think that you will get healed, play as if there are none around, that way if you do get healed, it may be a bonus in most cases. Especially since I use the Adrenaline augment, I will not heal much, UNLESS I see it fit to. Adrenaline on Isida also buffs healing as well as damage, so it's pretty cool to use. Unless you use support nanobots, you may be better off not healing teammates in scenarios to help damage enemies. And sometimes it may be better for some allies to respawn to get a good rotation in, some supplies could be on cooldown, just waiting inevitable death. As for blocking an ally, sometimes I will personally tank shots to buff my healing slightly whilst I heal and then I will rotate behind and use that adrenaline buffed healing to heal my ally, or if the enemy is close enough, will drain their life force. A fair few common pairs with Isida are Vulcan with defender drone ( usually IB/HI in endgame), which can usually shoot over most isidas which usually have a lower hull, so blocking shots in most cases, isn't always an issue. Another Tip for any Isida player, avoid healing Adrenaline augment players too much, they do more damage the more HP they have lost, which is costly and annoying for them.
  20. Akame

    Ideas for Turrets!

    Wouldn't be able to make one for twins tbh, it's not realistic, although the ricochet one, since AP exists for it, it can be adjusted for a potential freeze/burn effect but would not be original anymore.
  21. Akame

    Adrenaline Augment rework -> Change from flat bonus to a base multiplier

    Adrenaline augment gives a flat bonus rather than a base bonus. Whereas other augments provided a base bonus. Example of a Base bonus: It's respective flat bonus compartment: We will start off with Corrosive mix: Damage without DD against no DA: Damage with DD against no DA: Damage with DD against DA: As you can see, the damages when both have da/dd vs when neither have da/dd are the same, hence making it a base bonus. Now moving onto adrenaline: Without any HP loss whilst not having DD and not facing DA: Damage with 1080 hp lost whilst not having DD and not facing DA: Now with DD: For the worst part, adrenaline with DD against a DA deals less damage than when neither player has supplies: Do ignore the comparisons between the damages of both corrosive and adrenaline, the main comparison here is being how the damage is added. Point to note, currently Adrenaline is essentially a stock augment with a flat damage buff proportional to the HP you have lost. But when you have sustained damage, because it is a flat damage buff, you will deal less damage when using DD against a DA player, than when neither of you would have supplies. I want Adrenaline to become a base damage buff, so that this inconsistency is removed. Albeit if the damage buff ranges have to be changed to slightly lower, I do not want to deal less damage to a person whilst using DD against a DA player when i can get more damage when neither of us have supplies. Many players don't know about this, or at least just haven't bothered to care enough for it. But from the rare few that do know about this inconvenience flat buff, we want it adjusted. Basic theory: The base damage is unchanged by adrenaline, unsure if it's how tanki have worked it in a rush, or if it's the only way they seem to be able to incorporate this feature. It makes no sense to not have it as a base damage multiplier, even if it needs to be adjusted.
  22. Akame

    Crisis Total Speed?

    Let us assume that a max speed for Tank X is 10m/s, we will see that as 100% speed. Now like you said, SB gives 40%, so for Tanki X, the max speed is now 14m/s, total of 140% speed. Crisis max speed gives a 70% boost on TOP of that. So Tank X's top speed is 100%+40%+70%=210%, giving us 21m/s. Now, 210% speed vs 140% speed, it has a 50% higher top speed than a tank with regular SB. And it is more than double speed when comparing without a speed boost. ----- Now let's look at Titan max speed, 6.5, with crisis(max speed) it's 6.5x2.1=13.65, whilst vikings max speed is 9.5, with regular sb, it's 9.5x1.4=13.3. As you see, Titan has a 0.35 higher top speed than viking. Did a quick test with a friend, I had an early start so stopped, but you can clearly see I was able to push out much further. Conclusion, Crisis with maximum speed let's you achieve a 210% max speed. Thanks @unbeatable209 for the quick assistance :)
  23. Akame

    Ice & Flame

    To be frankly honest, the missions are terrible for the playerbase, or atleast most of the ones that don't spend much or have bad container luck. 800 Freeze kills, meanwhile cold immunity in this BP, next bp, and many in the past, everyone gotta use corrosive mix most the time? 800 Firebird kills, heat immunity go brrr, players gotta use incendiary mix more often? Ap immunity on viking is already out, 150 viking OD's to be used, along with 150 Hornet OD's, yeah imagine facing a viking of that caliber. The event will be a grind for those who have time, even if spread across 10 days is it? I don't plan to play for even 15 viking ods, 15 hornet ods, 80 firebird kills and 80 freeze kills per day, especially when many things exist to make it take much longer. The people who play so often won't have an issue but for those players who have to face immunities have such a tough mission which will take god knows how long for them. Not to forget 2 bundles, 1 with viking cold immunity and 1 with hornet heat immunity, I see what's going on here. This is something I will pass up, I shall stick to just doing daily missions. Those who have time and the equipment to play, do so, but don't make it much harder for those who don't have the decent equipment. As for the rewards, 8d prem, not bad, 6 ultras, big pass. Maybe you should do a supermission which will award the BP which maybe players may actually feel like it's worth the grind?
  24. Bought the BP, 19 conts from gold tiers. Opened 15. First 5: 2nd 5: 3rd/final 5: My regular container Pool: Probably the best 15 I have opened, considering I didnt get wasted on a paint which are always useless since I always use:
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