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Everything posted by Fenrir
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DE wiki. Same crit scheme as the Strict Ammunition Load it seems, three ricochets (5 degrees as the minimum angle) and the same splash as Explosive Shells.
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It's... interesting, and lasts a long time - so it might go well, assuming the game is actually up for most of the fund kek.
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Yeaaah... sigh. Token of apology with lollipops when?
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Cough Yeah, good luck indeed.
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Respectable missions and a surprisingly even (quality-wise) exotic reward pool. A good event.
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Not so. One can reliably dodge the rockets by hiding behind the barriers (note that they are not even in terms of size) at the top level of the... bleachers..? Anyway, this works both for the jug and any normal tank, just gotta hug that wall. Not sure if it's the elevation tricking the aiming system or just the distance entering the ballpark that Scorpion doesn't like - but whatever, it works. Of course, I believe that if the Scorpion locks onto you and fires from the middle of the map, it will hit you even there - but Stadium encourages camping so much that allowing a tank, especially one with a long-ranged turret to leave shelter and do its thing uninterrupted in the middle of the map is almost unheard of.
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Not enough cover, you say? A specific example then, please, as I do not recall any map where you cannot hide - of course, doing so can be harder on some and a detriment to the one playing the jug overall, but that's what a player uses their opportunity cost for when picking Scorpion as their turret; for JGR, while it shouldn't be deadly directly, it is oppressive - as it will become deadly the moment you start to ignore it. That said, I can see why this would make JGR as a mode less fun to those whom enjoy it; I for one have always disliked it, so cannot say much there. Can't see why exactly Vulcan would see such drastic gains from a hovering hull specifically, though that might be because I personally am used to keyboard controls through and through. If it works for you - great, but in my case Vulcan is not weakened by a tracked hull; rather, it allows more precision with Rubberized Rounds which are viable again thanks to a fairly recent projectile speed buff for the turret. As for Camper - really, it works with a lot of things, except for close-ranged turrets for obvious reasons (or well, it will work, but you won't get anywhere near as much out of it); it can even work with Tesla if there are no enemy Teslas present, but that's very situational; think about it. The only price to pay is one battery per minute, meanwhile you get a huge damage spike when at full HP, one-shot protection and a reduction to your RK cooldown. I think it's a good deal not just for actual campers, but also any tanker that is willing to expend a battery but not extra supplies. I did not mean to say that Cyclone and Scorpion are mechanically similar - rather, I meant that it takes a similar level of carelessness and/or bad luck to be hit by either. Hmm. Scorpion does indeed make JGR as a mode worse, but I think it is more so because it adds yet another way to besiege the target rather than its attacking capabilities themselves. Whether you like it or not, you must admit that Scorpion is, mechanically - quite unique indeed - and it follows that it would open up another way to deliver damage inaccessible to other turrets (tbf Magnum works on a similar but not identical principle, though).
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While our reasoning is vastly different, I too am not a fan of the jack-o-lantern drones - they obscure the exact types of drones, and make hunting for Miners all the more nauseating.
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This translates into "Most players are stupid and so Scorpion is OP against them" lmao, oh humanity. Honestly though, a supercharged Vulcan can trash a juggernaut in mere seconds (less than 2 with the Camper drone), meanwhile Helios and especially Vacuum/Hyperspeed Shells can kill it single-handedly on their own, and hiding won't work against them like it will against Scorpion's rockets. While Scorp has great range, if your goal is to survive (in JGR, it is) then letting that slow salvo get you is on a similar level to letting a Cyclone Striker nab you (which with Supercharge and Camper/Crisis will also delete you, but then why not just use Vulcan with Defender?). Juggernaut as a tank is simply too weak to handle the lethal mechanics added after its release, and that's all there is to it. Clearly, reducing the potential TTK dramatically is the devs' goal. I'd argue that Scorpion is the strongest in capture modes, as players are forced to expose themselves to get the flag/ball - and that leaves countless windows of opportunity for Scorp. Personally, when I use Scorpion and get thrown into JGR, I usually don't bother going for the jug with the salvo as it's just a waste of my rockets. It is much better to try to hit the healers/defenders or, conversely - to defend my own jug (Hornet and Viking did not go anywhere, they're still deadly). Foolish jugs whom give you the chance to maul them with the rockets are relatively uncommon in my experience, and even when they do appear - they get trashed before my rockets could even reach them. Oh, one more thing - if you wish to counter Scorpion, just take Gauss. Works wonders, I saved a bunch of battle results where the peek-a-boo tactic mixed with baiting rockets was the very best strat.
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Exactly. Except Paladin's OD takes time to charge. This would not.
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Really now? Reduced RK cooldown and polarization for 5s? The game is not what it's used to be. The debuffs are an integral part of the game. They are what enables weaker players to do anything to those whom either splashed some cash or been around for a long time. Plus, imo at least - they make things more interesting. Battles would be quite dull if it was still just damage through and through (the cash-grabby method of their related augments' release and distribution aside). With a weaker tank, this drone indeed wouldn't help much - but for a well-invested tank, 5s of Polarization is enough to snatch the flag/ball and escape any defender that was hoping to stun/EMP/AP/Freeze/Jam/Burn you = weaken you. If suddenly you become immune to all that, do you think that's fair to your opponents relying on various debuffs? You may say yes as you seem to dislike them, but consider that if debuffs are killed off, and this would effectively kill them off - they will intensify milking stuff like Helios, Hyperspeed Shells and so on instead. Debuffs are used to counter those, as well. I am sure you're aware how overpowered burst damage and bloated multipliers are.
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That essentially makes hull augments obsolete and would absolutely kill capture modes.
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Gasp
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It seems to count mission stars. So there is that.
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The rank-up mission is pure filth.
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Is it now? 10s freeze instead of 5s, original range with the buff was 75 meters, now with the recent turret buff and the augment's effect on the range removed, it is 60m. A minor range reduction in exchange for a longer debuff that is also more effective the more of it is applied (the lower the temperature, the stronger the slowdown effect). So, is this a net nerf? I wouldn't say so. And yeah, I think that Magnetron was already at 1s too, so all this really changes is the same minor range reduction along with the removal of crit damage penalty.
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Will you (and if so, when?) add shot effects for the turrets missing them (Tesla, Scorpion, Thunder, Smoky)? Surely it wouldn't be too difficult to add colorful hues to the explosions/zaps/rockets, just like the other turrets have them - would it?
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@cybernite If they attach AP/EMP to the artillery rockets, then no matter what template is used, it will be very toxic as it shall be instant death to anyone not immune to the debuff you're using. I should hope it will be explosive shells with a lengthy debuff on crits instead, and nothing with the rockets. And I say this as a Scorpion user (well, I use almost all turrets, but I enjoy long-ranged ones the most).
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That's obviously not for a single player, rather it's the pool of all prizes they are going to give out for this tournament.
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Not really a bug, but you may want to update the descriptions as well as icons of the three Tesla augments that were changed in a major way a while ago (Superconducting Discharge, Armor-Piercing Discharge, Endothermic Lightning,) - it is currently bound to confuse any player whom thinks they are getting a fast ball augment yet it turns out to be slow and bouncy - the critical hit status application currently isn't mentioned, either. Jamming Discharge as well as the Exothermic Lightning need a new bio as well.
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Hehe, hoping BOSS will continue to pay up for bragging rights, are we.
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Post your best tricks and tips for any sort of equipment in the game!
Fenrir replied to qwds in Archive
It's hilarious, really. The spawn protection lasts so long that even if they were at full HP, you should win. -
Post your best tricks and tips for any sort of equipment in the game!
Fenrir replied to qwds in Archive
When using turrets with rebounding projectiles (aside from Ricochet of course - Hammer, Smoky, Vulcan, Scorpion) - do not ignore this feature; while the ricochet angle is not sufficient to hit enemies from behind cover in most cases, you can use this to hit particular targets obscured by your allies or other enemy tanks. Try to pay attention to it, slowly incorporate it into your playstyle and you just might find yourself pleasantly surprised by how much frustration on the account of inconsiderate teammates you'll be spared - plus, most players do not expect to see this in use, so you might even catch some people off guard. A false sense of security can be especially detrimental to a Crisis user. Not that I'm implying anything, goodness no. -
Yes, it's easier to use it with Scorpion indeed. The "difficulty" is shifted to aiming, which is comparatively less effective at large distances; Ironically, despite being considered a mobile sniper, Gauss is the most potent at large distances as far as precision relative to how long it takes to release a shot go. Gauss can outspeed any long range turret this way as well, save for Scorpion or an already prepared Shaft sneakily waiting for you to peek (though even then, they have less than a second to react and adjust their aim). Magnum has the strongest impact force iirc (unless something changed) but it's difficult to make use of this ability most of the time unless you are in the vertical barrel movement mode.
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That is simply not true. With such a pass, one wouldn't need to be wary of the supply consumption at all and thus be able to afford to use Crisis' quickswap feature at all times. Plus, it would go against the very thing that is supposed to make Crisis as well as its XT counterpart "exclusive" - not just anyone can afford to use it. This pass would nullify the golden floating turtle's biggest drawback and thus, eventually, make it lose its intended "prestige".
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