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Posts
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Everything posted by Me0w_XP
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Lightweight reduces any hull's weight to 1000 units. No way, the forum bot is back... (jk) Firebird's normal damage was increased, but its critical damage was decreased. Though the critical chance was also increased. Only Freeze's normal damage was buffed. Tesla and Hammer, which you also called useless, were untouched. "OP turrets" like Smoky and Railgun were untouched. You might have had reasons for your opinions, but it's likely a coincidence.
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Scorpion Pulsar is sobbing.
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I still stand by the fact that 50% chance, -33% critical damage status Railguns were fine.
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Well... devs are purposely nerfing incendiary augments. In fact, all status Railguns are hard to use right now. With a 30, 0, 5, 10,... 30 scheme, they deal short status effects infrequently. This has been a common complaint amongst Railgun lovers.
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Just... why? Increasing damage even more, huh? More Autocannon buffs, nice. Interesting to see Incendiary parallel other fire augments' 0.4 temperature. Undoing last week's update? Lots of people were asking for this, nice. Interesting. W.
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It used to deal 1800 weak damage. Now it's only 1350, which is only +50%. The augment that has been barely touched is Vacuum Shell.
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Swarm and Javelin/Spear make Wolfpack (even more) obsolete. Uranium makes Explosive Shells obsolete. This is the way devs have been creating premium augments for a long time. For a while, status Ricochets made Destabilized Plasma obsolete. I'm assuming they want Tornado to be heavily salvo spam at the cost of useless arcade shots. If so, they failed greatly. Likely an exploit due to how Tornado launches so many rockets with so much time in between rockets. This gives you time to rotate around and change the rockets' path.
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Javelin: Wolfpack on steroids. Firepower is sacrificed for accuracy. I hear it's best with damage boosting drones- Camper, Crisis, Booster. Tornado: Explosive Warheads on steroids. The increased arcade reload is not even noticeable if you hard camp and salvo spam. Cancer. There's also a trick to use them at short range- search TheDetective999Two on YouTube. Uranium: Explosive Shells on steroids with none of the downsides. Swarm: Still a practical close range Scorpion. Pulsar: ?
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Lucky you for getting an actually good augment out of the minigame, haha.
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Just screwed around with Scorpion Pulsar... I'll be making a video about it, but here's a text review for now: It's extremely lackluster, exactly as I was expecting. Part of me was hoping that we'd get some super-Pulsar with long status effects to make up for the slow firing rate... but no. Just a standard, run-of-the-mill weak status Pulsar with -30% critical chance. As Congo pointed out, the critical chance goes from 30, 0, 5, 10, 15, 20, 25, 30 to 21, 0, 3.5, 7, 10.5, 14, 17.5, 21, the same as Thunder's. However, Scorpion's reload is about twice that of Thunder's. Even during Hornet or Dictator OD, a miss can really cost you because of the long reload. Here are the status durations: The only effects that are still active after reloading are Burning, AP, and Jammer, all of which can be negated by a Repair Kit. The debilitating effects, Stun and EMP, both run out before you can get a next shot in. The best practical use for this augment is disarming someone right before you strike them with rockets (like how devs envisioned status Gausses), but the timing required for that is difficult and you have to have the right distance between you and your target. I've definitely pulled it off before, though; however, there are so many augments that can take out opponents more easily just as effectively, I don't see any real reason to pick Scorpion Pulsar of all augments. Not a good augment, absolutely no reason to pick it if you have literally anything else. Stock might even be better, given Scorpion's stock critical chance and damage are pretty solid. Fellow Blue faction players, I'm sorry we didn't switch out.
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Quite an L augment in my opinion. I'm sorry I didn't switch out of Blue.
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Reminder that the locking reload was supposedly done for status augments in the first place. The note said that it was meant to let status Gausses apply effects on a critical hit and then lock on to deal the finishing blow. Though it was an overall buff for Gauss, the stated intention was to let status Gausses have an actual use again.
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Exactly what I've been trying to say. Helios' projectile speed bonus is in line with stock Ricochet's projectile speed buff. It's a net gain.
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Each tier only needs 50 stars now though, so 1 daily mission = 1 tier exactly. Not sure if it's a gain or a loss, but you can check the math if you want.
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I am having the same problem. Good to know it's not anything I screwed up. I was also experiencing some server lag earlier. Sad to see the game is still unstable right now.
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I almost thought it had reduced critical chance because my luck was so bad when I played the first batte with it. xD It's nothing special, but my second battle was against a bunch of Defender drones. I'm sure I annoyed them a lot.
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It'd be wild if Blue gets the second chest and get both Scorpion augs. xD
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Not exactly. Thunder's critical splash radius is smaller than its overall splash radius. If you look at some videos on Vacuum, you'll see that critical damage is dealt on a direct hit, but most surrounding opponents take regular splash damage. However, direct damage isn't increased with Vacuum anyway, so it ends up being something of a buff to the augment. Stock chance of small increased (critical) damage on direct hits, guaranteed increased damage (regular splash) on outer splash hits.
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Stock Thunder itself was untouched. Hyperspeed will become only good at long range, as intended (1350 weak damage). Vacuum Shell went from 2250 damage to 1980 damage but can deal critical hits regularly like stock on direct hits. Vacuum Shell is still strong, and will deal with protection much better now. Stock Ricochet received a buff in projectile speed. Helios received a net buff in projectile speed. Like Gauss, it will have strong burst damage and slow reload. Old speed: 120 + 100% = 240 m/s. New speed: 200 + 50% = 300 m/s. This is a net increase.
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Why's everything becoming legendary huh, even classic augments like LCR or dead augments like Uranium.
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You get both paints from the bundle.
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True, but a MAX drone adds a hell lot to your GS. At full Mk7 with a low drone, your GS is around 5k-6k. With a drone, you can get to 8k GS. In fact, I've been accused of being a buyer at Colonel rank because I had a MAX Brutus which raised my GS.
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I know how unbalanced the game can be and that stems from a lack of players. Simply put, you can't do anything about crappy MM, but you can improve your playing experience if you actually give yourself the ability to use supplies. True, I disliked the feature at first, but at this point if we can't do anything to change it we might as well do what we can to make use of supplies.
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