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Me0w_XP

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Everything posted by Me0w_XP

  1. Me0w_XP

    Tesla armour piercing altercation

    I'm glad to have helped!
  2. Unfortunate. Looks like RFM's new reign didn't last long... An interesting change for sure... I gather this is increased burst potential in exchange for decreased longevity? Very nice that MLH is being buffed again! Very well deserved buff.
  3. I already have Golden Star and Shooting Speed Regulator and I have like exactly 1 Tankoin so... no Challenge for me. ?
  4. Me0w_XP

    Scorpion in containers

    Sadly it won't ever be for crystals. ?
  5. If you can't beat em, join em. If everything's gonna have burst damage, at least everything's gonna have burst damage. Lets hope it's just a phase though. Cuz balance is constantly fluid amirite?
  6. Feels like servers are still going through problems, they are just choosing not to announce it.
  7. Me0w_XP

    Scorpion in containers

    Unsure. According to the Wiki, it can be unlocked at Corporal.
  8. Honestly, I think it's fine. Weak damage is so minuscule anyway, and many players agree that Shaft has needed an arcade buff range-wise since the 10 second reload update. Now it should be easier to effectively use arcade shots while scope is reloading!
  9. Maximum damage range is the range at which you will deal the highest damage. Before this update, an non-critical arcade shot from a MAX Shaft would deal 670 damage for 80 meters. Damage would decrease after 80 meters until 120 meters. At 120 meters, it would deal 168 damage, which is 25% of 670, 25% being its weak damage percentage. With this update, a MAX Shaft will now deal maximum damage (670) for 100 meters instead of 80; damage will decrease from 100 to 150 meters instead of 80 to 120; weak damage, which was 25% of 670 before, is now 50% of 670, thus it will deal 335 damage after 150 meters instead of 168 damage after 120 meters.
  10. Me0w_XP

    Tesla armour piercing altercation

    Oppai did answer your question, albeit somewhat indirectly. May I take a shot at explaining more thoroughly? Before the update, there were 2 types of status Teslas: - Endothermic (Freezing), AP, Jammer, and EMP Teslas were "Electroturret" augments because they worked off of the Electroturret template- increased ball speed, range, and warmup time. Status effects were inflicted through high-speed ball lightning, at the cost of ball lightning damage. - Shocking (Stun) and Exothermic (Burning) Teslas followed the Minus Field template- ball lightning worked just like stock except it would ricochet up to 10 times and deal a respective status effect upon hitting an enemy. The aforementioned update changed almost all status Tesla to follow the second template. Ball lightning has stock warmup time, stock speed, and stock damage. It will also bounce up to 10 times. The ability to bounce your ball lightning combined with a slower ball speed now allows for you to set up "status effect minefields" and control a certain area by releasing multiple lightning balls. Not only that, status effects can also be applied via a critical hit, which is a massive buff as you will be able to inflict effects consistently through Dictator or Hornet's Supercharge. On a somewhat related note, according to yesterday's Patch Notes, devs are intentionally giving status augments two ways to inflict effects: Through random critical hits, and through a guaranteed method (e.g., status Hammers can inflict effects through both critical hits and the last shot of a clip, and status Gausses can inflict effects through both critical and salvo hits). Remember how I said almost every status Tesla follows the Minus-Field template? Jammer Tesla now works differently from other status Teslas, as it was changed to follow other turrets' Jammer augment precedent: Every shot will apply Jammer for 3 seconds. According to the DE Wiki, it still follows the Electroturret template, but its main forte is applying Jammer consistently on every chain hit. As TheCongoSpider would say, check out the DE Wiki for the most precise and up-to-date information.
  11. Wow that sounds............. completely useless. Genuinely, why would anyone buy this, even rich P2Wers...? Drones are sometimes too small to see clearly anyway.
  12. ? I hope the implication is that there will be no protection from "Chaos" damage.
  13. An interesting change for sure. Its aiming will resemble Scorpion's more than Striker's now, it seems. Can't wait to try it out. Extremely based, This will help to compensate for the 10 second reload, hopefully.
  14. Ah, sweet! I actually performed this experiment by watching this one battle: https://www.youtube.com/watch?v=X6dA06c9IQg It was a perfect 30% ratio.
  15. From what I'm seeing from mouse control players, is it accurate to conclude that keyboard may be superior for hard camping/quick movements (ie hiding your laser behind a wall then peaking it out in a swift horizontal motion and firing immediately) but generally mouse has the advantage as well as being better for quick-scopes?
  16. Oh yes this too!! Hiding your laser pointer is a very old trick taught in a Pro's Advice section of an old vlog episode, and keyboard is definitely better for doing this trick.
  17. IMO Chaos Damage shouldn't be reduced at all. It was meant to be a "True Damage" that bypassed so many modern ways to block damage. Passing out ways to block it would just make it another type of damage like normal or critical, diluting its original purpose.
  18. I personally prefer keyboard due to the difference in mouse camera speed vs actual turret speed throwing me off. I perform better with keyboard than mouse in general though, so I am biased.
  19. Only Round Destabilization Railgun 30% of the time. Destabilization gives you 3,020 critical damage with a flat critical chance of 30%. Stock Railgun gives you 1,510 critical damage with a critical scheme of 30, 0, 5, 10,... 30, I believe. Hyperspace increases damage by 200% for every tank pierced.
  20. After a couple battles, I concede to this point. It is certainly effective to set up status minefields and still be able to camp defensively with Tesla. Unfortunately, it's not so effective in offensive attacks or quick ball + chain strikes.
  21. Generalissimo achieved!
  22. Again I'm not completely sure how it'd affect gameplay. But it's sad that they keep decreasing the effect. Ah, I missed the part where it applies Jammer on every hit. I stand corrected.
  23. Then like I said, it just helps my reaction time a little bit, just thought process stuff I guess.
  24. Why use this as a springboard for status Teslas? I think the Electroturret augments were perfectly fine before. At least we can get the status effect on critical hits; that is a welcome change. I'm generally unsure about how this will affect former Electroturret augment gameplay.
  25. RIP more burning augments... Dead. This will be fun for those who own the augments, but hell for people who don't... Mixed feelings since I participated in Tanki Fund but I'd hate to face a Pulsar myself. Railgun: I have the longest delay Overdrives, delay increasing by 0.1 sec every week: Are you sure about that Very nice, this was getting irritating.
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