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Posts
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Everything posted by Me0w_XP
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Not Ghost chilling in the side and picking stray Devs off with a Shaft while Jumper, Waider, and Bigtanks go in and smoke the defenders LMAO
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A modified Stabilized Rounds Railgun not only computes a stable trajectory, it also accelerates the round before it leaves the barrel. The resulting merciless speed of such rounds easily pierces through enemy armor, but the extra acceleration period increases the barrel warmup time. Additionally, smaller caliber rounds are used so as to not overly prolong the acceleration process. Pros: - Maximum/initial critical chance: 100% Cons: - Shot warmup time: +10% - Critical damage: -20% The premise of this augment is that it can deal guaranteed critical damage which is useful against 50% Falcon modules, but the resulting damage is decreased and the extra barrel warmup time is excruciatingly long. Also, it's practically useless against Armadillo.
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Wait.... Pulsar but less OP?
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Mm yes RK, Mines, Double Armor... I got better stuff from my Daily Mission containers LMAO.
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"Nope, too kind toward F2P players. Next idea!"
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I was playing pretty well in a game until I got stuck after dying and not respawning, got removed for "inactivity" and put in a new battle,.. Oh and I get this error if I try to post with an image, I always have to go back to edit the post to add my screenshots.
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LMFAO I agree with this. Remember in the mid 2010s when you flipped over, you'd get a popup that said "Use your turret recoil to get back on your tracks or self destruct"? Now it just selfs for you if you don't turn off the setting. Devs really out here heavily implying that players can't follow basic instruction + logic. Plus their reasoning for removing the upgrade button. It's so condescending LOL.
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Dragon's Breath is dead, welp...
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That yellow bar be going down slower than it fills up at this rate. xD
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This here. ^ The 50% crit chance was annoying for Eagle users but there was a reason for it. 30% feels a bit low for me and critical shots are so rare that I've switched to Stabilization or Hyperspace which increase normal damage the most. Plus, status rails are dead. The versions that reduced critical damage by 33% but increased chance to 50% were great. I'm also angry about Destabilization- its premise was supposed to increase damage spread. It irritates me that the devs only increased the critical chance for it now, even though the increase in stock damage is lower than the 26% increase you had before. It should increase the chance and the damage, like it was before the 180% normal damage nerf...
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Are the developers being petty by giving us only 14 Ultra Containers?
Me0w_XP replied to Generalissimo in Archive
It used to be 15 I believe, they changed it to be only 14 lately. O_o So I just open them one at a time. At least I'm getting epic items this way. ? -
Probably referring to the no-damage bug for Magnum that others are saying have reappeared... I'm scared to try it out now.
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Can I ask what TTK means?
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Isida stock is actually pretty good.
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Status Rails are dead.. RIP.
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I'd take this one step further and make it possible to apply self critical damage in general. It's currently impossible to deal critical damage to yourself, but god I'd love to see Striker or Gauss players screw themselves over with a close range critical shot that deals double self damage.
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Mhm, my intention with this augment idea is not to create another super powerful status effect augment, I wanted to make something that works logically and is also a garage, non UC augment. ^^
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Based. This episode was a waste of time, just extra funds/XP and bundles.
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If a tank is destroyed in the middle of activation, it will get some OD charge back. However, if it is stunned in the middle of activation, the charge goes to 0. The Stun effect from turret augments should interact with ODs the same way death does; it's unfair to lose all of your charge just because a Stun rail got a lucky critical shot or a Stun Striker focused on you during activation. In such situations, being one-shotted would be better since you at least get some charge back from dying...
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This here; I tried to take on one with EMP Tesla and got smoked anyway.
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Honestly, Pulsar isn't so bad if you have stun immunity and a Repair Kit handy, but Helios...
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It's essentially a mutated RFM at this point, decreasing the recovery rate would be a good move, especially since that's how the devs dealt with RFM after they made Shaft's reload 3 seconds in 2021. Honestly I'm surprised the devs keep RFM dead right now; making its reload faster would fit their template of burst damage PERFECTLY as it already did when it dominated before the 10 second update.
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I absolutely LOVE the fact that it's GUARANTEED damage. Nothing can block it. Finally, choosing to upgrade Hunter is worth it.
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Honestly, most of them except for RFM are practical- Heavy Caps: Camping and supportive/defensive - this augment took a bit of a hit with the 9 second reload Shaft and a lot of people use Eagle modules nowadays so a lot of your damage is cut in half and you have such a long reload, so it's best to save this for battles where less people have 50% Shaft protection in my opinion. Light Caps: Better suited for aggressive play; quickly scope in wherever you need to, fire, and use arcade shots to defend yourself as you reload. Short-Band: My favorite augment to use right now- it's not that great in one-on-one close combat due to the reload time but it's great for support/defense especially when your sniper shot is reloading. The critical damage you can do with arcade shots with this is a beast- it's possible to safely one-shot an unprotected light hull. The raised minimum sniping damage you get this augment is great too- helps in situations where you don't have enough time to zoom in because you're under pressure or the target is starting to move away. Adrenaline: Adrenaline is a rather safe pick, and might actually be pretty good for camping if you stay hidden at low HP. I haven't used this one yet but I got it recently so I'm planning on trying it out. Just, for the time being, stay away from Rapid Fire Mode- it's not worth it. Not to mention you can't really use arcade shots to defend yourself while your sniped shot is reloading since it takes around 3-4 seconds to get enough energy to use an arcade shot.
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