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Everything posted by Me0w_XP
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Losing ONE hp will render the drone useless. In other words, a single Vulcan bullet can remove your boosts. Even though Camper's boost is higher, Booster's is consistent whereas with Camper you really have to camp to prevent taking damage. This is why the drone is so unpopular. On a somewhat related note (if anyone happens to be curious) if you want a drone that resembles the old Camper, take Assault and camp. Assault 20/20 reduces cooldown by 15 seconds per kill, so getting one kill per supply period makes your supply cooldown 5 seconds. Just a fun fact and also why I love Assault so much. ^^
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Possibly "original poster"?
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Oh! Camper drone also reduced Repair cooldown by 5 seconds per supply use. Let me just try this out real quick. Edit: Camper does not eliminate the 3 second cooldown.
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In Parkour mode, there are no supply cooldowns. No smart supplies, no 20 second cooldown. This goes for any supply, including mines as well, which is how people make mine art.
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New Sledgehammer seems pretty good, kinda defeats the initial purpose of the augment though (decreased reload time). Railgun changes... well, I'd been playing with LCR and Incendiary rail for a while so I'm kinda used to a long warmup time anyway. Hope it doesn't go too far though. Pretty excited when I saw Shaft in the patch notes- nice buff to critical damage. Looks like Short-Band might be easier to use now that the scope is better for quick-scoping.
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RK also removes status effects. AP and Jammer got the worse end of the stick; EMP and Stun prevent supply activation but clearing AP/Jammer with a RK can let you win the fight.
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RIP AP, killed by the new repair kit. ?
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Disclaimer: You are a WO3 and I am a Field Marshal, your battles may be different from mine. But Tanki ranks you up so fast now anyway, might as well prepare for high rank metas. Most meta: Striker, Vulcan, Tesla I find that I need to have Striker + Vulcan modules equipped every battle. That should tell you how annoying these turrets get. Tesla is becoming less meta, I find that I need protection against it less and less but it is still pretty potent. The reason I list it here despite not encountering too many is because I use Tesla sometimes, and going against someone with 50 prot on Tesla is annoying as all get out. Definitely invest in Striker/Vulcan protection though. Not top meta but still common: Shaft, Railgun (less effective due to high crit rate), Freeze, Gauss 50 prot on Shaft is extremely annoying to a sniper and it is highly effective, even if Heavy Caps is used by the opponent. Railgun's crit rate was nerfed to 30% in the latest update, so while it's still high, getting some protection on it is still pretty viable. Freeze is less meta than it was at its high, but is still relatively common. Many Gauss players use AP/EMP augments. Common: Smoky (often use EMP augment), Rico (since the recent buff, many use it w/ Plasma-Torch), Magnum (rare but extremely annoying, good protection greatly lessens its potency, which is why I place it in common not Barely Encountered..), Twins (the most annoying users prolly use EMP Twins but it's still useful) Barely encountered: Isida, Firebird, Hammer Speaks for itself. This is also why equipping these 3 turrets is also pretty useful as there are less protections against it in my experience. Isida in particular is handy, even if enemies have protection against you you can still heal. Dead: Thunder lmao (so underpowered that literally no one uses it, and when they do, it's either low damage or long reload. I find that when facing the rare Thunder nowadays, I'm not even particularly afraid of losing. Even if it wins, Thunder is so lackluster nowadays I don't even bother to worry about it) Conclusion: The most effective turrets in my experience are Railgun (high crit rate ignores Eagle), Shaft (ONLY IN A BATTLE WITH LITTLE TO NO PROTECTIONS AGAINST IT) Tesla (best with a legendary augment, switch out if too many protections), Magnum (great for camping, protection is rare), and Isida (protection is rare, healing gathers points as well).
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Hahaaaaaa yea... my best hull is Hunter, nowadays I either take a status augment (I have 2) or camp with Shaft. I do want to upgrade my Viking though, since I have like... 2-3 immunities on it from Challenges + lucky containers.
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This shouldn't be an issue, as Saboteur's cooldown was reduced to 30 seconds, same as the mine supply. The only time you might encounter this is if you die while the drone is in cooldown.
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This got nerfed in the recent update which reduced it to 30% for stock. Destabilization no longer increases damage but rather increases the chance to 50%. (Which I'm sad about, because even though overall damage for Railgun was raised, this augment's whole point was to randomly do damage far better than stock, it's kinda pointless now.) Status augments also get a 50% chance, at the cost of critical damage reduced by 33%.
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Devs be like: That's too weak!!1!!! Unbalanced!1!1!!!!!!
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Shoot, that's what I meant. Thanks for the catch haha, I wrote this at 6 in the morning.
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Oh, I like how this is looking. Even though the critical chance is reduced, the buff in damage seems pretty good so far. Even though I'm an avid Railgun fan, I will admit this will make it more fair for Eagle module users, haha. Holy heck, RAT has no disadvantage? Well, that's a good go-to if you got it from a container and have no other augments, that's actually the way I got the augment. Nice buff to Stabilization, I was actually thinking about increased normal damage + decreased critical damage for a while, never got to suggesting it though, so I guess the devs read my mind? :3c Either way, a good buff considering overall damage was increased. Good to see LCR getting some love too, it might become the new Destabilization? Speaking of which, I don't like what they did to Destabilization; its whole point was a decreased minimal damage for a high maximum damage, but I've yet to see how that might play out. Scout is back Scout is back! 50% off reload, nice. Death Herald got a bit of a nerf, now it has the increased warmup time as well as the increased reload? RIP. Hyperspace's damage potential got a monster buff, unsure about how the 20% and impact force will affect that, but this might encourage staying behind your teammates and shooting through them more, kind of like Healing Emitters for Shaft. Status augments still have a 50% chance, which is balanced out with a reduced critical damage.. hmm, I'm not sure how this will go actually. But it's cool that AP Railgun seems to be on par with the other status Rails! Nice reduction in the mission requirements. Overall a seemingly player friendly update for both Railgun and Eagle module lovers hehe, I can't wait to check it out in action! By the way, Helios is looking pretty cool too, I hope some YouTuber gets it soon so we can all see how it plays.
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Opening the missions page immediately after leaving a battle causes it to load forever until you refresh the game/page.
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Assault's ability to reduce supply cooldowns with each kill makes it perfect for camping. It's pretty much a better version of the old Camper drone if you're able to get kills constantly from one spot. Since mine isn't a high MU, I can't push offensively too much the way I can with my 20/20 Brutus and I find that I often die before my first set of supplies run out in the first place, so I'm using it as a replacement for old Camper. :3c
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Heck yes, the great new negative status effect from the devs: HEALING. xD
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The epitome of "Did I ask?". (Half joke.)
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The addition of the AP effect greatly crippled Hornet's destructive power. It's especially difficult to play when one can avoid the AP effect by hiding behind a small wall. How about having Hornet's AP work the same way Hunter's Jammer does? Limited 60 meter radius, but no obstacles can block it?
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Me0w_XP presents: Taking down a Crisis player!
Me0w_XP replied to Me0w_XP in Me0w_XP presents: Taking down a Crisis player! Writers' Corner
Crisis is a pretty funny drone. And by funny, I mean annoying as all get out. I hope to make it easier to defeat a Crisis user next time you see one. Note: Crisis has become less "OP" after a year of being in the game. However, it is still broken against lower GS players. This guide may help you overcome a 9999 GS player if you don't have such a GS. First, let's take a look at how your advantages stack up against those of a Crisis user: Your advantages: - Ability to use all 3 supplies at once Crisis advantages: - Ability to use max armor, max damage, or max speed whenever - Never left with no supplies active What is your biggest advantage against a Crisis user? In my opinion, Crisis' Achilles heel is clearly its inability to use armor in 2/3 modes. This is what you exploit to kill a higher GS Crisis user. Don't approach directly. This is a surefire way to get smoked in combat. At best, the player isn't so experience with Crisis and switches to max armor to outlast you in one-on-one combat. At worst, the player is skilled with the drone and switches between armor and damage, throwing you around over and over. Instead, approach from the side or behind, staying out of their field of vision. This is the best way to ensure your survival against them, as they are less likely to see and attack you. Take a weapon with high burst damage. Like Duplet or Rapid Fire Mode. I recommend the latter, since the former requires getting a bit closer. Wait patiently. What makes Crisis deadly is its extreme flexibility, but again, this flexibility comes with a price: the inability to use all 3 supplies at once. A max speed Crisis is near impossible to catch up to, and a max damage Crisis is terrifying to face, but it's important to note that in these two modes, the Crisis user is as vulnerable to taking damage as a tank with no supplies at all. The speed and damage allows them to either run away or outgun you to deal with this, but it can still be exploited. The rest should go without saying. The moment the player switches to damage or speed (preferably damage because they move slower = easier to hit), that is when you strike. For RFM, let loose your 3 arcade shots with boosted damage. I can take out a 9999 GS user with Brutus + Mk5 Shaft + RFM this way. This is why you need high burst damage- you want to finish them before they have time to switch to armor mode and/or heal. Though RFM has low base damage and is thus highly ineffectual against other druggers, it is deadly against someone without armor. Perfect for our situation. Conclusion: Crisis' flexibility is its main advantage, but also its greatest vulnerability. Read your enemy's movements and switches in order to exploit the moment they have no armor to show them who's really the boss in the battle. -
Rapid Fire Mode, otherwise known as RFM, is definitely one of the more interesting augments in the game. It sports an impressive burst damage but at the cost of a long reload after 3 shots are used up. Like another user once said, this long reload is meant to follow a 3300 damage sniped shot, not 3 weaker arcade shots. Thus, I present this tweak to the parameters of Rapid Fire Mode to make it more effective at what it's meant to do- compete with melee turrets: Key ☑: Remains the same ⬆: Advantage (Buff) ⬇: Disadvantage (Nerf) Damage ☑ Arcade reload ☑ Energy used per arcade shot ☑ Those are the basic parameters of RFM currently. The problem lies in the fact that you're imposed with a 10 second reload after 3 arcade shots, which deals less damage than a full scope shot. Same reload, less damage. Draws away from the point of the augment. So, here's what I suggest adding: Turret recharge rate increase ⬆ (Perhaps something like Light Capacitors- increase by 15%, or even more. This would be balanced out by the next change:) Damage in sniping mode decrease ⬇ (To balance the increase in recharge rate, decrease sniping damage as much as recharge rate is increased, maybe more.) I believe a sniping damage decrease would balance out a faster reload after 3 arcade shots- a pretty reasonable trade-off for letting this augment shine more in close-range combat. It's OK to take away from sniping damage if it's to buff arcade parameters- eye for an eye. In this way, the advantage-to-disadvantage ratio would be pretty much the same, taking from long range advantage to give to close range advantage, which is what this augment is supposed to do anyway.
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With drones like Booster, Defender, Camper, Trickster that can add supply boosts that have their own icon below your health bar, I feel like the indicator for the time left on your OD should be moved back to the charge indicator, the way it was in the Flash version. This way it's bigger and easier to see, and it's not taking up space nor will attention from it be drawn away by other similar-sized indicators all in the same place. This will be much clearer to read and better for the player during the heat of the battle when they need a quick glance to see how much OD they have left.
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Crusader's OD visual glitch. I'm unsure of how to replicate it, but it's happened multiple times: the icicle will fly off but it will appear to be attached to the tank still, and not go away, even after the tank dies. Here's a screenshot of a player with Crusader with the icicle permanently stuck to the front of the tank.
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I guess, but if someone has ONE max GS combo but wants to start playing with a new combo that they're slowly upgrading, wouldn't they get smoked by other max GS players? But then again, that's what happens now if you have low GS at high ranks. I suppose your suggestion is valid. Thoughts on putting it in the Suggestions forum?
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