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Everything posted by Me0w_XP
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Literally a copy/paste of Twins EMP. Why can't you make different symbols/names...?
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This is why Heavy Caps is a supportive augment for weakening JGR or finishing off a weakened JGR. Shaft really has no offense-aligned augments now since RFM is dead.
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Heavy Caps takes 11 seconds to reload. JGR Overdrive takes 40 seconds to charge. Mathematically it's possible to shoot 3+ scoped shots before JGR can use his OD. Plus, arcade shots take no energy now so you can use arcade shots while reloading.
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If you had the capability of reversing a single update, which would it be?
Me0w_XP replied to cube3e in Archive
Mhm that's OK too, but honestly the new ODs really did add something new and unique into the game. -
Yeahh you're right. It's just a lot less press-to-win now haha. I'm also kinda sad about fire rail- decreased critical chance and less burning...
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EMP Tesla is 1 second now... I'll have to pick my fights a lot more carefully. ?
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Eats 300 crystals every minute in battle and takes over a million crystals to MU... seems fair to be more powerful than a 245k augment IMO.
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If you had the capability of reversing a single update, which would it be?
Me0w_XP replied to cube3e in Archive
So true actually. ODs were criticized heavily but they really did bring a lot of fun and uniqueness into the game. And the trade-off system you had with alterations as well as balanced prices seem like heaven compared to what we have now. ? -
Perhaps it could function like Adrenaline in that it has a "max boost" at full health which decreases over loss of health and just stops completely after a certain threshold like 50% but that threshold is higher (like 90% or something) at low upgrade levels which encourages you to upgrade the drone as you get higher boosts and higher boost uptime. It let you cancel the cooldown of all inactive supplies when you activated speed boost and shared this effect with nearby allies.
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valid More Options For Healing Teammates Or Helping/Supporting Teammates In Battles
Me0w_XP replied to Jaden_Master_Ultra in Ideas and Suggestions
Not to mention Isida and Shaft are more "high tech" or "mysterious" turrets- that is, Isida uses repair vs attack nanobots (justifying self heal or general heal) and Shaft fires... whatever it fires. Honestly healing Shaft is already a bit of a stretch imo. Giving that effect to artillery, cannons, a radar ability, plasmaguns or a literal flamethrower is.. well, to put in nicer terms, nonsensical. -
If you had the capability of reversing a single update, which would it be?
Me0w_XP replied to cube3e in Archive
I would reverse the update where they turned Hunter's OD + Fire/Freeze into status effects that could be countered with hull augments. In other words, I would reverse the ability to be immune to status effects. This for me is where TO really got bad. -
Burning for Freeze.... and freezing for Firebird.... You know, I actually wouldn't be surprised if the devs pull that. This is literally a cancer ray masterlist for the devs to go off of. (lighthearted, half-joke)
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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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