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Me0w_XP

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Everything posted by Me0w_XP

  1. Devs be like: That's too weak!!1!!! Unbalanced!1!1!!!!!!
  2. Shoot, that's what I meant. Thanks for the catch haha, I wrote this at 6 in the morning.
  3. 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.
  4. Me0w_XP

    Bugs and Glitches Reports

    Opening the missions page immediately after leaving a battle causes it to load forever until you refresh the game/page.
  5. Me0w_XP

    Let's Discuss Drones!

    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
  6. Heck yes, the great new negative status effect from the devs: HEALING. xD
  7. The epitome of "Did I ask?". (Half joke.)
  8. 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?
  9. Me0w_XP

    Me0w_XP presents: Taking down a Crisis player!

    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.
  10. 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.
  11. 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.
  12. Me0w_XP

    Bugs and Glitches Reports

    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.
  13. 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?
  14. I thought about suggesting this. The problem is, this can EASILY be abused by people who don't have a max garage: they can join a low GS battle intentionally with bad gear and then (during the delay after this update) change to 9999 GS and smoke the poor low - mid rank players.
  15. Something like that. Because if a small damage boost warrants disabling the status, why doesn't something stronger like Jammer (kills Drones) or AP (kills armor entirely) do that too? It seems to increase the difference between Garage and Ultra augments even more.
  16. A simple idea for the new Freeze/Fire augments that deal status effects like AP or Jammer. Thoughts on disabling freezing/burning entirely? If corrosive mix and incendiary mix disable the effect entirely just for the sake of a 10-20% boost, why not do the same for something stronger like AP or Jammer which can take out drones?
  17. I see. I was just shocked (no pun intended) at the sudden decrease in effectiveness of the augment. Your explanation does make sense though, so thank you for that. I definitely see what you mean here, but their move doesn't make too much sense to me, as normal damage is heavily decreased by 50 prot at higher ranks. I really hope you're right in that they'll make a change later. This nerf seemed way too absurd to be permanent. But then again, I've seen stranger "balance" changes be kept for a while.
  18. Me0w_XP

    Augment balance: Compact Fuel Tanks vs Shock Freeze

    I would like to bring to the developers' attention a very unfair situation: Recently, Shock Freeze was nerfed significantly, decreasing the minimum temperature limit, removing critical damage, and removing the lowered fuel consumption. First of all, it's nearly impossible to kill anyone with proper protection plus armor. With the damage already increased, why remove critical damage? And why remove the decreased fuel consumption? The latter was meant to make up for the lower damage, and make it possible to finish your opponent off. Fuel and critical damage aside, it's clear that Shock Freeze is inherently weaker than its fiery counterpart, Compact Fuel Tanks. Check it out: COMPACT FUEL TANKS Advantages Maximum temperature limit: 100% Heating rate: 100% Disadvantages Reload: +100% (2 seconds) Compact Fuel tanks has an increased temperature limit as well as an increased heating rate, along with untouched critical damage. Compare this to: SHOCK FREEZE Advantages Freezing rate: 100% Disadvantages Regular Damage: -15% Critical hit removed Decreased damage, no critical damage, and only an increase in temperature rate and not limit? This kills half the point of this alteration at all. I cannot stress how puny Shock Freeze is now, compared to other turrets, its own past self, and its twin augment Compact Fuel Tanks. Looking at the augments for Fire vs Freeze, it's pretty clear that they're like mirrors of each other, with only a few small discrepancies between them. High Pressure Pump / High Pressure Pump Incendiary Mix / Corrosive Mix Compact Fuel Tanks / Shock Freeze If this is the case, why has Shock Freeze been thrown under the bus so badly? I completely fail to comprehend what was going through the developers' minds as they threw nerf after nerf at Shock Freeze, reducing it to a pathetic boost to freezing rate but virtually nothing else to show for it. I beg for the developers to restore some power to Shock Freeze. At the very least, return critical damage. At the very least, make the stats somewhat equal to Compact Fuel Tanks. Every other Fire user I see lately has compact fuel tanks, which deals insane damage through the long and deadly burning period. In contrast, Shock Freeze just... freezes you faster. It doesn't even freeze you more, nor does it even effectively finish opponents off. I hope that even if you're just someone scrolling through the forum, you still see this, because I can warn you against buying Shock Freeze. For the love of God, do not do it. It is arguably the worst garage augment in terms of killing ability. If you want an augment that enhances melee status effects, please go for Compact Fuel Tanks. At least that one deals proper damage.
  19. This is absolutely true. I have a Mk3 Striker with the Hunter augment equipped at Brigadier and I deal considerable damage with it, especially with critical damage. Imagine if I had an upgraded one.
  20. Me0w_XP

    Weird Siege Pattern in Desert?

    I've started to notice a consistent pattern when playing Siege on the Desert map. My team will capture the first point, then after that, the game will load another point, and then that point is repeated throughout the match and the other team wins by a landslide. For example, if we got the first point C, then after that, B loads over and over and the enemy captures it every time. It's really weird and literally every time my team scores the first point in that map, this pattern happens.
  21. Me0w_XP

    Let's Discuss Augments

    Thank you for narrowing down the selection for me! I will choose between Destabilization and Death Herald. I feel that Destabilization is more my style of brute, one-shot power, but Death Herald paired with AP + Supercharge seems super satisfying as well. Though, the opportunity to use Hornet's OD in a good position to make the most of the 7-second period is rare, considering since you must be in an open area and in close enough range to apply the AP. I believe Destabilization may be the best choice for me, then, out of these two. Thank you for helping me think!! :3
  22. Me0w_XP

    Let's Discuss Augments

    Help with choosing a Railgun augment? I'm slowly but surely saving up crystals to buy a Railgun augment. Currently I'm in possession of Stabilization, RAT, and LCR. This leaves Hyperspace, Scout, Death Herald, and Destabilization. I've had my eyes on Destabilization for a while, but both that and Scout have been heavily nerfed recently. Hyperspace is sort of a no-go for me since it's not my playing style; I prefer efficient rounds that finish enemies off but I wouldn't mind the quick firing rate that Scout gives. Death Herald seems to be the only augment that doesn't really have a downside here, only an increased shot warmup. Between Destabilization and Death Herald, and maybe Scout, which one should I buy? I'm only partially considering Scout because it's been nerfed pretty badly; I tried it out on test servers once.
  23. Me0w_XP

    Let's Discuss Augments

    Opinion: Round Stabilization is the worst Railgun Alteration/Augment Why do I think so? Well, there are 2 augments that disable Railgun crits: Hyperspace & Stabilization. Hyperspace Rounds increase damage for each penetrated enemy, and raises standard damage by 45%. Stabilization only raises that by 33%, and only guarantees 100% penetration. 100% penetration isn't gonna do much against someone with double armor and 50 prot against Rail, especially since it's standard damage. Honestly, even Reinforced Aiming Transmission is better, since you get that better spinny spin + still get critical damage which ignores turret protection.
  24. I completely agree with the point on Shock Freeze. Shock Freeze already reduced damage, so its advantage was the incredible freezing rate, with lower fuel consumption being a bonus. With this new update however, it has been nerfed so hard that it's painful to try and kill anyone with any sort of protection, and the freezing rate feels a lot more like stock Freeze instead of the kind of feel and power you'd expect from an alteration called Shock Freeze. Really hope the devs rethink this.
  25. Me0w_XP

    Coinboxes this weekend!

    haha yeah. Despite what they say, they are still eating up our money because you can buy Tankoins with real money so there are still buyers.
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