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Which playing style do you prefer when playing with Freeze?  

14 members have voted

  1. 1. Which playing style do you prefer when playing with Freeze?

    • Attack
      13
    • Defence
      2
    • Support
      1
    • Parkour
      0
  2. 2. Which Freeze augments do you prefer?

    • Standard
      2
    • High-pressure pump
      2
    • Corrosive mix
      0
    • Shock Freeze
      3
    • Toxic Mix
      2
    • Jamming Mix
      6
    • Magnetic Mix
      3
    • Adrenaline
      5
  3. 3. Which skin for Freeze do you prefer?

    • Standard
      6
    • XT
      9
    • SE
      0


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7 minutes ago, ghost-guns said:

Is anyone using corrosive mix? It isn't as strong as I thought it would be.

See Patch Update #671

Quote

Updated the «Freezing» status effect

  • In addition to slowing down enemy tanks, it now also disables Boosted Damage effects for the entire duration of the status effect.

This might be why it isn't as strong as you thought it would be

Edited by SporkZilla

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I don't know how many of you have noticed this but with Freeze being the most favoured turret by tanki in the game this issue wouldn't be unexpected. 

So... basically on Over 30+ Occasions I have been dealing with Freeze users and people who use the Cryo Rounds augment.

My best example being I hit a Gauss Critical on a Freeze Hornet with no Boosted Armour and protections and according to statistical values I am supposed to deal 2680 damage and 1 shot the tank but no 1340 damage and I get killed.

I mean just because my hull gets frozen doesn't mean my damage should be halved. As I read about all cryo augments and the description of freeze it only mentions that there is slowdown in the enemy's movement speed and fire rate. Then why does this happen. What is the point of me clicking Double Damage to see my Damage inflicted being halved.

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The Freezing status was given the ability to disable damage enhancements for its duration on December 3rd, 2021. It is not a bug. 

 

Keep an eye out for future Patch Notes to keep up with the latest changes. 

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3 minutes ago, TheCongoSpider said:

The Freezing status was given the ability to disable damage enhancements for its duration on December 3rd, 2021. It is not a bug. 

 

Keep an eye out for future Patch Notes to keep up with the latest changes. 

Flat damage enhancements boosted damage, booster boost, crisis boost, camper boost, and adrenaline boost, but not Viking because it gets special treatment 

Edited by Abellia
bruh

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Guys i wanted to make a topic in question and answer section but i can't open it as it loads infinitly since the beggining of the event. I can't only open topics indirectly with notifications so i'll write it here.

Is jamming mix has a nerfed freezing rate? I mean i saw on wiki that it has no downside but as an heavy freeze user i can greatly feel that the freezing rate is reduce just like ap emp stun freeze, is it true?

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11 hours ago, numericable said:

Guys i wanted to make a topic in question and answer section but i can't open it as it loads infinitly since the beggining of the event. I can't only open topics indirectly with notifications so i'll write it here.

Is jamming mix has a nerfed freezing rate? I mean i saw on wiki that it has no downside but as an heavy freeze user i can greatly feel that the freezing rate is reduce just like ap emp stun freeze, is it true?

Post Moved

No worries, you can always talk about turrets and their augments in the basic discussion topic if you don't think it doesn't fit anywhere ^^

And as for your question, it does feel like the freezing rate is reduced, it's only mildly and if the enemy has freeze prot than that's even bad, I believe probably because it applies Jammer as well.

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23 hours ago, LambSauce said:

YES! This is it!

I noticed the exact same thing. After placing this augment in the battle pass the devs may have silently decreased the freezing rate (if it wasn’t already weaker).

 

On 5/10/2022 at 12:36 PM, krokorok said:

Seems the Wiki aint accurate, e.g., the Jamming Freeze is mentioned to not have any disadvantages, but I could swear the freezing effect is severely reduced just like with AP Freeze

 

On 5/10/2022 at 1:35 PM, numericable said:

Guys i wanted to make a topic in question and answer section but i can't open it as it loads infinitly since the beggining of the event. I can't only open topics indirectly with notifications so i'll write it here.

Is jamming mix has a nerfed freezing rate? I mean i saw on wiki that it has no downside but as an heavy freeze user i can greatly feel that the freezing rate is reduce just like ap emp stun freeze, is it true?

It appears that both Jamming Mix and Magnetic Mix have -50% freezing rate penalties. Magnetic Mix was muddy since it was behind much more of a paywall than Jamming Mix, but Jamming Mix definitely got altered somewhere along the line between December and now. Similar to Blunderbuss having a normal damage coefficient with Viking's Overdrive only for it to be significantly reduced coincidentally when it became available in a BP.

 

A video of Jamming Mix shortly after it came into the game. Back then, the freezing rate for a maxed Stock Freeze was 0.6/sec instead of the 0.5/sec it is now. 

 

 

 

Here is one posted a few days ago. 

 

 

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On 5/11/2022 at 2:42 PM, TheCongoSpider said:

 

 

It appears that both Jamming Mix and Magnetic Mix have -50% freezing rate penalties. Magnetic Mix was muddy since it was behind much more of a paywall than Jamming Mix, but Jamming Mix definitely got altered somewhere along the line between December and now. Similar to Blunderbuss having a normal damage coefficient with Viking's Overdrive only for it to be significantly reduced coincidentally when it became available in a BP.

 

A video of Jamming Mix shortly after it came into the game. Back then, the freezing rate for a maxed Stock Freeze was 0.6/sec instead of the 0.5/sec it is now. 

 

 

 

Here is one posted a few days ago. 

 

 

Here is one that is also close to its release date. Definitely doesn't seem to have the 0.25/sec max freezing speed it was "supposed to".

 

 

 

Here is one with an augment with an actual 0.25/sec max freezing rate, uploaded ~1 month later. 

 

 

Edited by TheCongoSpider

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On 12/4/2022 at 12:41 PM, Me0w_XP said:

With the freeze effect's ability to disable damage boosts, is Shock Freeze worth anything now after it was changed to freeze completely in one tick?

It's potent as a support in the team. Slowing down targets considerable for about the first 5 seconds of the status of left alone, and their damage output is reduced for up to 10 seconds. No critical damage and lower normal DPS makes it bad for gaining kills. It's annoying to fight as it draws out some repair kits early and/or makes capturing flags/balls harder against coordinated teams. Don't expect to do well score-wise in any random battle. 

 

In a period earlier this year when I temporarily had to go back to PC, my go-to fun combo was Shock Freeze + Hunter and Mechanic with carefully picked protection modules depending on the battle. The goal was to make myself as much of a nuisance as possible by diverting enemy attention towards me and keeping myself alive as long as possible, while also giving any allies around me a bit/lot more survivability. I may not have scored well in some battles but it was genuinely fun. Going back to mobile, I couldn't play that anymore because it required multiple inputs at a time to consistently pull off. It wasn't perfect, as Jammer augments hard-countered the entire thing so I'd usually leave a battle if there was a Jammer Hammer on the enemy team. 

 

With Freeze's change all the way in January, it's unfair that it doesn't have a faster reload or slower energy consumption. You're downgrading your damage potential so much for not much gained. The least they could do is let it excel in the support role by giving it more readily available ammo to freeze people with.

 

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On 12/4/2022 at 6:44 PM, TheCongoSpider said:

It's potent as a support in the team. Slowing down targets considerable for about the first 5 seconds of the status of left alone, and their damage output is reduced for up to 10 seconds. No critical damage and lower normal DPS makes it bad for gaining kills. It's annoying to fight as it draws out some repair kits early and/or makes capturing flags/balls harder against coordinated teams. Don't expect to do well score-wise in any random battle. 

 

In a period earlier this year when I temporarily had to go back to PC, my go-to fun combo was Shock Freeze + Hunter and Mechanic with carefully picked protection modules depending on the battle. The goal was to make myself as much of a nuisance as possible by diverting enemy attention towards me and keeping myself alive as long as possible, while also giving any allies around me a bit/lot more survivability. I may not have scored well in some battles but it was genuinely fun. Going back to mobile, I couldn't play that anymore because it required multiple inputs at a time to consistently pull off. It wasn't perfect, as Jammer augments hard-countered the entire thing so I'd usually leave a battle if there was a Jammer Hammer on the enemy team. 

 

With Freeze's change all the way in January, it's unfair that it doesn't have a faster reload or slower energy consumption. You're downgrading your damage potential so much for not much gained. The least they could do is let it excel in the support role by giving it more readily available ammo to freeze people with.

 

 

Ahh, I see. I may try it out sometime for the lolz. I remember back before the removal of critical hit from it, it was so fun to use and I'd use it + Hornet to hunt Juggernauts and take advantage of the extra fuel. Sad that it's not nearly as potent now.

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I have been wondering about Jamming Mix for a while. It disables an opponents OD and Drone. Does this mean that if the opponent has DA equipped that the DA boost by drone goes away when hit with the Jamming Mix? Also, does the status effect start over if the spray is stopped and reinitiated? If so there would be a benefit to toggling the shot rather than a constant spray.

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On 2/20/2023 at 3:42 PM, rebar619 said:

I have been wondering about Jamming Mix for a while. It disables an opponents OD and Drone. Does this mean that if the opponent has DA equipped that the DA boost by drone goes away when hit with the Jamming Mix? 

The innate bonuses to Boosted Armour and Boosted Damage strength that all drones have are not affected by Jammer. The only way for you to deal more damage to someone with Booster Armour is for you to turn it off with the EMP status effect, or temporarily disable their effect with the AP status effect. 

 

On 2/20/2023 at 3:42 PM, rebar619 said:

Also, does the status effect start over if the spray is stopped and reinitiated? If so there would be a benefit to toggling the shot rather than a constant spray.

Freeze deals damage every 0.25 seconds. The duration of the status applied with each tick is 1 second. Every time you consecutively hit someone, it refreshes the duration back to 1 second. When firing at someone, instead of seeing the icon static, you'll see it constantly blinking because the duration is very short.

 

Jamming Mix is a good augment for Freeze at endgame because unlike most of the other status Freezes, it applies the status with every hit and retains full critical damage. You lose nothing other than half of your freezing speed, which doesn't matter all that much because the real potent part of the freezing status is its ability to temporarily disable damage enhancers. 

 

Applying Jammer with every hit for Freeze allows it to hard-counter the following drones if they do not use Jammer Immunity: 

 

Engineer - If the Engineer user tries to run over a supply drop box, then they will not be healed. 

 

Trooper - If the Jammer Freeze kills it while it is jammed, it will not respawn with all 3 supplies, which makes killing it again easier if you are still around. 

 

Miner - Killing a Miner will destroy all of their placed mines.

 

Supplier - Attacking a Supplier will make it unable to activate crucial supplies for allies around them.

 

Sprinter - Attacking a Sprinter when it is about to pick up a flag/ball or capture a control point will not allow it to activate. With the current 2.5-second Freeze, this may be good or bad for the Sprinter depending on the situation. 

 

Assault - Attacking an Assault will not allow them to reduce their supplies' current cooldowns if they kill you while you're jamming them. May not be much of a problem for long range turrets but harmful for turrets of shorter range. 

 

Lifeguard - Attacking a Lifeguard will not allow them drone to activate/save them when they receive fatal damage. 

 

Mechanic - Attacking a Mechanic will not allow them to instantly heal to full HP or give repair kits to nearby allies. 

 

Blaster - Attacking a Blaster will not allow them to explode when they die. Very handy for Freeze because Blaster negatively affects melee turrets the most. 

 

Booster - Attacking a Booster will remove their extra damage status effect. If they try to reapply it while the drone is jammed, they will not receive the extra damage status effect. 

 

Defender - Attacking a Defender will remove their extra armour status effect. If they try to reapply it while the drone is jammed, they will not receive the extra armour status effect. 

 

Trickster - Attacking a Trickster will remove their extra speed status effect. If they try to reapply it while the drone is jammed, they will not receive the extra speed status effect. 

 

Crisis - Attacking a Crisis user will temporarily remove the extra boost on the supply they currently have active. The Freezing status that is applied alongside your Jammer will not allow them to deal high damage to you if they switch to maximum damage mode. If they switch to maximum armour mode, they will have the same armour as a Brutus drone. If they switch to maximum speed mode, they will have the same speed as a Brutus drone and be susceptible to surprise attacks. A Crisis can temporarily counter you by using a repair kit and using the ~1 second time they have to deal high damage to you. 

 

-------

As you can see, it is a very handy augment for Freeze. You miss out on being able to effectively slow enemies like Stock, but you also allow yourself to stop some enemies from activating their Overdrives and countering many drones. 

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On 2/21/2023 at 7:33 AM, TheCongoSpider said:

The innate bonuses to Boosted Armour and Boosted Damage strength that all drones have are not affected by Jammer. The only way for you to deal more damage to someone with Booster Armour is for you to turn it off with the EMP status effect, or temporarily disable their effect with the AP status effect. 

 

Freeze deals damage every 0.25 seconds. The duration of the status applied with each tick is 1 second. Every time you consecutively hit someone, it refreshes the duration back to 1 second. When firing at someone, instead of seeing the icon static, you'll see it constantly blinking because the duration is very short.

 

Jamming Mix is a good augment for Freeze at endgame because unlike most of the other status Freezes, it applies the status with every hit and retains full critical damage. You lose nothing other than half of your freezing speed, which doesn't matter all that much because the real potent part of the freezing status is its ability to temporarily disable damage enhancers. 

 

Applying Jammer with every hit for Freeze allows it to hard-counter the following drones if they do not use Jammer Immunity: 

 

Engineer - If the Engineer user tries to run over a supply drop box, then they will not be healed. 

 

Trooper - If the Jammer Freeze kills it while it is jammed, it will not respawn with all 3 supplies, which makes killing it again easier if you are still around. 

 

Miner - Killing a Miner will destroy all of their placed mines.

 

Supplier - Attacking a Supplier will make it unable to activate crucial supplies for allies around them.

 

Sprinter - Attacking a Sprinter when it is about to pick up a flag/ball or capture a control point will not allow it to activate. With the current 2.5-second Freeze, this may be good or bad for the Sprinter depending on the situation. 

 

Assault - Attacking an Assault will not allow them to reduce their supplies' current cooldowns if they kill you while you're jamming them. May not be much of a problem for long range turrets but harmful for turrets of shorter range. 

 

Lifeguard - Attacking a Lifeguard will not allow them drone to activate/save them when they receive fatal damage. 

 

Mechanic - Attacking a Mechanic will not allow them to instantly heal to full HP or give repair kits to nearby allies. 

 

Blaster - Attacking a Blaster will not allow them to explode when they die. Very handy for Freeze because Blaster negatively affects melee turrets the most. 

 

Booster - Attacking a Booster will remove their extra damage status effect. If they try to reapply it while the drone is jammed, they will not receive the extra damage status effect. 

 

Defender - Attacking a Defender will remove their extra armour status effect. If they try to reapply it while the drone is jammed, they will not receive the extra armour status effect. 

 

Trickster - Attacking a Trickster will remove their extra speed status effect. If they try to reapply it while the drone is jammed, they will not receive the extra speed status effect. 

 

Crisis - Attacking a Crisis user will temporarily remove the extra boost on the supply they currently have active. The Freezing status that is applied alongside your Jammer will not allow them to deal high damage to you if they switch to maximum damage mode. If they switch to maximum armour mode, they will have the same armour as a Brutus drone. If they switch to maximum speed mode, they will have the same speed as a Brutus drone and be susceptible to surprise attacks. A Crisis can temporarily counter you by using a repair kit and using the ~1 second time they have to deal high damage to you. 

 

-------

As you can see, it is a very handy augment for Freeze. You miss out on being able to effectively slow enemies like Stock, but you also allow yourself to stop some enemies from activating their Overdrives and countering many drones. 

Great explanation. That clarified things immensely. 

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I just thought freeze/firebird jammer will disable boost damage with crisis/booster which really helps to survive.

**Thanks CongoSpider; I didn't think about BLASTER drone being disabled....  Cause when I use mammoth OD that blaster drone kills me sometimes

better off to just jammer spray them...heh.. thanks again..

 

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Let's talk about Toxic Mix AKA AP Freeze for a second...

I got it from an Ultra Container today. From what I can tell, it's pretty good, though its full potential is quite dependent on the level of protection in each battle.

A maxed drone reduces damage by 50%, and Toxic Mix reduces your damage by 45% inherently. This means using Toxic Mix against an opponent with a max Brutus/Brutus-esque drone will give you a slight damage advantage compared to Stock Freeze.

Let's do some math:
Stock Freeze vs MAX Brutus: 300 - 50% = 150 dmg/tick
Adrenaline Freeze vs MAX Brutus: 387 - 50 = 193.5 dmg/tick
Corrosive Freeze vs MAX Brutus: 330 - 50% = 165 dmg/tick
Toxic Freeze vs MAX Brutus: 300 - 45% (augment damage reduction) - 0% (ignores armor) = 165 dmg/tick

Against only maxed Boosted Armor, Toxic Mix has the same effect as Corrosive Mix + a weak freezing effect. However, it's outshined by everything else when an enemy is armorless, in which case all other Freezes deal double damage whereas Toxic Freeze continues to deal -45% damage.

However, the fun begins when the enemy has extra protection!
Stock vs MAX Defender: 300 / 2.8 = 107 dmg/tick
Adrenaline: 387 / 2.8 = 138 dmg/tick
Corrosive: 330 / 2.8 = 118 dmg/tick
Toxic: 300 - 45% = 165 dmg/tick

vs MAX Brutus + 50% protection:
Stock: 300 - 50% - 50% = 75 dmg/tick
Adrenaline: 387 - 50% - 50% = 97 dmg/tick
Corrosive: 330 - 50% - 50% = 83 dmg/tick
Toxic: 300 - 45% = 165 dmg/tick

vs MAX Brutus + Titan OD:
Stock: 300 - 90% - 50% = 15 dmg/tick
Adrenaline: 387 - 90% - 50% = 19 dmg/tick
Corrosive: 330 - 90% - 50% = 17 dmg/tick
Toxic: 300 - 45% = 165 dmg/tick

As you can see, Toxic has a flat -45% penalty whereas other Freezes might get more and more damage blocked depending on the enemy's equipment. Thus, Toxic Mix's effectiveness increases with an enemy's amount of armor. It is relatively weakest against unarmored enemies, and strongest against Defender, 50% protection, and Titan's dome.

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I dont know if this topic is a place for a feedback because of serious lack of activity here but I will give it try. 

 

Freeze and its freeze effect does not make a sense - It provide status effect without any augment. Of course firebird too but there is no way you can defend yourself against freeze. It does turn of your Double Dammage and at the same time  it slows you down (the original effect of freeze)  and I am asking why?  Is not purpose of freeze to actually freeze opponents/slowing them down and be able to dodge their attack thanks to that?   

   With new freeze pulsar that is coming to game there is actually no way you can win 1v1 with freeze (even if you had phoenix augment on hull or 50 % protection)  Eitiher you can equip freeze immunity to avoid that annoying and illogical DD removal but suffer to AP/Emp/Stun/jammer immunity or just try equip emp/ap immunity to not die so fast but you will end up without Double dmg so you have no chance to win. 

 

It does not make any sense why this turret has DoubleDmg removal. From logical perspective if it should have any status effect  it should be speed boost removal and not double dmg   I suggest to remove this status effect and replace it for Speed Boost.  Or make it so that pulsar wont have any freeze effect. It does not matter if it is reduced by 90 % it will still disable DD which is a key factor here.  Why firebird then does not remove Double Armor? It has heating efect and thats it. Yeah that would be too much and everyone knows it but freeze is also too much with augments like emp/ap you either sacrifice all your protection (ap) but you will have double dmg (freeze immunity) or vice versa no way to win... now imagine this scenerio with pulsar...  emp/ap/stun at the same time with combination of freeze effect... hell yeah.. and if you are crisis user then jammer effect. 

  Please remove this status effect from freeze (at least on pulsar augment) or replace it with speed boost removal  which makes a lot more sense. 

 

  Freeze is already best deathmatch turret in game because you can solo everone in 1v1  many players will equip emp or ap augment on freeze and they have 2 Status effect at the same time. They will remove DD and with critical you are dead.  If you wanna defend yourself then you can choose only one option - emp/ap   or freeze immunity to have double dmg to actually kill them... choice is up to you.. now it is just praying to RNG god that freeze wont crit you because only good option is a freeze immunity and  not being crit - thats the only winning scenerio against freeze. Now with pulsar?? you are dead no matter what. Am playing with 40 % prot against them with freeze immunity and I am loosing against them because first crit is my death if they have one of the good augments (many people do) and now half the players participating in event have pulsar.. so yeah another reason to just stop playing I would say. Its funny how they nerfed firebird  but actually ignore fact that freeze is a lot powerfull that firebird. 

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