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One example: an enemy at the top of a ramp. In 1 second I have the target locked and the missile starts, the enemy doesn't move... so why that rocket crashes on to the ramp??? Totally nonsense ahah

Maybe you are too close to the ramp for a good launch angle.  farther back it should not be an issue unless target backs up out of sight.

 

As soon as you have lock, accelerate your hull to drive your "aim" upward as the missile launches.  This will give a bit of vertical travel before it starts homing.

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I'm seeing too many shafts with rapid fire in battle maybe it needs a slight nerf

 

and I tested autocannon and it doesn't seem that much better than regular smoky, it has too much of a nerf on impact and damage

 

EDIT: also sledgehammer and uranium and duplet are still OP after nerfs

Edited by Truthteller
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I'm seeing too many shafts with rapid fire in battle maybe it needs a slight nerf

 

and I tested autocannon and it doesn't seem that much better than regular smoky, it has too much of a nerf on impact and damage

 

EDIT: also sledgehammer and uranium and duplet are still OP after nerfs

I'm beginning to have second thoughts about auto cannon alteration.

 

I used to think it was a better version of twins till I did some calculations on it and found out that it only deal between 63 and 97.5 points of damage at m4 per normal hit.

 

I guess I was wrong in thinking it was a better version of twins. Seems like wolverines was right that the only reason to buy this alteration was to get crits more often.

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I'm beginning to have second thoughts about auto cannon alteration.

 

I used to think it was a better version of twins till I did some calculations on it and found out that it only deal between 63 and 97.5 points of damage at m4 per normal hit.

 

I guess I was wrong in thinking it was a better version of twins. Seems like wolverines was right that the only reason to buy this alteration was to get crits more often.

Twins is underated.   Every time my Ricco-Titan with twins protection goes 1-on-1 vs twins I lose.

 

Smoky auto-cannon of course is best used on larger maps.  The 50% weak damage is as good as most, and the numerous crits always do full damage at long range (sans protections...)

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I'm seeing too many shafts with rapid fire in battle maybe it needs a slight nerf

 

and I tested autocannon and it doesn't seem that much better than regular smoky, it has too much of a nerf on impact and damage

 

EDIT: also sledgehammer and uranium and duplet are still OP after nerfs

Sledgehammer has been OP since its first change when it came out. It only took long for players to catch onto its strength because Duplet was pooping on everyone for months. 

 

I like Autocannon for 1 v 1 encounters. I'd pick Cryo Rounds over it though. 

 

I'll just be here using Assault Emitters and focusing on sniping. 

 

 

I'm beginning to have second thoughts about auto cannon alteration.

 

I used to think it was a better version of twins till I did some calculations on it and found out that it only deal between 63 and 97.5 points of damage at m4 per normal hit.

 

I guess I was wrong in thinking it was a better version of twins. Seems like wolverines was right that the only reason to buy this alteration was to get crits more often.

When I use it in the test Server, I would consistently 195-203 damage with the modal numbers being 200 on the dot or 201. This was probably in the maximum damage range you usually get hit by them within the minimum damage range. 

Edited by TheCongoSpider
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When I use it in the test Server, I would consistently 195-203 damage with the modal numbers being 200 on the dot or 201. This was probably in the maximum damage range you usually get hit by them within the minimum damage range. 

195-203 dmg with what?

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Sledgehammer has been OP since its first change when it came out. It only took long for players to catch onto its strength because Duplet was pooping on everyone for months. 

 

I like Autocannon for 1 v 1 encounters. I'd pick Cryo Rounds over it though. 

 

I'll just be here using Assault Emitters and focusing on sniping. 

 

 

 

When I use it in the test Server, I would consistently 195-203 damage with the modal numbers being 200 on the dot or 201. This was probably in the maximum damage range you usually get hit by them within the minimum damage range.

 

Maybe auto cannon damage was buffed or just bugged, IDK.

 

What I do know is that 420 - 85% is 63 and 650 - 85% is 97.5.

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195-203 dmg with what?

Autocannon Smoky with double damage and the enemy being unprotected. 

 

It would go like 202-201-200-198-202-800-201-203-201-201-198-800 etc. 

 

This was maybe a month ago or two ago but no changes to Autocannon were made so that shouldn't matter. 

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Autocannon Smoky with double damage and the enemy being unprotected. 

 

It would go like 202-201-200-198-202-800-201-203-201-201-198-800 etc. 

 

This was maybe a month ago or two ago but no changes to Autocannon were made so that shouldn't matter. 

Does not seem correct for Auto-cannon... even accounting for DD.  I'm usually seeing 60-70 dmg without DD.

 

And how are you doing only 800 critical with DD?

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Does not seem correct for Auto-cannon... even accounting for DD.  I'm usually seeing 60-70 dmg without DD.

 

And how are you doing only 800 critical with DD?

That was how it was for me. I remember hitting those numbers vividly in an Arena PRO battle. 

 

 

That was just to show that it was a critical. 

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Does not seem correct for Auto-cannon... even accounting for DD.  I'm usually seeing 60-70 dmg without DD.

 

And how are you doing only 800 critical with DD?

the enemies are using DA (double armor) probably

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the enemies are using DA (double armor) probably

In the example I used, the enemies aren't using double armour. They are just there while I shoot my Autocannon Smoky equipped with double damage. 

 

The 800 was just to show that it was a critical using similar 3 digit numbers and not the odd 4 digit number that would be 1,600.

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btw uranium sometimes is actually extremely inferior to cyclone alt

you keep saying that many times, have u ever tried the two alts?

 

cyclone is horrible unless u can somehow manage to pull off a 5 second lock on time on someone, this alt is mainly use to destroy heavy hulls which cant move fast/avoid the missile. these days there are a lot of viking/hunters and these hulls can easily get out of your sight before the lock-on completes

 

i have noticed at your rank there are lots of smoky+titans because they get that kit (i forgot the name), its really cheap and does well

maybe thats why u r saying cyclone is better? :X

Edited by sarim2345_the_master
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you keep saying that many times, have u ever tried the two alts?

 

cyclone is horrible unless u can somehow manage to pull off a 5 second lock on time on someone, this alt is mainly use to destroy heavy hulls which cant move fast/avoid the missile. these days there are a lot of viking/hunters and these hulls can easily get out of your sight before the lock-on completes

 

i have noticed at your rank there are lots of smoky+titans because they get that kit (i forgot the name), its really cheap and does well

maybe thats why u r saying cyclone is better? :X

no i didn't EVER use them because the highest i've ever been was SERGEANT-MAJOR. i'm just saying, in some situations it's better to use cyclone alt, e.g when taking down a juggernaut that isn't moving much or at all

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no i didn't EVER use them because the highest i've ever been was SERGEANT-MAJOR. i'm just saying, in some situations it's better to use cyclone alt, e.g when taking down a juggernaut that isn't moving much or at all

both have their pros and cons. just saying, whenever u have the time. go to test server and try out both alts and you'll see that uranium comes in handy way more often (test server closed right now)

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both have their pros and cons. just saying, whenever u have the time. go to test server and try out both alts and you'll see that uranium comes in handy way more often (test server closed right now)

i said in certain situations, not overall!

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no i didn't EVER use them because the highest i've ever been was SERGEANT-MAJOR. i'm just saying, in some situations it's better to use cyclone alt, e.g when taking down a juggernaut that isn't moving much or at all

Well you can't just go off on what's on paper. You have to actually use it and see which is more practical. Just look at Incendiary Mix. on paper, it says 10% damage increase. But is it really that? No, it is a 50% damage increase. What it is on paper isn't what it is in practical use. That is a somewhat different situation to this but let's look at what we're talking about.

 

MM battles are fast-paced. You'd see a lot more medium and light hulls than you would see heavy hulls. When you point a laser at someone, they're not gonna just stand there and let you lock on you know? They'll try to get away. If they're driving perpendicular to your tank, you'd have to move your turret and/or hull to keep the laser locked on. You would notice that your laser comes off of them and then goes back on very fast but all those centiseconds add up to if you're going to kill the person or not. Then there is the issue of terrain. Terrain is another factor here. Different terrains and elevation levels can cause your laser to not be able to lock onto the target. 

 

Too many times I've had the enemy get out of sight right after I finish locking onto them or they just die by a random Railgun or Thunder shot when I'm milliseconds away from the salvo release. YES, Cyclone is better in some situations. That's the point of alterations - to change your playstyle meaning it would change the way you behave in battles. Cyclone is really only viable in Juggernaut battles or Assault battles when you're on the Blue team. 

 

Another reason why I use Stock Striker or Uranium Striker over Cyclone is that it only takes 4 missiles to kill a medium hull of its respective tier. Why take longer to lock on and have a higher chance of them getting to cover before you lock on when you can do it faster and still have enough damage to take them down? It does say "Modification for those who love to hunt heavy tanks". It didn't say medium tanks.

 

You also have to look at what other players use. If Cyclone was better than Uranium, why are people using Uranium in almost all game modes except Juggernaut (Cyclone is more common than Uranium there)? 

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Well you can't just go off on what's on paper. You have to actually use it and see which is more practical. Just look at Incendiary Mix. on paper, it says 10% damage increase. But is it really that? No, it is a 50% damage increase. What it is on paper isn't what it is in practical use. That is a somewhat different situation to this but let's look at what we're talking about.

 

 

 

MM battles are fast-paced. You'd see a lot more medium and light hulls than you would see heavy hulls. When you point a laser at someone, they're not gonna just stand there and let you lock on you know? They'll try to get away. If they're driving perpendicular to your tank, you'd have to move your turret and/or hull to keep the laser locked on. You would notice that your laser comes off of them and then goes back on very fast but all those centiseconds add up to if you're going to kill the person or not. Then there is the issue of terrain. Terrain is another factor here. Different terrains and elevation levels can cause your laser to not be able to lock onto the target. 

 

Too many times I've had the enemy get out of sight right after I finish locking onto them or they just die by a random Railgun or Thunder shot when I'm milliseconds away from the salvo release. YES, Cyclone is better in some situations. That's the point of alterations - to change your playstyle meaning it would change the way you behave in battles. Cyclone is really only viable in Juggernaut battles or Assault battles when you're on the Blue team. 

 

Another reason why I use Stock Striker or Uranium Striker over Cyclone is that it only takes 4 missiles to kill a medium hull of its respective tier. Why take longer to lock on and have a higher chance of them getting to cover before you lock on when you can do it faster and still have enough damage to take them down? It does say "Modification for those who love to hunt heavy tanks". It didn't say medium tanks.

 

You also have to look at what other players use. If Cyclone was better than Uranium, why are people using Uranium in almost all game modes except Juggernaut (Cyclone is more common than Uranium there)? 

 

 

There seems to be a difference of opinions.  See post 3195 below...

 

http://en.tankiforum.com/index.php?showtopic=291454&page=160

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There seems to be a difference of opinions.  See post 3195 below...

 

http://en.tankiforum.com/index.php?showtopic=291454&page=160

That definitely wasn't how it felt when I got decimated by an M4 Incendiary Mix Firebird yesterday. Ate through my Titan in less than 2 seconds. With a 10% damage boost, it would have done the finishing tick on 3 seconds flat. Wounded Warrior even made a video about it being 50%. 

 

110% of 700 DOES NOT EQUAL 1050.

 

150% of 700 DOES. 

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That definitely wasn't how it felt when I got decimated by an M4 Incendiary Mix Firebird yesterday. Ate through my Titan in less than 2 seconds. With a 10% damage boost, it would have done the finishing tick on 3 seconds flat. Wounded Warrior even made a video about it being 50%. 

 

110% of 700 DOES NOT EQUAL 1050.

 

150% of 700 DOES. 

Don't shoot the messenger.    Lobby the WIKI staff to make it accurate.

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Don't shoot the messenger.    Lobby the WIKI staff to make it accurate.

I'm starting to wonder if they're in on it as well. Even the Russian Wiki still has it at 10%. They seem to be keeping us in the dark about certain alterations, their mechanics and their balance.

Also, about Incendiary Band. I'm sceptical about its heating rate. It says 20%/s. I'm wondering if double damage increases this because I get hit for just under 1 second and I receive 3 ticks of fire damage when in theory, I was supposed to get 1. If they shoot me for 2 full seconds, I expect to receive 2 ticks of fire damage during the shooting and 4 ticks after the shooting. I would get 2 ticks during the shooting and 7 ticks after the shooting. The devs can say one thing but it could be something else in the game. Alterations seem like mechanics to bring in money. If it's that, then of course they would put something in the game that doesn't accurately represent what it does. They don't share anything with us.

 

Vikings4 sent me the link to the bell curves for Railgun when I was trying to expose Round Destabilisation. I asked him for the damage distribution curve of Round Destabilisation after and he hasn't responded since.

 

I want to know how exactly the heating and afterburn cooling mechanic in this game works in a particular way.

 

How does it count the cooling? Does it count it like 0.5, 0.4, 0.3 etc or does it count it like 0.5, 0.49, 0.48, 0.47, 0.46, 0.45, 0.44, 0.43, 0.42, 0.41, 0.40, 0.39 etc.?

 

Incendiary Rounds Smoky used to deal 5 ticks of Fire damage but now it does only 4 yet it says it instantly heats the target to 50% of maximum temperature. Does it start to cool immediately as it starts to heat up? What is the heating rate of it? So many questions yet no answers as the devs are just too opaque with their statistics and information about alterations.

 

The fact that they're not giving us this information just strengthens my claim that they're pandering to the superficial players in the player base. Players that wouldn't ask any questions about how something works. Just make it look attractive and you have their attention. When was the last time you saw a non-Incendiary Band Vulcan take top spot without capturing any flags, balls or points? When was the last time you even saw a Shooting Speed Regulator get top spot? They say it's not supposed to be better than its stock counterpart yet here Sledgehammer Rounds, Round Destabilisation, Incendiary Band, Incendiary Mix, Hyperspace Rounds, Launcher "Uranium", Duplet and " Death Herald" Compulsator are with their negligible cons for most them.

 

Why don't they said WHY they nerfed or buffed a particular alteration? They just change it and don't tell us why. "Death Herald" Compulsator had a negligible drawback and a great pro. Then they changed it to where the pro is even more negligible. I asked Cedric why they did that and I got no answer. It was probably out of his jurisdiction to say such things but to not even reply something to it seems off.

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