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What is your favorite drone?  

33 members have voted

  1. 1. What is your favorite drone?

    • Brutus
      13
    • Driver
      1
    • Trooper
      1
    • Engineer
      4
    • Sprinter
      1
    • Miner
      2
    • Supplier
      1
    • Assault
      1
    • Lifeguard
      3
    • Mechanic
      3
    • Blaster
      4
    • Saboteur
      5
    • camper
      4
    • Booster
      4
    • Defender
      6
    • Trickster
      8
    • Hyperion
      3
    • Crisis
      10
  2. 2. Which drone is the most annoying?

    • Brutus
      1
    • Driver
      0
    • Trooper
      0
    • Engineer
      0
    • Sprinter
      0
    • Miner
      3
    • Supplier
      0
    • Assault
      0
    • Lifeguard
      1
    • Mechanic
      1
    • Blaster
      10
    • Saboteur
      7
    • Camper
      0
    • Booster
      4
    • Defender
      4
    • Trickster
      3
    • Hyperion
      2
    • Crisis
      15
  3. 3. Would you like to have skins for drones in the game?

    • Yes
      12
    • No
      13
    • Maybe
      11


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On 6/9/2022 at 8:40 AM, Marcus said:

 

  •  

    Spoiler

     

    • Firebird

      • Standard damage increased from 380-1060 to 400-1100 per second

      • Critical damage decreased from 900-1800 to 700-1700 per second

      • Weak damage percentage increased from 10% to 25%

      • (Note) Firebird deals damage 4 times per second. Therefore, the damage numbers in-game will be 4 times lower.

    • Freeze

      • Weak damage percentage increased from 7% to 25%, matching Firebird.

    • Isida

      • Standard damage increased from 575-1150 to 580-1160 per second

      • Critical damage increased from 575-1150 to 600-1200 per second

      • Critical healing decreased from 2000-4000 to 1500-3000

      • (Note) Isida deals damage 4 times per second. Therefore, the damage numbers in-game will be 4 times lower.

    • Tesla

      • Standard and ball lightning damage increased from 409-810 to 450-900

      • Сritical damage increased from 405-810 to 450-900

      • Ball lightning reload increased from 7 to 12-8 seconds

      • (Note) This change means that previously the ball lightning took 7 seconds to charge, but it now takes 12 seconds at Mk1 and 8 seconds at the MAX upgrade of the turret.

    • Hammer

      • Standard damage increased from 60-120 to 70-140

      • Critical damage increased from 540-1080 to 630-1260

      • Reload time of the turret increased from 6.2-4.4 to 7.2-4.4 seconds.

      • Augment «Slugger»

        • No longer decreases the rotation speed of the turret

    • Twins

      • Standard damage decreased from 105-205 to 100-200

      • Critical damage increased from 130-260 to 165-330

      • Reload time increased from 360-257 to 390-260 milliseconds

    • Ricochet

      • Critical damage increased from 270-540 to 300-600

      • Reload time increased from 700-500 to 750-500 milliseconds

      • Recoil decreased from 0.8-1.7 to 0.6-1.2

    • Smoky

      • Standard damage increased from 290-580 to 300-600

      • Critical damage decreased from 710-850 to 670-800

    • Striker

      • Critical damage increased from 850-1700 to 865-1730

    • Thunder

      • Standard damage decreased from 495-990 to 450-900

      • Critical damage increased from 510-1020 to 615-1230

      • Augment «Small caliber charging machine»

        • The decrease in Standard damage changed from -25% to -30%

        • The decrease in Reload time changed from -25% to -20%

      • Augment «”Sledgehammer” rounds»

        • The increase in Standard damage changed from +50% to +45%

        • Added a decrease in Range of min damage by -50%

      • (Note) The “Sledgehammer” augment was designed as a close-range modification of the turret. Based on what we have observed, the augment is best paired with a speedy hull and used for charging an enemy. With this fix, the augment should remain relevant after changes to the turret’s balance.

    • Railgun

      • «Electromagnetic accelerator “Scout”» augment

        • The decrease in Standard damage changed from -25% to -28%

        • The decrease in Critical damage changed from -25% to -20%

    • Magnum

      • Standard damage decreased from 745-1490 to 720-1440

      • Critical damage increased from 745-1490 to 815-1630

    • Shaft

      • «Rapid-fire mode» augment

        • Decreases the ranges of maximum and minimum damage by -50%

      • (Comment) The augment was conceived as a melee modification of the turret. We will try to limit its high efficiency to close battles while trying to avoid removing critical damage.

    • Booster

      • Bonus damage decreased from 15-30% to 10-20%

      • (Note) Booster bonus damage reduction is in line with the current base damage increases for almost all turrets, where Booster plays a key role in increasing efficiency.

    • Horizontal auto-aim angle for Android client decreased from 6 to 4 degrees.

     

     

UPDATED: 09/06/22

Spoiler


With 20 units of additional damage enhancement:

 

 

Tesla:

  • AP Tesla will be able to kill a light hull that has DA with ball + chain lightning strike. 

 

 

Hammer:

  • It will require fewer pellets to one-shot an unprotected light hull and two-shot unprotected heavy hulls
  • Will start 3-shotting heavy hulls with DA
  • AP Hammer will require only one shot to kill a heavy hull after it APs them

 

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls

 

 

Thunder:

  • Small Calibre Charging Machine will now 3 shot unprotected heavy hulls
  • The range at which Sledgehammer Rounds one-shots unprotected light hulls is increased to 34 metres (from 30m)
  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is increased to 44 metres (from 41m)

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA

 

 

Striker: 

  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~5.5 metres (out of 8m)

 

 

Railgun:

  • Will kill a medium hull with DA with a normal + critical hit
  • Round Destabilisation will kill a heavy hull with DA with a normal + critical hit
  • Round Stabilisation will start one-shotting unprotected medium hulls with the critical damage

 

 

Magnum:  

  • Will start one-shotting unprotected medium hulls with the normal damage

 

 

Shaft:

  • Will start one-shotting unprotected light hulls with the critical damage
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage. 
  • Short-Band Emitters will start one-shotting unprotected light hulls with the minimum sniping damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

 

Adrenaline:

  • Tesla will start one-shotting unprotected light hulls at 92% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 98% HP
  • Hammer will start one-shotting unprotected medium hulls at 50% HP
  • Striker will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Striker will start one-shotting unprotected heavy hulls with the normal damage at 66% HP
  • Smoky will start 3-shotting unprotected heavy hulls with the normal damage at 91% HP
  • Thunder will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Gauss will start 2-shotting unprotected medium hulls with the arcade shot at 86% HP
  • Gauss will start one-shotting unprotected medium hulls with the critical damage at 81% HP
  • Gauss will start one-shotting unprotected heavy hulls with the salvo at 92% HP
  • The range at which Gauss one-shots unprotected light hulls with the salvo increases from 11m to 20m at 92% HP
  • Shaft will start two-shotting unprotected medium hulls with the arcade shot at 86% HP

 

 

Edited by TheCongoSpider
Added Spoiler

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16 hours ago, TheCongoSpider said:
  • It will require fewer pellets to one-shot an unprotected light hull and two-shot unprotected heavy hulls
  • AP Hammer will require only one shot to kill a heavy hull after it APs them

How much is the mk8 Hammer damage if equipped at mk8 drone and BD after the patch update ?

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On 6/9/2022 at 8:40 AM, Marcus said:

 

  •  

    Spoiler

     

    • Firebird

      • Standard damage increased from 380-1060 to 400-1100 per second

      • Critical damage decreased from 900-1800 to 700-1700 per second

      • Weak damage percentage increased from 10% to 25%

      • (Note) Firebird deals damage 4 times per second. Therefore, the damage numbers in-game will be 4 times lower.

    • Freeze

      • Weak damage percentage increased from 7% to 25%, matching Firebird.

    • Isida

      • Standard damage increased from 575-1150 to 580-1160 per second

      • Critical damage increased from 575-1150 to 600-1200 per second

      • Critical healing decreased from 2000-4000 to 1500-3000

      • (Note) Isida deals damage 4 times per second. Therefore, the damage numbers in-game will be 4 times lower.

    • Tesla

      • Standard and ball lightning damage increased from 409-810 to 450-900

      • Сritical damage increased from 405-810 to 450-900

      • Ball lightning reload increased from 7 to 12-8 seconds

      • (Note) This change means that previously the ball lightning took 7 seconds to charge, but it now takes 12 seconds at Mk1 and 8 seconds at the MAX upgrade of the turret.

    • Hammer

      • Standard damage increased from 60-120 to 70-140

      • Critical damage increased from 540-1080 to 630-1260

      • Reload time of the turret increased from 6.2-4.4 to 7.2-4.4 seconds.

      • Augment «Slugger»

        • No longer decreases the rotation speed of the turret

    • Twins

      • Standard damage decreased from 105-205 to 100-200

      • Critical damage increased from 130-260 to 165-330

      • Reload time increased from 360-257 to 390-260 milliseconds

    • Ricochet

      • Critical damage increased from 270-540 to 300-600

      • Reload time increased from 700-500 to 750-500 milliseconds

      • Recoil decreased from 0.8-1.7 to 0.6-1.2

    • Smoky

      • Standard damage increased from 290-580 to 300-600

      • Critical damage decreased from 710-850 to 670-800

    • Striker

      • Critical damage increased from 850-1700 to 865-1730

    • Thunder

      • Standard damage decreased from 495-990 to 450-900

      • Critical damage increased from 510-1020 to 615-1230

      • Augment «Small caliber charging machine»

        • The decrease in Standard damage changed from -25% to -30%

        • The decrease in Reload time changed from -25% to -20%

      • Augment «”Sledgehammer” rounds»

        • The increase in Standard damage changed from +50% to +45%

        • Added a decrease in Range of min damage by -50%

      • (Note) The “Sledgehammer” augment was designed as a close-range modification of the turret. Based on what we have observed, the augment is best paired with a speedy hull and used for charging an enemy. With this fix, the augment should remain relevant after changes to the turret’s balance.

    • Railgun

      • «Electromagnetic accelerator “Scout”» augment

        • The decrease in Standard damage changed from -25% to -28%

        • The decrease in Critical damage changed from -25% to -20%

    • Magnum

      • Standard damage decreased from 745-1490 to 720-1440

      • Critical damage increased from 745-1490 to 815-1630

    • Shaft

      • «Rapid-fire mode» augment

        • Decreases the ranges of maximum and minimum damage by -50%

      • (Comment) The augment was conceived as a melee modification of the turret. We will try to limit its high efficiency to close battles while trying to avoid removing critical damage.

     

 

 

Spoiler

 

UPDATED: 10/06/22

 

With 60 units of additional damage enhancement:

 

 

Tesla:

  • Will start one-shotting unprotected light hulls
  • Electroturret will instantly kill an unprotected heavy hull with the ball + chain lightning 

 

Hammer:

  • Will one-shot unprotected medium hulls 
  • Duplet will instantly kill medium hulls with DA
  • AP Hammer will require only one shot to kill heavy hulls with DA after it AP's them
  • Blunderbuss will start one-shotting unprotected heavy hulls with the normal and critical damage with Viking's Overdrive

 

Ricochet:

  • Helios' initial burst will start killing medium hulls with DA
  • The number of projectiles needed to kill an unprotected heavy hull with Plasma Torch is decreased by 10

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected medium hulls with the critical damage
  • Small Calibre Charging Machine will now 2-shot unprotected medium hulls
  • The range at which Sledgehammer Rounds one-shots unprotected medium hulls is increased to 23m metres (from 0m)
  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is increased to 49m metres (from 41m)
  • The range at which Sledgehammer Rounds one-shots unprotected light hulls is increased to 40 metres (from 30m)

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage
  • Will kill heavy hulls that have DA with a salvo
  • Cyclone will kill Juggernauts if one of the missiles gets a critical hit
  • Uranium will start one-shotting medium hulls
  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~6.6 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage
  • Scout will start one-shotting unprotected light hulls with the normal damage 
  • Scout will start one-shotting unprotected medium hulls with the critical damage

 

Gauss: 

  • Will start one-shotting unprotected heavy hulls with the salvo
  • The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m)
  • Will start 2-shotting unprotected medium hulls with the acrade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Will start killing unprotected heavy hulls with a normal + critical hit
  • Will start killing heavy hulls that have DA with a fully charged sniping shot
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot
  • AP Shaft will kill a medium hulls that have DA with a lowly charged sniping shot + arcade shot
  • Short Band Emitters will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Adrenaline:

  • Magnum will start one-shotting unprotected heavy hulls with the normal damage at 40% HP
  • The range at which the splash damage one-shots unprotected light hulls is increased to 20 metres (from 5m) at 40% HP 
  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 83% HP

 

 

Edited by TheCongoSpider
Added Spoiler

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On 6/16/2022 at 8:19 AM, Marcus said:

 

  • Railgun’s «Super armor-piercing rounds» augment

    • The «Armor piercing» status effect’s duration has been increased from 5 s to 6 s.

  • Shaft’s «Short-band emitter» augment

    • The increase in regular damage has been changed from +48% to +35%.

    • The increase in critical damage has been changed from +10% to +33%.

    • The increase in minimal damage has been changed from +48% to +35%.

 

Spoiler

 

UPDATED: 17/06/22

 

With 20 units of additional damage enhancement:

 

 

Tesla:

  • AP Tesla will be able to kill a light hull that has DA with ball + chain lightning strike. 

 

 

Hammer:

  • It will require fewer pellets to one-shot an unprotected light hull and two-shot unprotected heavy hulls
  • Will start 3-shotting heavy hulls with DA
  • AP Hammer will require only one shot to kill a heavy hull after it APs them

 

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls

 

 

Thunder:

  • Small Calibre Charging Machine will now 3 shot unprotected heavy hulls
  • The range at which Sledgehammer Rounds one-shots unprotected light hulls is increased to 34 metres (from 30m)
  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is increased to 44 metres (from 41m)

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA

 

 

Striker: 

  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~5.5 metres (out of 8m)

 

 

Railgun:

  • Will kill a medium hull with DA with a normal + critical hit
  • Round Destabilisation will kill a heavy hull with DA with a normal + critical hit
  • Round Stabilisation will start one-shotting unprotected medium hulls with the critical damage

 

 

Magnum:  

  • Will start one-shotting unprotected medium hulls with the normal damage

 

 

Shaft:

  • Will start one-shotting unprotected light hulls with the critical damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

 

Adrenaline:

  • Tesla will start one-shotting unprotected light hulls at 92% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 98% HP
  • Hammer will start one-shotting unprotected medium hulls at 50% HP
  • Striker will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Striker will start one-shotting unprotected heavy hulls with the normal damage at 66% HP
  • Smoky will start 3-shotting unprotected heavy hulls with the normal damage at 91% HP
  • Thunder will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Gauss will start 2-shotting unprotected medium hulls with the arcade shot at 86% HP
  • Gauss will start one-shotting unprotected medium hulls with the critical damage at 81% HP
  • Gauss will start one-shotting unprotected heavy hulls with the salvo at 92% HP
  • The range at which Gauss one-shots unprotected light hulls with the salvo increases from 11m to 20m at 92% HP
  • Shaft will start two-shotting unprotected medium hulls with the arcade shot at 86% HP

 

 

Edited by TheCongoSpider
Added Spoiler

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On 6/16/2022 at 8:19 AM, Marcus said:

 

  • Railgun’s «Super armor-piercing rounds» augment

    • The «Armor piercing» status effect’s duration has been increased from 5 s to 6 s.

  • Shaft’s «Short-band emitter» augment

    • The increase in regular damage has been changed from +48% to +35%.

    • The increase in critical damage has been changed from +10% to +33%.

    • The increase in minimal damage has been changed from +48% to +35%.

 

Spoiler

 

UPDATED: 17/06/22

 

With 60 units of additional damage enhancement:

 

 

Tesla:

  • Will start one-shotting unprotected light hulls
  • Electroturret will instantly kill an unprotected heavy hull with the ball + chain lightning 

 

Hammer:

  • Will one-shot unprotected medium hulls 
  • Duplet will instantly kill medium hulls with DA
  • AP Hammer will require only one shot to kill heavy hulls with DA after it AP's them
  • Blunderbuss will start one-shotting unprotected heavy hulls with the normal and critical damage with Viking's Overdrive

 

Ricochet:

  • Helios' initial burst will start killing medium hulls with DA
  • The number of projectiles needed to kill an unprotected heavy hull with Plasma Torch is decreased by 10

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected medium hulls with the critical damage
  • Small Calibre Charging Machine will now 2-shot unprotected medium hulls
  • The range at which Sledgehammer Rounds one-shots unprotected medium hulls is increased to 23m metres (from 0m)
  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is increased to 49m metres (from 41m)
  • The range at which Sledgehammer Rounds one-shots unprotected light hulls is increased to 40 metres (from 30m)

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage
  • Will kill heavy hulls that have DA with a salvo
  • Cyclone will kill Juggernauts if one of the missiles gets a critical hit
  • Uranium will start one-shotting medium hulls
  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~6.6 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage
  • Scout will start one-shotting unprotected light hulls with the normal damage 
  • Scout will start one-shotting unprotected medium hulls with the critical damage

 

Gauss: 

  • Will start one-shotting unprotected heavy hulls with the salvo
  • The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m)
  • Will start 2-shotting unprotected medium hulls with the acrade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Will start killing unprotected heavy hulls with a normal + critical hit
  • Will start killing heavy hulls that have DA with a fully charged sniping shot
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the critical damage
  • Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot
  • AP Shaft will kill a medium hulls that have DA with a lowly charged sniping shot + arcade shot

 

 

Adrenaline:

  • Magnum will start one-shotting unprotected heavy hulls with the normal damage at 40% HP
  • The range at which Magnum's splash damage one-shots unprotected light hulls is increased to 20 metres (from 5m) at 40% HP 
  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 83% HP

 

 

Edited by TheCongoSpider
Added Spoiler

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9 minutes ago, fire_shoter said:

Hello @TheCongoSpider

 

Is driver drone good? I see it is your most used drone

How does it perform with dictator? 

It was once a great f2p drone. But for a while, it has been tossed aside. 

 

Whether it is "good" or not will depend on your circumstances and how you look at the situation. If you're looking at it from the bare minimum (transitioning from Brutus to a battery-powered drone) then it is "good" when maxed with how powerful Overdrives are right now and it costing half as much as it did before. 

BUT, you are a Legend, an experienced Legend. A Legend with Booster, a top drone for years. Along with Defender and Trickster, two other drones at the top. A Legend with many 50% modules. Supposedly, a Legend with access to strong Ultra Container augments, so the answer will be different. 

 

21 minutes ago, fire_shoter said:

Is driver drone good? 

Booster has always powercrept Driver. That's a fact. Booster was the top drone. You can survive longer (and get more kills) if you burst the enemy down in less than a second. And you got this for free. In November 2019, they released the update that allowed certain drones to speed up cooldowns of specific supplies, as well as making some drones consume additional supplies. Booster gained a big ability that day that set it apart from many of the weaker drones. The ability to decrease Double Damage cooldown by using other supplies. This allowed it to use Double Armour and then Immediately use Double Damage. You were no longer exposed when using your high damage after spawning. Being able to use DA and DD one after the other was the biggest advantage you could have back then (and I'm sure you know that). 

 

If you were not looking for gimmicky gameplay and would like to play the game normally with a bonus, Driver was the most consistent and rewarding to use. You had your base gameplay, but with the ability to charge your Overdrive faster via activating the drone on a kill every 15 seconds, something you would be doing if you were, again, playing the game normally. You had no direct supply advantage over players who weren't using a drone. You indirectly increased your effectiveness rather than directly with Booster/Defender back then. 

 

You started off somewhat small (like most of the drones) and it would go up to be big when maxed, and would be where the huge value was. 

38 minutes ago, fire_shoter said:

How does it perform with dictator? 

Before the global nerf to Overdrive charge rates in October/November 2021, all Overdrives used to charge quickly (except Viking). Driver gave you the option to improve your performance by forcing you to get more Overdrives if you managed to achieve kills. The potency of Driver's effect on a hull's Overdrive charge differed from hull to hull. If you were looking to purchase Driver (and not a better drone), then the hull you were going to be using it with was important. You had to take into account all of their charging parameters, listed in the order of importance:

  • Manual charge (Overdrive charge per point)
  • Passive charge (Overdrive charge per second)
  • Overdrive cooldown (How long after activation until manual charge can begin accumulating)
  • Retention period (How quickly it discharges from 100% to 0%)

 

Manual charge is what Driver's extra charge is calculated from. It varied from 0.5% per point (Hornet, Viking, Titan), to as much as 1.0% per point (Wasp for 3 months in 2021). The number you see in the garage are "virtual points". If your Driver's current bonus was 15, then when the drone is activated, it would be as if you got 15 (kill) + 15 (Driver bonus) = 30 points. You received 30 points' worth of Overdrive charge when you activated the drone instead of the 15 points' worth you would have gotten without it. 

Hulls with a higher manual charge rate were the prime ones to use Driver with. You had higher potential with a hull that has a slow passive charge but fast manual charge compared to a hull with a fast passive charge but slow manual charge. Dictator, for most of its lifespan after the OD update in 2019, was the best hull overall for Driver. A great combination:

  • Fastest manual charge
  • 2nd/3rd slowest passive charge
  • Short retention period
  • Very short Overdrive cooldown
  • Overdrive refrehsed your supplies and HP, giving you longevity and a safety net for activating your drone and restarting the process
  • Overdrive gave a lot of charge to allies

 

Driver was the best possible option if you were looking to compete against the Boosters and Defenders running the meta without having to spend extra supplies. You did not have as much firepower and direct survivability as them, but your presence was made with the amount of ODs you could potentially activate. At max upgrades, it would give you 30 virtual points, so activating the drone would be as if you had gotten a triple kill. If you were able to activate your drone consistently, you were able to generate a good number more Overdrives compared to without it. At max, it was potent on every hull, but more potent specific one. The tricky thing here was Booster indirectly did Driver's job. It was common to see Booster users on certain turrets get double and triple kills with each activation. Not only was Booster mimicking Driver's effect, it was getting more points as well. 

So colour me shocked when in July 2021, Driver received a rework. Its cooldown and bonus charge was reduced by 5x. You got small bursts of extra Overdrive charge, but you potentially got it more often. This came together to outright kill the drone overnight. Its effectiveness plummeted. The number of different equipment you were able to properly utilise it with was down to a handful rather than anythin you felt like using before. Because in order to get back what you had before, you needed to make constant kills. Very hard to do that with protection modules and Booster/Defender running everywhere. Casual Driver users got absolutely shafted. I made sure, MANY times, to go around following supposed casual players using Driver. Recording how long it took them to get their Overdrive and how much was their Driver drone an influence in getting it. And I confirmed my hunch. The drone was pretty much dead for casual play. I had upgraded the drone instead of giving in to the Booster/Defender meta on 5 accounts and was halfway to doing it on a 6th, but after the nerf, I stopped upgrading it. You BARELY got anything and it still had a 1,000,000 crystal price tag to upgrade to full. If Booster somehow didn't powercreep it then, it sure did now, DIRECTLY. 


Driver stays like this for a few months. The only hulls it was worth using on were Dictator and Ares. We come now to the drone and supply update that buffed supply cooldowns and effects from some drones. Driver gets its max bonus increased from 6 to 10. Not significant, but with everyone being able to use DA and DD in half the time as before, it felt somewhat good again to use with the handfull of equipment mentioned earlier, still bad for casual gameplay. Two weeks later, it got brought back from 10 to 7, so once again became bad. The last kick in the teeth was the global nerf to Overdrive charge rates for all hulls. All hulls now passively charged slowly so if you couldn't get kills or score easily, you'd have fewer Overdrives. And the big one: all manual charge rates were equalised to 0.33% per point. Whatever reason you had for using the drone over others was wiped away right there. It was once great, and overnight, plummeted and snowballed into being bottom tier. It had to be sacrificed to move the game forward in the intended direction. More supplies consumed, more turret-focused gameplay, stronger Overdrives, and the introduction of a new consumable meant to do Driver's job. Nuclear energy. Oh, did I forget to mention the Jammer status throughout all of this? Boy there sure were so many things stomping on Driver while it was down, huh?

 

Fast forward to June 2022:

  • Manual and passive Overdrive charge rates are low
  • Retention periods are short
  • Overdrive cooldowns are much longer on average
  • Other drones above it getting buffed
  • Jammer being applied by more turrets every month
  • 500,000 price tag to justify the killing of its power

 

It is a shell of its former self, and appears to be continuing that forever. Every drone's upgrade costs are overpriced. Out of the three 500k drones, only Engineer is worth considering to upgrade. Is Driver a good drone? For you, it will be a downgrade. It is up to you whether or not you would like to signficiantly reduce your standards to upgrade the drone and use it/enjoy it. To this day, I am still pissed about this occuring. I've used it for so long that it is still my profile's highest recorded drone, but I have mostly been using Assault/Booster/Supplier since October and have been giving Driver chances here and there to see if it even marginally improves with major balance changes. It's too painful for me.  

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As long as you cant trade supplies for crystal,

I dont consider drone supply usage as waste of crystal, as most supplies from containers and challenge are more than enough for ultra mission usage and occational drone usage. 

If you are not buyer, you are not supposed to use drone other than brutus for every battle, battery alone is not enough for free player usage 7/24.

-----

Max drone enable you have better edge in battle, make you actually can finish mission faster and earn crystal by stand in better ground, in return use use supply and batteries in fewer battles than using brutus.

Like win top 3 mission can be done in 5 min if you use max combo drone in ctf/rgb most time, compare using brutus in 15min and more attemps. If you think that way, you save time and supplies.

----

If you want to truely use 0 supply and no drone in battle, then use isida+ dictator combo in any defense battle, you earn xp by healing. That is how i play when supplies are low in old days as free player.

Now, even at legend 80+, i still play economically by using shaft and ares to play defensively to save supplies, as shaft can kill without supplies w 3300 damage or 4000+ with heavy compacitor augment

---

My new top high score with supply eco brutus combo, 1300+ battle point, 1 capture, 66 kill.

gLrLK7s.jpg

Edited by wild001
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1 hour ago, fire_shoter said:

Is driver drone good? I see it is your most used drone

How does it perform with dictator? 

Here are some videos I recorded with Driver before the nerf. The first two are playlists:

 

Spoiler

 

 

 

 

 

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On 6/23/2022 at 9:28 AM, Marcus said:

 

  • Spoiler
    • Ricochet
      • «Destabilized Plasma» augment
        • Shots are now able to ricochet once
        • Range of average damage decreased from 4 to 2 meters
        • Average splash damage and Minimum splash damage changed from 90% and 25% to 50%
        • Projectile speed is no longer increased
      • «Plasma Torch» augment

        • Projectile speed decrease changed from -40% to -50%

      • «Sizzling Field» augment

        • Hitting an enemy with a critical shot or after ricochet will apply the «Burning» status effect for 4 seconds

        • Works the same way as the «Destabilized Plasma» augment

      • «Cryo Field» augment

        • Hitting an enemy with a critical shot or after ricochet will apply the «Freezing» status effect to them for 10 seconds.

        • Works the same way as the «Destabilized Plasma» augment 

      • «Magnetron» augment

        • Hitting an enemy with a critical shot or after ricochet will apply the «EMP» status effect to them for 1 second

        • Works the same way as the «Destabilized Plasma» augment

      • «Tectonic field» augment

        • Hitting an enemy with a critical shot or after ricochet will apply the «Stun» status effect to them for 0.4 seconds

        • Works the same way as the «Destabilized Plasma» augment 

      • «Super-smart Minus-Field» augment

        • Hitting an enemy with a critical shot or after ricochet will apply the «Armor-Piercing» status effect to them for 3 seconds

        • Works the same way as the «Destabilized Plasma» augment 

      • «Jamming Field» augment

        • Any damage will apply the «Jammer» status effect to a target for 1 second

        • Removed other features of the augment

      • «Pulsar» augment

        • Critical chance decreased by 50%

      • «Helios» augment

        • Shots are now able to ricochet once 

      • Updated Garage descriptions for the augments

    • Smoky

      • Fixed the way «Sorted Ammunition» augment works

      • (Note) Permanent fix for now

    • Striker

      • Fixed the way anti-cheat works so it won’t cause all rockets after the first one to lose damage

      • Added an anti-cheat setting that won’t let rockets deal damage if the system considers this damage be illegal

      • (Note) You can't see if the rocket doesn't deal damage if you haven't launched the rocket. ?

    • Scorpion

      • Minor changes in design

      • Added the «Adrenaline» augment available for crystals

        • Maximum damage bonus: 30%

      • Added the «Explosive Shells» augment available for crystals

        • Radius of average splash damage is 2 meters

        • Radius of minimal splash damage is 10 meters

        • Projectile speed decreased by 50%

        • Projectiles cannot ricochet

      • Added the «Explosive Warheads» augment available for crystals

        • Radius of average splash damage is 3 meters

        • Radius of minimal splash damage is 10 meters

      • Added the «Missile launcher «Wolfpack» augment available for crystals

        • Number of rockets in salvo is 8

        • Aiming duration is increased by +100%

        • Initial rocket speed is decreased by -99%

        • Maximum rocket speed is increased by +1100%

        • Time to reach max rocket speed is increased by +300%

 

 

 

Spoiler

UPDATED: 24/06/22

 

With 20 units of additional damage enhancement:

 

 

Tesla:

  • AP Tesla will be able to kill a light hull that has DA with ball + chain lightning strike. 

 

 

Hammer:

  • It will require fewer pellets to one-shot an unprotected light hull and two-shot unprotected heavy hulls
  • Will start 3-shotting heavy hulls with DA
  • AP Hammer will require only one shot to kill a heavy hull after it APs them

 

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls

 

 

Thunder:

  • Small Calibre Charging Machine will now 3 shot unprotected heavy hulls
  • The range at which Sledgehammer Rounds one-shots unprotected light hulls is increased to 34 metres (from 30m)
  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is increased to 44 metres (from 41m)

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit

 

 

Striker: 

  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~5.5 metres (out of 8m)

 

 

Railgun:

  • Will kill a medium hull with DA with a normal + critical hit
  • Round Destabilisation will kill a heavy hull with DA with a normal + critical hit
  • Round Stabilisation will start one-shotting unprotected medium hulls with the critical damage

 

 

Magnum:  

  • Will start one-shotting unprotected medium hulls with the normal damage

 

 

Shaft:

  • Will start one-shotting unprotected light hulls with the critical damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

Scorpion:

  • Will start one-shotting unprotected medium hulls with the critical damage. 

 

Adrenaline:

  • Tesla will start one-shotting unprotected light hulls at 92% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 98% HP
  • Hammer will start one-shotting unprotected medium hulls at 50% HP
  • Striker will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Striker will start one-shotting unprotected heavy hulls with the normal damage at 66% HP
  • Smoky will start 3-shotting unprotected heavy hulls with the normal damage at 91% HP
  • Thunder will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Gauss will start 2-shotting unprotected medium hulls with the arcade shot at 86% HP
  • Gauss will start one-shotting unprotected medium hulls with the critical damage at 81% HP
  • Gauss will start one-shotting unprotected heavy hulls with the salvo at 92% HP
  • The range at which Gauss one-shots unprotected light hulls with the salvo increases from 11m to 20m at 92% HP
  • Shaft will start two-shotting unprotected medium hulls with the arcade shot at 86% HP
  • Scorpion will start one-shotting unprotected medium hulls with the normal damage at 66% HP

 

Edited by TheCongoSpider
Added Spoiler

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On 6/23/2022 at 9:28 AM, Marcus said:

 

  • Spoiler
    • Ricochet
      • «Destabilized Plasma» augment
        • Shots are now able to ricochet once
        • Range of average damage decreased from 4 to 2 meters
        • Average splash damage and Minimum splash damage changed from 90% and 25% to 50%
        • Projectile speed is no longer increased
      • «Plasma Torch» augment

        • Projectile speed decrease changed from -40% to -50%

      • «Sizzling Field» augment

        • Hitting an enemy with a critical shot or after ricochet will apply the «Burning» status effect for 4 seconds

        • Works the same way as the «Destabilized Plasma» augment

      • «Cryo Field» augment

        • Hitting an enemy with a critical shot or after ricochet will apply the «Freezing» status effect to them for 10 seconds.

        • Works the same way as the «Destabilized Plasma» augment 

      • «Magnetron» augment

        • Hitting an enemy with a critical shot or after ricochet will apply the «EMP» status effect to them for 1 second

        • Works the same way as the «Destabilized Plasma» augment

      • «Tectonic field» augment

        • Hitting an enemy with a critical shot or after ricochet will apply the «Stun» status effect to them for 0.4 seconds

        • Works the same way as the «Destabilized Plasma» augment 

      • «Super-smart Minus-Field» augment

        • Hitting an enemy with a critical shot or after ricochet will apply the «Armor-Piercing» status effect to them for 3 seconds

        • Works the same way as the «Destabilized Plasma» augment 

      • «Jamming Field» augment

        • Any damage will apply the «Jammer» status effect to a target for 1 second

        • Removed other features of the augment

      • «Pulsar» augment

        • Critical chance decreased by 50%

      • «Helios» augment

        • Shots are now able to ricochet once 

      • Updated Garage descriptions for the augments

    • Smoky

      • Fixed the way «Sorted Ammunition» augment works

      • (Note) Permanent fix for now

    • Striker

      • Fixed the way anti-cheat works so it won’t cause all rockets after the first one to lose damage

      • Added an anti-cheat setting that won’t let rockets deal damage if the system considers this damage be illegal

      • (Note) You can't see if the rocket doesn't deal damage if you haven't launched the rocket. ?

    • Scorpion

      • Minor changes in design

      • Added the «Adrenaline» augment available for crystals

        • Maximum damage bonus: 30%

      • Added the «Explosive Shells» augment available for crystals

        • Radius of average splash damage is 2 meters

        • Radius of minimal splash damage is 10 meters

        • Projectile speed decreased by 50%

        • Projectiles cannot ricochet

      • Added the «Explosive Warheads» augment available for crystals

        • Radius of average splash damage is 3 meters

        • Radius of minimal splash damage is 10 meters

      • Added the «Missile launcher «Wolfpack» augment available for crystals

        • Number of rockets in salvo is 8

        • Aiming duration is increased by +100%

        • Initial rocket speed is decreased by -99%

        • Maximum rocket speed is increased by +1100%

        • Time to reach max rocket speed is increased by +300%

 

 

 

Spoiler

UPDATED: 24/06/22

 

With 60 units of additional damage enhancement:

 

 

Tesla:

  • Will start one-shotting unprotected light hulls
  • Electroturret will instantly kill an unprotected heavy hull with the ball + chain lightning 

 

Hammer:

  • Will one-shot unprotected medium hulls 
  • Duplet will instantly kill medium hulls with DA
  • AP Hammer will require only one shot to kill heavy hulls with DA after it AP's them
  • Blunderbuss will start one-shotting unprotected heavy hulls with the normal and critical damage with Viking's Overdrive

 

Ricochet:

  • Helios' initial burst will start killing medium hulls with DA
  • The number of projectiles needed to kill an unprotected heavy hull with Plasma Torch is decreased by 10

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected medium hulls with the critical damage
  • Small Calibre Charging Machine will now 2-shot unprotected medium hulls
  • The range at which Sledgehammer Rounds one-shots unprotected medium hulls is increased to 23m metres (from 0m)
  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is increased to 49m metres (from 41m)
  • The range at which Sledgehammer Rounds one-shots unprotected light hulls is increased to 40 metres (from 30m)

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage
  • Will kill heavy hulls that have DA with a salvo
  • Cyclone will kill Juggernauts if one of the missiles gets a critical hit
  • Uranium will start one-shotting medium hulls
  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~6.6 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage
  • Scout will start one-shotting unprotected light hulls with the normal damage 
  • Scout will start one-shotting unprotected medium hulls with the critical damage

 

Gauss: 

  • Will start one-shotting unprotected heavy hulls with the salvo
  • The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m)
  • Will start 2-shotting unprotected medium hulls with the acrade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Will start killing unprotected heavy hulls with a normal + critical hit
  • Will start killing heavy hulls that have DA with a fully charged sniping shot
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the critical damage
  • Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot
  • AP Shaft will kill a medium hulls that have DA with a lowly charged sniping shot + arcade shot

 

Scorpion:

  • Will start one-shotting unprotected medium hulls with the normal and critical damage
  • Will kill a medium hull with DA and 50% Scorpion protection if all missiles directly hit
  • The range at which Explosive Warheads kills a medium hull with DA is increased to 10 metres (from 2m)

 

 

Adrenaline:

  • Magnum will start one-shotting unprotected heavy hulls with the normal damage at 40% HP
  • The range at which Magnum's splash damage one-shots unprotected light hulls is increased to 20 metres (from 5m) at 40% HP 
  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 83% HP

 

Edited by TheCongoSpider
Added Spoiler

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On 6/24/2022 at 2:13 AM, Venerable said:

Thanks a lot for giving my poor fingers a workout!

Please use spoilers lol ?

Each post is a topic in itself ?

Good idea. I will use spoilers for all except the list that is currently active. ?

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Quote
  • New augment for Thunder added to the updated UItra Containers — «Salamander shells»

    • (Note) Critical hit ignites the target. Critical damage will be dealt only to the first affected target, but other tanks in the range of splash damage will be ignited too

UPDATED: 01/07/22

 

No changes. 

Edited by TheCongoSpider

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Quote
  • New augment for Thunder added to the updated UItra Containers — «Salamander shells»

    • (Note) Critical hit ignites the target. Critical damage will be dealt only to the first affected target, but other tanks in the range of splash damage will be ignited too

UPDATED: 01/07/22

 

No changes. 

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On 6/24/2022 at 2:13 AM, Venerable said:

Thanks a lot for giving my poor fingers a workout!

Please use spoilers lol ?

Each post is a topic in itself ?

Spoilers are being added to the lists of outdated interaction changes. Should I spoiler the Patch Note quotes as well? 

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2 hours ago, TheCongoSpider said:

Spoilers are being added to the lists of outdated interaction changes. Should I spoiler the Patch Note quotes as well? 

In my opinion, it'll be great if you add spoilers for any content that needs too much scrolling to be read lol - so if the content crosses around 10 lines, add a spoiler...

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Quote

 

  •  

    Spoiler
    • New augment for Thunder added to the updated Ultra Containers — «Hyperspeed shells»

      • (Note) The shell damage is reduced by 50% but only at close range. The greater the distance, the more damage you deal, up to 400% of regular damage. Shells fly faster, but critical damage is completely removed.

    • Thunder

      • Critical damage decreased from 615-1230 to 600-1200 HP

      • «Salamander» shells, «Wyvern» shells, «Magneto» shells, «Peacekeeper» shells, and «Corrosion» shells augments

        • Critical damage decreased by 25%

        • Critical splash radius increased from 1 to 12 m.

        • (Note) Status effects are now applied to all targets in critical splash radius, not limited to just one opponent. This variant of settings fits the turret better.

    • Scorpion

      • Regular damage decreased from 650-1300 to 625-1250

      • Critical damage increased from 700-1400 to 750-1500

      • If a target is destroyed, rockets will now be flying to the point where the tank was destroyed

        • (Note) Rockets will no longer fly towards the sky

 

 

Spoiler

UPDATED: 22/07/22

 

With 20 units of additional damage enhancement:

 

 

Tesla:

  • AP Tesla will be able to kill a light hull that has DA with ball + chain lightning strike. 

 

 

Hammer:

  • It will require fewer pellets to one-shot an unprotected light hull and two-shot unprotected heavy hulls
  • Will start 3-shotting heavy hulls with DA
  • AP Hammer will require only one shot to kill a heavy hull after it APs them

 

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls

 

 

Thunder:

  • Small Calibre Charging Machine will now 3 shot unprotected heavy hulls

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit

 

 

Striker: 

  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~5.5 metres (out of 8m)

 

 

Railgun:

  • Will kill a medium hull with DA with a normal + critical hit
  • Round Destabilisation will kill a heavy hull with DA with a normal + critical hit
  • Round Stabilisation will start one-shotting unprotected medium hulls with the critical damage

 

 

Magnum:  

  • Will start one-shotting unprotected medium hulls with the normal damage

 

 

Shaft:

  • Will start one-shotting unprotected light hulls with the critical damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

Scorpion:

  • Will kill a medium hull that has DA with normal + critical hit 

 

 

Adrenaline:

  • Tesla will start one-shotting unprotected light hulls at 92% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 98% HP
  • Hammer will start one-shotting unprotected medium hulls at 50% HP
  • Striker will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Striker will start one-shotting unprotected heavy hulls with the normal damage at 66% HP
  • Smoky will start 3-shotting unprotected heavy hulls with the normal damage at 91% HP
  • Thunder will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Gauss will start 2-shotting unprotected medium hulls with the arcade shot at 86% HP
  • Gauss will start one-shotting unprotected medium hulls with the critical damage at 81% HP
  • Gauss will start one-shotting unprotected heavy hulls with the salvo at 92% HP
  • The range at which Gauss one-shots unprotected light hulls with the salvo increases from 11m to 20m at 92% HP
  • Shaft will start two-shotting unprotected medium hulls with the arcade shot at 86% HP
Edited by TheCongoSpider
Added Spolier
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Quote
  •  

    Spoiler
    • New augment for Thunder added to the updated Ultra Containers — «Hyperspeed shells»

      • (Note) The shell damage is reduced by 50% but only at close range. The greater the distance, the more damage you deal, up to 400% of regular damage. Shells fly faster, but critical damage is completely removed.

    • Thunder

      • Critical damage decreased from 615-1230 to 600-1200 HP

      • «Salamander» shells, «Wyvern» shells, «Magneto» shells, «Peacekeeper» shells, and «Corrosion» shells augments

        • Critical damage decreased by 25%

        • Critical splash radius increased from 1 to 12 m.

        • (Note) Status effects are now applied to all targets in critical splash radius, not limited to just one opponent. This variant of settings fits the turret better.

    • Scorpion

      • Regular damage decreased from 650-1300 to 625-1250

      • Critical damage increased from 700-1400 to 750-1500

      • If a target is destroyed, rockets will now be flying to the point where the tank was destroyed

        • (Note) Rockets will no longer fly towards the sky

 

 

 

Spoiler

UPDATED: 22/07/22

 

With 60 units of additional damage enhancement:

 

 

Tesla:

  • Will start one-shotting unprotected light hulls
  • Electroturret will instantly kill an unprotected heavy hull with the ball + chain lightning 

 

Hammer:

  • Will one-shot unprotected medium hulls 
  • Duplet will instantly kill medium hulls with DA
  • AP Hammer will require only one shot to kill heavy hulls with DA after it AP's them
  • Blunderbuss will start one-shotting unprotected heavy hulls with the normal and critical damage with Viking's Overdrive

 

Ricochet:

  • Helios' initial burst will start killing medium hulls with DA
  • The number of projectiles needed to kill an unprotected heavy hull with Plasma Torch is decreased by 10

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected medium hulls with the critical damage
  • Small Calibre Charging Machine will now 2-shot unprotected medium hulls
  • Corrosion Shells will kill a medium that has DA with critical + normal hit
  • Hyperspeed Shells will start one-shotting unprotected heavy hulls after 60m

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage
  • Will kill heavy hulls that have DA with a salvo
  • Cyclone will kill Juggernauts if one of the missiles gets a critical hit
  • Uranium will start one-shotting medium hulls
  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~6.6 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage
  • Scout will start one-shotting unprotected light hulls with the normal damage 
  • Scout will start one-shotting unprotected medium hulls with the critical damage

 

Gauss: 

  • Will start one-shotting unprotected heavy hulls with the salvo
  • The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m)
  • Will start 2-shotting unprotected medium hulls with the acrade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Will start killing unprotected heavy hulls with a normal + critical hit
  • Will start killing heavy hulls that have DA with a fully charged sniping shot
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the critical damage
  • Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot
  • AP Shaft will kill a medium hulls that have DA with a lowly charged sniping shot + arcade shot

 

Scorpion:

  • Will start one-shotting unprotected medium hulls with the normal 
  • Will kill a medium hull with DA and 50% Scorpion protection if all missiles directly hit
  • The range at which Explosive Warheads kills a medium hull with DA is increased to 10 metres (from 2m)

 

 

Adrenaline:

  • Magnum will start one-shotting unprotected heavy hulls with the normal damage at 40% HP
  • The range at which Magnum's splash damage one-shots unprotected light hulls is increased to 20 metres (from 5m) at 40% HP 
  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 83% HP
  • Scorpion will start one-shotting unprotected heavy hulls with the critical damage at 77% HP

 

Edited by TheCongoSpider
Added Spoiler
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On 8/4/2022 at 8:00 AM, Marcus said:

 

  •  

    Spoiler
    • Hammer

      • Critical hit chance decreased from 12% to 10%

      • «Dragon Breath» augment

        • The power of setting fire to an opponent on critical hits decreased from 100% to 40%.

        • No longer decreases critical damage

      • «Wyvern’s Breath» augment

        • Applies the «Freezing» status effect: both on critical hit and by a pellet from the last shot in the clip

        • No longer decreases clip reload duration

      • «Magnetic Pellets» augment

        • Applies the «EMP» status effect: both on critical hit and by a pellet from the last shot in the clip

        • No longer decreases clip reload duration

      • «Stunning Pellets» augment

        • Applies the «Stun» status effect: both on critical hit and by a pellet from the last shot in the clip

        • No longer decreases clip reload duration

        • Duration of the «Stun» status effect is decreased from 2 seconds to 1 second

      • «Armor-Piercing Shot» augment

        • Applies the «Armor-Piercing» status effect: both on critical hit and by a pellet from the last shot in the clip

        • No longer decreases clip reload duration

      • «Jamming Shot» augment

        • Applies the «Jammer» status effect: both on critical hit and by a pellet from the last shot in the clip

        • Duration of the «Jammer» status effect is decreased from 5 seconds to 3 seconds

        • No longer decreases clip reload duration

    • Thunder

      • «Hyperspeed» shells» augment

        • The decrease in tange of minimum damage changed from -50% to -25%

        • Projectile speed increased from +100% to +200%

 

 

 

Spoiler

UPDATED: 05/08/22

 

With 20 units of additional damage enhancement:

 

 

Tesla:

  • AP Tesla will be able to kill a light hull that has DA with ball + chain lightning strike. 

 

 

Hammer:

  • It will require fewer pellets to one-shot an unprotected light hull and two-shot unprotected heavy hulls
  • Will start 3-shotting heavy hulls with DA
  • AP Hammer will require only one shot to kill a heavy hull after it APs them
  • Dragon's Breath will instantly kill an unprotected medium hull after a critical hit

 

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls

 

 

Thunder:

  • Small Calibre Charging Machine will now 3 shot unprotected heavy hulls
  • The range at which Hyperspeed Shells one-shots unprotected medium hulls is decreased to 78m (from 82m)
  • The range at which Hyperspeed Shells one-shots unprotected light hulls is decreased to 65m (from 68m)

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit

 

 

Striker: 

  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~5.5 metres (out of 8m)

 

 

Railgun:

  • Will kill a medium hull with DA with a normal + critical hit
  • Round Destabilisation will kill a heavy hull with DA with a normal + critical hit
  • Round Stabilisation will start one-shotting unprotected medium hulls with the critical damage

 

 

Magnum:  

  • Will start one-shotting unprotected medium hulls with the normal damage

 

 

Shaft:

  • Will start one-shotting unprotected light hulls with the critical damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

Scorpion:

  • Will kill a medium hull that has DA with normal + critical hit 

 

 

Adrenaline:

  • Tesla will start one-shotting unprotected light hulls at 92% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 98% HP
  • Hammer will start one-shotting unprotected medium hulls at 50% HP
  • Striker will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Striker will start one-shotting unprotected heavy hulls with the normal damage at 66% HP
  • Smoky will start 3-shotting unprotected heavy hulls with the normal damage at 91% HP
  • Thunder will start one-shotting unprotected light hulls with the normal damage at 93% HP
  • Gauss will start 2-shotting unprotected medium hulls with the arcade shot at 86% HP
  • Gauss will start one-shotting unprotected medium hulls with the critical damage at 81% HP
  • Gauss will start one-shotting unprotected heavy hulls with the salvo at 92% HP
  • The range at which Gauss one-shots unprotected light hulls with the salvo increases from 11m to 20m at 92% HP
  • Shaft will start two-shotting unprotected medium hulls with the arcade shot at 86% HP

 

Edited by TheCongoSpider
Added Spoiler
  • Thanks 1

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Quote
  •  

    Spoiler
    • Hammer

      • Critical hit chance decreased from 12% to 10%

      • «Dragon Breath» augment

        • The power of setting fire to an opponent on critical hits decreased from 100% to 40%.

        • No longer decreases critical damage

      • «Wyvern’s Breath» augment

        • Applies the «Freezing» status effect: both on critical hit and by a pellet from the last shot in the clip

        • No longer decreases clip reload duration

      • «Magnetic Pellets» augment

        • Applies the «EMP» status effect: both on critical hit and by a pellet from the last shot in the clip

        • No longer decreases clip reload duration

      • «Stunning Pellets» augment

        • Applies the «Stun» status effect: both on critical hit and by a pellet from the last shot in the clip

        • No longer decreases clip reload duration

        • Duration of the «Stun» status effect is decreased from 2 seconds to 1 second

      • «Armor-Piercing Shot» augment

        • Applies the «Armor-Piercing» status effect: both on critical hit and by a pellet from the last shot in the clip

        • No longer decreases clip reload duration

      • «Jamming Shot» augment

        • Applies the «Jammer» status effect: both on critical hit and by a pellet from the last shot in the clip

        • Duration of the «Jammer» status effect is decreased from 5 seconds to 3 seconds

        • No longer decreases clip reload duration

    • Thunder

      • «Hyperspeed» shells» augment

        • The decrease in tange of minimum damage changed from -50% to -25%

        • Projectile speed increased from +100% to +200%

 

 

 

Spoiler

UPDATED: 05/08/22

 

With 60 units of additional damage enhancement:

 

 

Tesla:

  • Will start one-shotting unprotected light hulls
  • Electroturret will instantly kill an unprotected heavy hull with the ball + chain lightning 

 

Hammer:

  • Will one-shot unprotected medium hulls 
  • Duplet will instantly kill medium hulls with DA
  • AP Hammer will require only one shot to kill heavy hulls with DA after it AP's them
  • Blunderbuss will start one-shotting unprotected heavy hulls with the normal and critical damage with Viking's Overdrive

 

Ricochet:

  • Helios' initial burst will start killing medium hulls with DA
  • The number of projectiles needed to kill an unprotected heavy hull with Plasma Torch is decreased by 10

 

 

Thunder:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected medium hulls with the critical damage
  • Small Calibre Charging Machine will now 2-shot unprotected medium hulls
  • Corrosion Shells will kill a medium that has DA with critical + normal hit
  • The range at which Hyperspeed Shells starts one-shotting unprotected medium hulls is decreased to 72m (from 82m)
  • The range at which Hyperspeed Shells starts one-shotting unprotected light hulls is decreased to 53m (from 68m)
  • Hyperspeed Shells will start one-shotting unprotected heavy hulls after 83m

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium hulls
  • High-Precision Aiming System will start one-shotting unprotected light hulls with the normal damage
  • Sorted Ammunition will kill an unprotected medium hull with a critical + normal hit
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Striker: 

  • Will start one-shotting unprotected light hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage
  • Will kill heavy hulls that have DA with a salvo
  • Cyclone will kill Juggernauts if one of the missiles gets a critical hit
  • Uranium will start one-shotting medium hulls
  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~6.6 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage
  • Scout will start one-shotting unprotected light hulls with the normal damage 
  • Scout will start one-shotting unprotected medium hulls with the critical damage

 

Gauss: 

  • Will start one-shotting unprotected heavy hulls with the salvo
  • The range at which the salvo one-shots unprotected light hulls is increased to 20 metres (from 5m)
  • Will start 2-shotting unprotected medium hulls with the acrade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit

 

 

Magnum: 

  • Will start one-shotting unprotected medium hulls with the normal damage
  • Will start one-shotting unprotected heavy hulls with the critical damage

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the normal arcade damage
  • Will start one-shotting unprotected light hulls with the critical damage
  • Will start killing unprotected heavy hulls with a normal + critical hit
  • Will start killing heavy hulls that have DA with a fully charged sniping shot
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Short-Band Emitters will start one-shotting unprotected medium hulls with the critical damage
  • Light Capacitors will start one-shotting medium hulls that have DA with a fully charged sniping shot
  • AP Shaft will kill a medium hulls that have DA with a lowly charged sniping shot + arcade shot

 

Scorpion:

  • Will start one-shotting unprotected medium hulls with the normal 
  • Will kill a medium hull with DA and 50% Scorpion protection if all missiles directly hit
  • The range at which Explosive Warheads kills a medium hull with DA is increased to 10 metres (from 2m)

 

 

Adrenaline:

  • Magnum will start one-shotting unprotected heavy hulls with the normal damage at 40% HP
  • The range at which Magnum's splash damage one-shots unprotected light hulls is increased to 20 metres (from 5m) at 40% HP 
  • Railgun will start one-shotting unprotected heavy hulls with the critical damage at 83% HP
  • Scorpion will start one-shotting unprotected heavy hulls with the critical damage at 77% HP

Edited by TheCongoSpider
Added Spoiler
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On 8/9/2022 at 10:44 PM, OpakiRaich said:

U wont be able to max it and afford for supplies with rank like yours. 

I have a Legend account......

I swear I've opened a 1000+ Ultra containers with no luck ?

Edited by 0179432

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