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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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6 hours ago, Fun said:

Why does Hyperion use an extra mine and repair kit, while it doesnt boost these supplies?

Most likely as a way of balancing it. It's a powerful general-use drone, so it needs to be expensive to operate.

Luckily, the number of extra supplies used was recently decreased from 2 to 1.

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15 hours ago, DestrotankAI9 said:

That's weird, I didn't see this change listed anywhere in the patch notes - and yes it is not included in the wiki it would seem. I did trust that the wiki information (since, as far as I knew - they also do in-game testing to get accurate descriptions) would be correct - but it seems that that is not the case then.

If we can't trust a combination of the patch notes, and the wiki, how are we supposed to know about changes like this? Interesting. It was mentioned in patch notes that Blaster reduces Boosted Damage cooldown, but not Assault, as far as I can see.

We know about these changes by players reporting differences in gameplay pre- and post-patch. Unfortunately, the importance of keeping track of Patch Notes has been significantly increased in 2021. Patch Notes happen often, containing many changes per month and the addition of new mechanics. With new mechanics come new interactions with precious mechanics.

Some Patch Notes contain unannouced changes, for example, Mechanic's score per assist being reduced from 10 to 5, Assault gaining the ability to decrease Boosted Damage cooldown by activating other supplies, and a good example earlier this year, Missile Launcher"Uranium" having its critical hit disabled.

Patch Notes often don't give the whole picture because the descriptions of the changes come off as vague at times. Or there are other relevant information being ommited. For example in the last Patch, you saw that a number of turrets had their maximum critical chance increased to 12%, but what the Patch Note omitted was that there initial critical chance was also increased to 12%, and their chance step was decreased to 4%. Twins' chance step was reduced from 25% to 5%, meaning the critical hit scheme looks like 25, 0, 5, 10, 15, 20, 25... Instead of the previous 0, 25, 0, 25, 0, 25 etc. 

 

It is an ongoing issue and I hope it will be resolved with the updates after the new interface arrives. For now, if you would like information that is as up-to-date as possible, you may look at the DE Wiki pages. 

 

Quote

I had no idea that the Assault Drone does now reduce the Boosted Damage smart cooldown, just the same way that Booster and Blaster do. But if this kind of thing isn't listed in the wiki or patch notes, as I say how are we really supposed to know these things. Pretty annoying.

It happened with the Patch on December 3rd. And yes, it is annoying. If you have any other questions about the drones currently, you may ask here. 

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8 minutes ago, TheCongoSpider said:

We know about these changes by players reporting differences in gameplay pre- and post-patch. Unfortunately, the importance of keeping track of Patch Notes has been significantly increased in 2021. Patch Notes happen often, containing many changes per month and the addition of new mechanics. With new mechanics come new interactions with precious mechanics.

Some Patch Notes contain unannouced changes, for example, Mechanic's score per assist being reduced from 10 to 5, Assault gaining the ability to decrease Boosted Damage cooldown by activating other supplies, and a good example earlier this year, Missile Launcher"Uranium" having its critical hit disabled.

Patch Notes often don't give the whole picture because the descriptions of the changes come off as vague at times. Or there are other relevant information being ommited. For example in the last Patch, you saw that a number of turrets had their maximum critical chance increased to 12%, but what the Patch Note omitted was that there initial critical chance was also increased to 12%, and their chance step was decreased to 4%. Twins' chance step was reduced from 25% to 5%, meaning the critical hit scheme looks like 25, 0, 5, 10, 15, 20, 25... Instead of the previous 0, 25, 0, 25, 0, 25 etc. 

 

It is an ongoing issue and I hope it will be resolved with the updates after the new interface arrives. For now, if you would like information that is as up-to-date as possible, you may look at the DE Wiki pages. 

 

It happened with the Patch on December 3rd. And yes, it is annoying. If you have any other questions about the drones currently, you may ask here. 

So annoying, with all these unannounced changes going on :) I forgot about the unannounced changes - will have to take that into account in future when making bug reports :P

DE Wiki pages more accurate, eh? Interesting.

OK well thanks for the info! I know who to ask for info on these things next time then, lol :) Coming from games where they put everything in the patch notes, to this, is rather frustrating.

Edited by DestrotankAI9

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19 minutes ago, At_Shin said:

Crisis can be more powerful than Booster/Defender but only if you use it well. You must know what are the right circumstances under which you should change supplies. Also, you must be prepared to waste a lot of supplies while using crisis - even repair kits and mines (Crisis consumes 3 repair kits instead of 1 per activation of repair supply. Same for mines).

Booster and Defender can be a bit weaker in 1vs1 situations against Crisis, but they are easily the most easiest drones to use and can win a skirmish against Crisis user if the enemy is not skilled enough. 

It all depends on a multitude of factors. Booster and Defender are easily better than Crisis at close range when no status augments are involved (crisis user will be forced to equip BA almost all the time), While crisis is a bit better at long range (tho has to be a skilled user). Crisis also needs status augments (like ap and emp or stun) to make full use of its versatility. And with the trickster update, it just went down the ladder even more. All in all Crisis is such a hungry drone which requires a lot of conditions to be met to be used rightly.

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4 minutes ago, wolverine848 said:

Which update is that?

The rework that changed its support abilities to giving itself additonal speed. It was then buffed in the drone and supply update in October last year. They're saying Crisis is less niche now (and subsequently, less powerful relatively) with Trickster giving a similar speed boost.

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3 hours ago, TheCongoSpider said:

The rework that changed its support abilities to giving itself additonal speed. It was then buffed in the drone and supply update in October last year. They're saying Crisis is less niche now (and subsequently, less powerful relatively) with Trickster giving a similar speed boost.

Ah... misread that as Trickster going downhill.  Crisis still is very potent if used right.  Just have to be smart about it - no automatic wins.

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12 hours ago, TheCongoSpider said:

I've confirmed that Jammer does make Miner lose its mines if it is killer while Inflicted with it. So if you're using Miner, watch out for Hunters, Wasps and Paladins as they are the most frequently-occuring sources of Jammer in any give battle. 

Well that just sucks.

Saboteur is miles better in this case.

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I figured that I would create a separate topic for this instead of updating it in the Opinion on the Current State of Tanki Online topic. You can use this topic to ponder with each other on the effectiveness of Booster whilst taking a look at how the list changes with each Patch Note. 

I would like it if this topic was not merged into the Let's Discuss Drones thread, as it would get much less traffic there and is discussing a very particular equipment in the game. 

 

 

The lists being presented are the major interaction changes that occur when a Booster drone is applied. The turrets and hulls in these interactions are assumed to be Mk7+ equipment. I will mention the umbrella interaction changes, as other interaction changes will stem from those.

For example, a turret that can deal 4,000 damage in a single shot will one-shot an unprotected heavy hull and as a result of this, will one-shot light hulls that have Double Armour. The latter part is understood because of the former. DPS turrets are left out of this as with Booster, it simply boilds down to "it kills the target faster", rather than there being a distinctly noticeable change. 

 

 

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With 30 units of additional damage enhancement:

 

 

Spoiler

 

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
  • Blunderbuss will start one-shotting unprotected heavy hulls with both normal and critical damage
  • Blunderbuss' normal and critical damage will start one-shotting unprotected medium hulls with Viking's Overdrive
  • AP Hammer will require only one shot to finish medium hulls after it APs them
  • Will start one-shotting unprotected heavy hulls with Viking's Overdrive

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls. 

 

 

Thunder:

  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is doubled.
  • Will start one-shotting unprotected medium hulls with Viking's Overdrive 

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Supercumulative Rounds critical hits will start one-shotting unprotected light hulls
  • High-Precision Aiming System critical hits will start one-shotting unprotected light hulls
  • Critical hits will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Striker: 

  • Will start one-shotting unprotected light hulls
  • Will kill heavy hulls that have DA with a salvo
  • Uranium will start one-shotting medium hulls
  • The range at which RRE will give 1,500 splash damage is increased to ~5.5 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the critical hit
  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Round Stabilisation and AP Railgun will start one-shotting unprotected light hulls
  • AP Railgun will require one fewer shot to kill all hulls on average

 

 

Gauss: 

  • Will start 2-shotting unprotected medium hulls with the acrade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit
  • Range of fatal splash damage for unprotected medium hulls increased from 2m to 12m
  • AP and EMP Gauss will start 2-shotting unprotected heavy hulls with salvo + arcade shot

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the arcade shot
  • Will start one-shotting unprotected medium hulls with the minimum sniping damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

 

Adrenaline:

  • Thunder will start one-shotting unprotected light hulls at 49% HP
  • Vulcan will reach 2,000 DPS at 40% HP
  • Tesla will start one-shotting unprotected light hulls at 56% HP
  • Shaft will start one-shotting heavy hulls with DA with a fully charged sniping shot at 58% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 85% HP
  • Smoky will start one-shotting unprotected light hulls with the critical hit at 83% HP

 

 

Edited by TheCongoSpider
Added Spoiler
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I still remember back when uranium alt for striker + booster drone combined would deak 16K damage if you fired all 4 rockets by locking on

Idk if it still does that but this could easily destroy a juggernaut with full health, was ridiculous, heavy hulls were a mere joke for uranium, even if the opponent had lifeguard drone you would still easily destroy them with 1 more shot

Also the most fun I've had was getting multi kills with uranium + booster drone on players who were stacked up trying to catch gold boxes

 

I'd say booster is slightly less OP now because overdrives that can counter it (albeit indirectly) exist

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3 hours ago, Marcus said:
  • Ricochet:
    • Critical damage increased from 170-340 to 270-540 HP

The only interaction change that occurs here is the critical hit being able to one-shot unprotected light hulls with Viking's Overdrive, but I won't include that as I don't think it would happen often enough to justify a spot in the list; especially since Ricochet's projectiles during the Overdrive have 0.15 seconds between each other. 

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Assault's ability to reduce supply cooldowns with each kill makes it perfect for camping. It's pretty much a better version of the old Camper drone if you're able to get kills constantly from one spot. Since mine isn't a high MU, I can't push offensively too much the way I can with my 20/20 Brutus and I find that I often die before my first set of supplies run out in the first place, so I'm using it as a replacement for old Camper. :3c

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On 3/31/2022 at 7:41 AM, Marcus said:

Striker:

  • Critical damage decreased from 900-1800 to 850-1700 HP.

 

Thunder:

 

  • Critical damage increased from 405-810 to 450-900 HP.

  • Impact force increased from 2-5 to 2-6 units.

 

Spoiler

 

UPDATED: 1/4/22

 

With 30 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
  • Blunderbuss will start one-shotting unprotected heavy hulls with both normal and critical damage
  • Blunderbuss' normal and critical damage will start one-shotting unprotected medium hulls with Viking's Overdrive
  • AP Hammer will require only one shot to finish medium hulls after it APs them
  • Will start one-shotting unprotected heavy hulls with Viking's Overdrive

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls

 

 

Thunder:

  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is doubled
  • Will start one-shotting unprotected light hulls with the critical hit
  • Will start one-shotting unprotected medium hulls with Viking's Overdrive
  • Small Calibre Charging Machine will start one-shotting unprotected medium hulls with the critical hit during Viking's Overdrive 

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Supercumulative Rounds critical hits will start one-shotting unprotected light hulls
  • High-Precision Aiming System critical hits will start one-shotting unprotected light hulls
  • 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 kill heavy hulls that have DA with a salvo
  • Uranium will start one-shotting medium hulls
  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~5.5 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected medium hulls with the critical hit
  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Round Stabilisation and AP Railgun will start one-shotting unprotected light hulls
  • AP Railgun will require one fewer shot to kill all hulls on average

 

 

Gauss: 

  • Will start 2-shotting unprotected medium hulls with the acrade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit
  • Range of fatal splash damage for unprotected medium hulls increased from 2m to 12m
  • AP and EMP Gauss will start 2-shotting unprotected heavy hulls with salvo + arcade shot

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the arcade shot
  • Will start one-shotting unprotected medium hulls with the minimum sniping damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

 

Adrenaline:

  • Thunder will start one-shotting unprotected light hulls with the normal damage at 49% HP
  • Striker will start one-shotting unprotected heavy hulls with the critical damage at 84% HP
  • Vulcan will reach 2,000 DPS at 40% HP
  • Tesla will start one-shotting unprotected light hulls at 56% HP
  • Shaft will start one-shotting heavy hulls with DA with a fully charged sniping shot at 58% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 85% HP
  • Smoky will start one-shotting unprotected light hulls with the critical hit at 84% HP

 

 

Edited by TheCongoSpider
Added Spoiler

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On 4/7/2022 at 7:19 AM, Marcus said:

 

Spoiler


 

 

  • Thunder

    • Critical damage increased from 450-900 to 495-990 HP

  • Railgun

    • Regular damage increased from 350-700 to 495-990

    • Critical damage increased from 655-1310 to 755-1510

    • Critical damage chance decreased from 50% to 30%

    • Shot warmup time increased from 1.1 to 1.5 seconds

      • «Reinforced aiming transmission» augment

        • Turret rotation speed increase is 50% instead of 40%; 

        • No longer decreases vertical auto aim; 

        • Price increased from 149 000 crystals to 245 000 crystals

      • «Round stabilisation» augment

        • Regular damage increase is now 20% instead of 33%; 

        • Critical damage decrease is 20%; 

        • Penetration is no longer increased; 

        • Critical damage chance is no longer zero;

        • Price increased from 96 000 crystals to 245 000 crystals

      • «Large calibre rounds» augment

        • Regular damage increase is 5% instead of 20%;

        • Critical damage increase is 35% instead of 20%

      •  «Round destabilisation» augment 

        • No longer increases critical damage

        • Instead increases critical damage chance to 50%

      • «Electromagnetic accelerator "Scout"» augment

        • Regular damage decreased by 18%; 

        • Critical damage decreased by 34% instead of 40%; 

        • Shot warmup time decrease is 20% instead of 30%; 

        • Reload time decrease is 50% instead of 20%; 

        • Impact force decrease is 50% instead of 40%

      •  «"Death Herald" compulsator» augment 

        • No longer increases shot warmup time

        • Instead increases shot reload time by 15%

      •  «Hyperspace rounds» augment

        • Regular damage increase is 20% instead of 45%; 

        • Impact force decrease is 100% instead of 25%; 

        • Penetration increase is 250% instead of 100%

      •  «Incendiary Rounds» augment

        • Shot warmup time is no longer increased

        • Critical damage decreased by 33%

        • Critical damage chance increased from 30% to 50%

      • «Cryo Rounds» augment 

        • Shot warmup time is no longer increased

        • Critical damage decreased by 33% 

        • Critical damage chance increased from 30% to 50%

      • «EMP Rounds» augment

        • Shot warmup time is no longer increased

        • Critical damage decreased by 33% 

        • Critical damage chance increased from 30% to 50%

      • «Stun Rounds» augment 

        • Shot warmup time is no longer increased

        • Critical damage decreased by 33% 

        • Critical damage chance increased from 30% to 50%

      • «Super Armor-Piercing Rounds» augment 

        • Regular damage is no longer increased; 

        • Critical damage decrease is 33% instead of 20%; 

        • It is possible to deal critical damage right after a critical shot again

    • Fixed the way all augments work when Viking’s overdrive is activated

    • (Note) In this version of the characteristics, the convenience of turret control is exchanged for an increase in its power. Shot warmup time has significantly increased, and may increase even more in future updates.

 

 

 

 

Spoiler

 

UPDATED: 7/4/22

 

With 30 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
  • Blunderbuss will start one-shotting unprotected heavy hulls with both normal and critical damage
  • Blunderbuss' normal and critical damage will start one-shotting unprotected medium hulls with Viking's Overdrive
  • AP Hammer will require only one shot to finish medium hulls after it APs them
  • Will start one-shotting unprotected heavy hulls with Viking's Overdrive

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls

 

 

Thunder:

  • Will 2-shot an unprotected heavy hull with a normal + critical hit
  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is doubled
  • Will start one-shotting unprotected light hulls with the critical hit
  • Will start one-shotting unprotected medium hulls with Viking's Overdrive

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Supercumulative Rounds critical hits will start one-shotting unprotected light hulls
  • High-Precision Aiming System critical hits will start one-shotting unprotected light hulls
  • 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 kill heavy hulls that have DA with a salvo
  • Uranium will start one-shotting medium hulls
  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~5.5 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Scout Railgun will start one-shotting unprotected light hulls with the critical damage
  • Scout Railgun will kill an unprotected heavy hull with a normal + critical hit. 
  • EMP and AP Railgun will kill a medium hull with DA with a critical + normal hit
  • Round Destabilisation will start one-shotting unprotected medium hulls with the normal damage with Viking's Overdrive
  • Hyperspace Rounds will start one-shotting unprotected heavy hulls with Viking's Overdrive
  • Round Stabilisation will start one-shotting unprotected heavy hulls with Viking's Overdrive
  • Large Calibre Rounds will start one-shotting medium hulls with DA with the critical damage with Viking's Overdrive

 

Gauss: 

  • Will start 2-shotting unprotected medium hulls with the acrade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit
  • Range of fatal splash damage for unprotected medium hulls increased from 2m to 12m
  • AP and EMP Gauss will start 2-shotting unprotected heavy hulls with salvo + arcade shot

 

 

Shaft:

  • Will start 2-shotting unprotected medium hulls with the arcade shot
  • Will start one-shotting unprotected medium hulls with the minimum sniping damage
  • Will be able to kill heavy hills with DA with arcade + fully charged sniping shot

 

 

Adrenaline:

  • Thunder will start one-shotting unprotected light hulls with the normal damage at 49% HP
  • Striker will start one-shotting unprotected heavy hulls with the critical damage at 84% HP
  • Vulcan will reach 2,000 DPS at 40% HP
  • Tesla will start one-shotting unprotected light hulls at 56% HP
  • Shaft will start one-shotting heavy hulls with DA with a fully charged sniping shot at 58% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 85% HP
  • Smoky will start one-shotting unprotected light hulls with the critical hit at 84% HP

 

 

Edited by TheCongoSpider
Added Spoiler
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On 4/21/2022 at 9:06 AM, Marcus said:

 

  •  

    Spoiler

     

    • Thunder

      • Regular damage decreased from 405-810 to 355-710 HP;

      • Critical damage increased from 495-990 to 505-1010 HP;

      • Critical hit chance increased from 15% to 30%;

      • Minimum and average damage ratio increased from 25%-10% to 60%-60%;

      • Radius of weak splash damage decreased from 12-12 to 8-12 m;

      • Radius of average splash damage decreased from 5 to 2 m;

      • Сritical damage explosion radius decreased from 12 to 1 m;

      • Reload duration changed from 3.2-2.3 to 3.3-2.0 s;

      • «Small caliber charging machine» augment:

        • Reload duration decrease changed from 20% to 25%;

        • Regular Damage decrease changed from 20% to 25%;

        • Critical damage no longer decreased;

        • Price increased from 149 000 to 245 000 crystals.

      • «Subcaliber rounds» augment

        • Reload duration decrease changed from 15% to 10%;

        • Projectile speed increase changed from 50% to 100%.

      • «"Sledgehammer" rounds» augments:

        • Range of Max Damage decrease changed from 95% to 80%;

        • Reload duration decrease removed;

        • Added Regular Damage increase of 50%;

      • (Note) The previous version of Thunder allowed dealing effective splash damage with critical hits. The new version is different in that it applies full and critical damage only on direct hits. But splash damage is no longer dependent on distance, and you always deal 60% of damage if your splash damage reached the opponent. We hope that it will make shooting at the ground and obstacles a more viable tactic.

     

 

 

Spoiler

 

UPDATED: 22/04/22

 

With 30 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
  • Blunderbuss will start one-shotting unprotected heavy hulls with both normal and critical damage
  • Blunderbuss' normal and critical damage will start one-shotting unprotected medium hulls with Viking's Overdrive
  • AP Hammer will require only one shot to finish medium hulls after it APs them
  • Will start one-shotting unprotected heavy hulls with Viking's Overdrive

 

Ricochet:

  • Will need 1 fewer shot to kill unprotected medium hulls

 

 

Thunder:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Small Calibre Charging Machine's splash damage will now 3-shot unprotected light hulls
  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is increased by 13m
  • The range at which Sledgehammer Rounds' splash damage 3-shots unprotected heavy hulls is increased by 13m

 

 

Smoky:

  • Will require at least one fewer shot to kill all hulls that have DA
  • Supercumulative Rounds critical hits will start one-shotting unprotected light hulls
  • High-Precision Aiming System critical hits will start one-shotting unprotected light hulls
  • 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 kill heavy hulls that have DA with a salvo
  • Uranium will start one-shotting medium hulls
  • The range at which Remote Rocket Explosives will give 1,500 splash damage is increased to ~5.5 metres (out of 8m)

 

 

Railgun:

  • Will start one-shotting unprotected light hulls with the normal damage
  • Scout Railgun will start one-shotting unprotected light hulls with the critical damage
  • Scout Railgun will kill an unprotected heavy hull with a normal + critical hit. 
  • EMP and AP Railgun will kill a medium hull with DA with a critical + normal hit
  • Round Destabilisation will start one-shotting unprotected medium hulls with the normal damage with Viking's Overdrive
  • Hyperspace Rounds will start one-shotting unprotected heavy hulls with Viking's Overdrive
  • Round Stabilisation will start one-shotting unprotected heavy hulls with Viking's Overdrive
  • Large Calibre Rounds will start one-shotting medium hulls with DA with the critical damage with Viking's Overdrive

 

Gauss: 

  • Will start 2-shotting unprotected medium hulls with the acrade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit
  • Range of fatal splash damage for unprotected medium hulls increased from 2m to 12m
  • AP and EMP Gauss will start 2-shotting unprotected heavy hulls with salvo + arcade shot

 

 

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

 

 

Adrenaline:

  • Thunder will start 2-shotting an uprotected heavy hulls with normal + critical hit at 91% HP
  • Striker will start one-shotting unprotected heavy hulls with the critical damage at 84% HP
  • Vulcan will reach 2,000 DPS at 40% HP
  • Tesla will start one-shotting unprotected light hulls at 56% HP
  • Shaft will start one-shotting heavy hulls with DA with a fully charged sniping shot at 58% HP
  • Ricochet will start taking one fewer shot to kill light and medium hulls with DA at 85% HP
  • Smoky will start one-shotting unprotected light hulls with the critical hit at 84% HP

 

 

Edited by TheCongoSpider
Added Spoiler

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IMO Camper drone needs a bit of a buff when it comes to needing full HP for it to function.  It would probably be a decent drone if they made it somewhere in between 50% and 100% HP for it to function.....

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1 hour ago, 0179432 said:

It would probably be a decent drone if they made it somewhere in between 50% and 100% HP for it to function.....

And it would still be overpriced as hell, just like all of the drones besides the top 5. 

 

Good on you for pointing out flaws, though. 

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3 hours ago, 0179432 said:

IMO Camper drone needs a bit of a buff when it comes to needing full HP for it to function.  It would probably be a decent drone if they made it somewhere in between 50% and 100% HP for it to function.....

The flaw may be the only reason it's not treading in our inbalanced game for now, imagine if the hp limit was reduced to 50%, now how many shafts would get that big boost from afar, railguns, etc, all this damage for effectively free, since they do not use additional supplies. Majority of players, especially paladins would switch to it, considering they can self heal and mainly maintain 50% hp more easily than max hp. I do agree it needs a reworking, but values must be thought of very carefully, or there will be a greater change that may not be liked.

PS. I would still like the old trickster to return.

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