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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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1 hour ago, LambSauce said:

Any idea how Hyperion compared to this? I’m thinking of buying it.

I'll check my records and get back to you

I've been using Hyperion on one account all the time since January and I take a screenshot of my garage every week, but my supply count hasn't dropped that much because I only play to complete missions > containers and I buy the container + supplies in the shop every day

Re Hyperion v Trickster

If I could only have one it would be Trickster because it unlocks the potential of Heavy hulls (permanent SB is still too slow), but the speed of medium hulls is sometimes enough with permanent SB and the speed of light hulls is usually enough with permanent SB

I often use Wasp (with heavyweight) with Hyperion for RGB / CTF / ASL because sometimes I need permanent boosted armor and damage, even though I would be faster with Trickster

And I don't often need Trickster speed with medium hulls for SGE / CP, so Hyperion is better

Edited by SporkZilla
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On 5/12/2022 at 9:09 AM, Marcus said:

 

  •  

    Spoiler

     

    • Vulcan

      • Critical damage per bullet decreased from 140-280 to 110-220;

    • Thunder

      • Reload duration decreased from 3.3-2.0 to 3.2-1.9 sec.;

    • Magnum

      • Damage decreased from 750-1500 to 670-1340 HP;

      • Critical damage decreased from 750-1500 to 670-1340 HP;

      • Reload duration decreased from 6-3 to 4-2.4 sec.;

      • Amplification duration decreased from 3 to 2 sec.;

      • Critical hit chance increased to 30%;

      • Max splash damage radius increased from 2 to 10 m.;

      • Critical Splash Radius increased from 7 to 10 m.;

      • Average splash damage radius increased from 5 to 11 m.;

      • Weak damage percentage increased from 5% to 50%;

      • Projectile gravitation decreased from 4.5 to 2;

      • Initial shot angle decreased from 12 to 8 degrees;

      • Max projectile speed decreased from 130 to 120 m/sec.;

      • «Reinforced gun carriage» augment

        • Price increased from 149 000 to 245 000 crystals;

      • «Armor-piercing core» augment

        • The «Armour piercing» status effect’s duration decreased from 7 to 5 s.;

      • «Automated gunpowder loading mechanism» augment

        • Decreases Amplification speed by 25%;

        • No longer increases reload time;

      • «Mortar» augment

        • Now decreases min, average and max splash damage radiuses by 75%;

        • Now decreases critical Splash Radius by 50%;

      • «Harpoon» augment

        • Fixed turret elevation decreased from 3 to 0 deg.;

        • Projectile gravitation decreased from 4 to 1;

        • Now increases min and max impact force by 100%;

        • Now decreases min, average and max splash damage radiuses by 75%;

        • Now decreases critical Splash Radius by 50%.

      • [Note] The first noticeable change of this turret is the projectile trajectory. The projectile now falls to the ground slower. This change will require you to find new places to shoot on maps. Instead of these complexities, there is a second notable change. Splash damage now deals more damage. Instead of having to shoot very accurately, you can now constantly shoot a large area.

     

 

 

Spoiler

 

UPDATED: 13/05/22

 

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
  • Will now 2-shot unprotected medium hulls with the splash with Viking's Overdrive
  • Small Calibre Charging Machine will now 3-shot unprotected heavy hulls with the splash 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. 
  • AP Railgun will kill a heavy 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

 

 

Magnum:  

  • Will start one-shotting unprotected medium hulls 

 

 

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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On 5/12/2022 at 9:09 AM, Marcus said:

 

  •  

    Spoiler

     

    • Vulcan

      • Critical damage per bullet decreased from 140-280 to 110-220;

    • Thunder

      • Reload duration decreased from 3.3-2.0 to 3.2-1.9 sec.;

    • Magnum

      • Damage decreased from 750-1500 to 670-1340 HP;

      • Critical damage decreased from 750-1500 to 670-1340 HP;

      • Reload duration decreased from 6-3 to 4-2.4 sec.;

      • Amplification duration decreased from 3 to 2 sec.;

      • Critical hit chance increased to 30%;

      • Max splash damage radius increased from 2 to 10 m.;

      • Critical Splash Radius increased from 7 to 10 m.;

      • Average splash damage radius increased from 5 to 11 m.;

      • Weak damage percentage increased from 5% to 50%;

      • Projectile gravitation decreased from 4.5 to 2;

      • Initial shot angle decreased from 12 to 8 degrees;

      • Max projectile speed decreased from 130 to 120 m/sec.;

      • «Reinforced gun carriage» augment

        • Price increased from 149 000 to 245 000 crystals;

      • «Armor-piercing core» augment

        • The «Armour piercing» status effect’s duration decreased from 7 to 5 s.;

      • «Automated gunpowder loading mechanism» augment

        • Decreases Amplification speed by 25%;

        • No longer increases reload time;

      • «Mortar» augment

        • Now decreases min, average and max splash damage radiuses by 75%;

        • Now decreases critical Splash Radius by 50%;

      • «Harpoon» augment

        • Fixed turret elevation decreased from 3 to 0 deg.;

        • Projectile gravitation decreased from 4 to 1;

        • Now increases min and max impact force by 100%;

        • Now decreases min, average and max splash damage radiuses by 75%;

        • Now decreases critical Splash Radius by 50%.

      • [Note] The first noticeable change of this turret is the projectile trajectory. The projectile now falls to the ground slower. This change will require you to find new places to shoot on maps. Instead of these complexities, there is a second notable change. Splash damage now deals more damage. Instead of having to shoot very accurately, you can now constantly shoot a large area.

     

 

 

Spoiler

 

UPDATED: 13/05/22

 

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 2-shot unprotected medium hulls if they react with a repair kit
  • AP Hammer will require one shot to kill heavy hulls with DA after it AP's them
  • Blunderbuss will start one-shotting unprotected heavy hulls with the normal damage
  • Blunderbuss will start one-shotting unprotected heavy hulls with the critical damage
  • Will start one-shotting unprotected heavy hulls with Viking's Overdrive
  • Blunderbuss will start-shotting unprotected medium 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 2-shotting unprotected medium hulls with the normal damage
  • Small Calibre Charging Machine will now 3-shot unprotected heavy hulls
  • 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 to 80 metres (from 57m)
  • The range at which Sledgehammer Rounds' splash damage 3-shots unprotected heavy hulls is increased to 43m (from 0m)
  • Will now 2-shot unprotected medium hulls with the splash damage with Viking's Overdrive
  • Small Calibre Charging Machine's splash damage will now 2-shot unprotected medium hulls with Viking's Overdrive

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium 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 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 light hulls with the normal damage
  • Round Stabilisation will start one-shotting unprotected medium hulls with the normal and critical damage
  • Scout Railgun will start one-shotting unprotected light hulls with the normal damage and critical damage
  • Scout Railgun will kill an unprotected heavy hull with a normal + critical hit. 
  • AP Railgun will kill a heavy hull that has DA with a critical + normal hit
  • Will start one-shotting unprotected heavy hulls with the normal damage with Viking's Overdrive
  • Will start one-shotting medium hulls that have DA with the critical damage with Viking's Overdrive
  • 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 that DA with the critical damage with Viking's Overdrive
  • Status Railguns will start one-shotting heavy hulls that have DA with the critical damage with Viking's Overdrive

 

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 0m)
  • 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

 

 

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
  • Short-Band Emitters will start one-shotting unprotected light hulls with the normal damage
  • Will start killing heavy hulls that have DA with a fully charged sniping shot
  • 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:

  • Hammer will start one-shotting unprotected medium hulls at 50% HP
  • Magnum will start one-shotting unprotected heavy hulls at 76% 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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4 hours ago, LambSauce said:

Any idea how Hyperion compared to this? I’m thinking of buying it.

The following data was recorded on the 13th February, I don't recall any changes, so this should be it. (Note, odd values are recorded due to picking up supply boxes)
Do note; since mine cd is 10s, it's easier to use more mines at times, BA/BD/SB in a 15min game, assuming max, u will use them around 30 times and since the drone uses +1 of them, 60 each a game you expect, more if you respawn more. As for RK's, you will also use them more at times since an effective '13s' cooldown.
Drone can cost a fair bit to operate, but simpler and cheaper to use than Crisis, with also the fact that jamming won't make any changes to you.

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11 hours ago, Marcus said:

 

  • Smoky

    • «Incendiary rounds» augment

      • Increases target’s temperature by 30% instead of 50%;

      • No longer decreases critical damage;

    • «EMP Rounds» augment 

      • No longer decreases critical damage;

    • «Paralyzing Rounds» augment

      • No longer decreases critical damage;

    • «Armor-piercing rounds» augment

      • No longer decreases critical damage;

UPDATED: 20/05/22

 

No changes.

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On 5/19/2022 at 7:42 AM, Marcus said:

 

  • Smoky

    • «Incendiary rounds» augment

      • Increases target’s temperature by 30% instead of 50%;

      • No longer decreases critical damage;

    • «EMP Rounds» augment 

      • No longer decreases critical damage;

    • «Paralyzing Rounds» augment

      • No longer decreases critical damage;

    • «Armor-piercing rounds» augment

      • No longer decreases critical damage;

Spoiler

 

UPDATED: 20/05/22

 

No changes. 

 

 

Edited by TheCongoSpider
Added Spoiler

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On 5/26/2022 at 8:29 AM, Marcus said:

 

  •  

    Spoiler

     

    • Striker

      • Single shot reload time increased from 2.0-1.6 to 2.4-1.6 s;

      • Salvo reload time increased from 2.0-1.6 to 2.4-1.6 s;

      • Aiming time increased from 3.5-2.8 to 4.2-2.8 s;

        • (Comment) The increase in aiming and reloading time will be noticeable only on the lower modification levels of the turret;

      • Aiming recovery time has been increased from 0.7 to 1 s;

      • «Missile launcher "Cyclone"» augment

        • Aiming recovery time increased by 50%;

        • (Note) It’s annoying to lose the lock on a target when the aiming time has increased, this change should make life a little fairer;

    • Vulcan

      • Reload increased from 75-55 to 75-60 ms;

    • Thunder

      • Regular damage increased from 355-710 to 495-990 HP;

      • Critical damage increased from 505-1010 to 510-1020 HP;

      • Reload time changed from 3.2-1.9s to 3.0-2.0s;

      • Average and minimum splash damage decreased from 60% to 50%.;

      • Recoil decreased from 1.2-2.5 to 1.2-2.4;

    • Railgun

      • Regular damage increased from 495-990 to 625-1250;

      • Shot reload time changed from 4.3-2.5 to 4.4-2.4 s;

      • «Reinforced aiming transmission» augment:

        • Added an increase of auto-aim upward and downward by 50%;

        • Turret rotatory acceleration increased from 35% to 50%;

      • «Round stabilization» augment:

        • The increase in regular damage changed from +20% to +9%;

        • The decrease in critical damage changed from -20% to -9%;

        • Now the critical chance is always 50%;

        • (Note) Now «Round stabilization» decreases not only the gap between minimal and maximal damage but also the gap between the chance to deal regular and critical damage;

      • «Round destabilization» augment:

        • Returned to the original increase to critical chance of 100%;

        • Removed the fixed critical chance of 50%;

        • Added an increase to the shot warmup time of 10%;

        • (Note) The augment got back its key feature of high critical damage. Due to the current critical chance settings, increased damage will be dealt about once per three shots, not once per two shots as before;

      • «Large caliber rounds» augment:

        • The increase in regular damage changed from +5% to +20%;

        • The increase in critical damage is removed;

        • The increase in shot reload changed from +90% to +50%;

      • «Electromagnetic accelerator "Scout"» augment:

        • The decrease in regular damage changed from -18% to -25%;

        • The decrease in critical damage changed from -34% to -25%;

        • The decrease in shot warmup time changed from -20% to -50%;

        • Added a decrease to the impact force of 20%;

        • (Note) With these settings, this augment makes the turret as close as possible to Thunder in terms of rate of fire and damage;

      • «"Death Herald" compulsator» augment:

        • Decreased shot warmup time by 20%;

      • «Hyperspace rounds» augment:

        • The increase in regular damage is removed;

        • Penetration damage bonus decreased from +250% to +200%;

        • (Note) All the changes to this augment are a result of the turret’s regular damage being increased;

    • Magnum

      • Regular damage increased from 670-1340 to 745-1490 HP;

      • Critical damage increased from 670-1340 to 745-1490 HP;

      • Reload time increased from 4-2.4 to 4.9-2.6 s;

      • Radius of max splash damage decreased from 10 to 5 m;

      • Average splash damage radius decreased from 11 to 6 m;

      • Critical splash damage radius decreased from 10 to 5 m;

      • Recoil increased from 1.7-4.0 to 2.0-4.0;

      • Viking's Overdrive «Berserk Reactor»

        • The increase in damage decreased from +200% to +150%;

        • The increase in rate of fire increased from +65% to +75%;

      • «Armor-Piercing Core» augment:

        • The «Armor piercing» status effect’s radius increased from 2 to 5 m;

    • Gauss

      • Reload time in arcade mode increased from 2.0-1.5 to 2.25-1.5 s;

      • Damage in sniping mode increased from 800-1600 to 900-1800 HP;

      • Aiming time increased from 2.8-1.8 to 3-2 s;

      • Reload time in sniping mode changed from 4-3 to 4.2-2.8 s;

      • Radius of max splash damage in sniping mode decreased from 11 to 5 m;

      • Average splash damage radius in sniping mode decreased from 12 to 6 m;

      • Recoil in sniping mode increased from 1.2-2.5 to 2-4;

      • «Electromagnetic salvo» augment:

        • The «EMP» status effect’s radius increased from 11 to 15 m;

      • «Armor-Piercing Salvo» augment:

        • The «Armor-Piercing» status effect’s radius increased from 11 to 15 m;

    • Shaft
      • Arcade shot reload time increased from 2.0-1.5 to 2.25-1.5s;

      • Full sniping shot reload increased from 10 to 14.5-10 s;

      • «Short-band emitter» augment:

        • The increase in arcade damage changed from +20% to +48%;

        • The increase in critical damage changed from +20% to +10%;

        • The increase in arcade reload time changed from +25% to +34%;

        • The increase in minimum sniping damage changed from +20% to +48%;

        • Price increased from 149,000 to 245,000 crystals;

        • (Note) With these settings, this augment makes the turret as close as possible to Thunder in terms of rate of fire and damage;

      • «Rapid-fire mode» augment:

        • The decrease in arcade shot reload duration changed from -80% to -83%;

        • Energy per arcade shot changed from 350 to 384;

        • Added an increase in recharge rate by +167%;

        • Added a decrease to sniping mode damage of -66%;

        • Sniping shot consumes all the energy stored;

        • (Note) Now this augment makes Shaft be useful only for Arcade shots and sniping mode is useless with such a low damage;

      • «Armor-Piercing Sight» augment:

        • The «Armor-Piercing» status effect’s duration increased from 2 to 5 s;

        • The decrease in energy consumed by sniping shot is removed;

        • (Note) The original setting allowed for about half a second to hit a target with an arcade shot after the target’s armor was deactivated. With these changes, it should be a bit easier.

     

 

 

 

Spoiler

 

UPDATED: 27/05/22

 

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 one-shotting unprotected light hulls with the normal damage
  • Small Calibre Charging Machine's splash damage will now 2-shot unprotected medium hulls
  • The range at which Sledgehammer Rounds one-shots unprotected medium hulls is increased to 33 metres (from 0m)
  • The range at which Sledgehammer Rounds one-shots unprotected light hulls is increased to 73 metres (from 61m)
  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is increased to 93 metres (from 84m)

 

 

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

 

 

Gauss: 

  • Will start 2-shotting unprotected medium hulls with the acrade shot
  • Will start one-shotting unprotected medium hulls with the arcade critical hit
  • Will start one-shotting unprotected heavy hulls with the salvo
  • The range at which it one-shots unprotected light hulls is increased to 20 metres (from 0m)

 

 

Magnum:  

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

  • Striker will start one-shotting unprotected heavy hulls with the critical damage at 84% 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
  • Railgun will start one-shotting unprotected medium hulls at 66% HP

 

 

Edited by TheCongoSpider
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1 hour ago, TheCongoSpider said:
  • The range at which Sledgehammer Rounds one-shots unprotected medium hulls is increased to 16 metres (from 0m)
  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is increased to 93 metres (from 84m)

???
Shouldn't it be: 

  • The range at which Sledgehammer Rounds one-shots unprotected medium hulls is increased to 32 metres (from 0m)
  • The range at which Sledgehammer Rounds one-shots unprotected light hulls is increased to 73 metres (from 61m) 
  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is increased to 93 metres (from 84m)

Since Sledgehammer Booster starts at 1707.75 and loses 12.3155048 damage per meter (1280.8125 damage over 104 meters).

Edited by Abellia
Realized the bracket section is from w/o booster, not from prepatch with booster

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14 minutes ago, Abellia said:

???
Shouldn't it be: 

  • The range at which Sledgehammer Rounds one-shots unprotected medium hulls is increased to 32 metres (from 0m)
  • The range at which Sledgehammer Rounds one-shots unprotected light hulls is increased to 73 metres (from 41m) 
  • The range at which Sledgehammer Rounds 2-shots unprotected medium hulls is increased to 93 metres (from 84m)

Since Sledgehammer Booster starts at 1707.75 and loses 12.3155048 damage per meter (1280.8125 damage over 104 meters).

Correct, fixed. 

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On 5/26/2022 at 8:29 AM, Marcus said:

 

  •  

    Spoiler

     

    • Vulcan

      • Reload increased from 75-55 to 75-60 ms;

    • Thunder

      • Regular damage increased from 355-710 to 495-990 HP;

      • Critical damage increased from 505-1010 to 510-1020 HP;

      • Reload time changed from 3.2-1.9s to 3.0-2.0s;

      • Average and minimum splash damage decreased from 60% to 50%.;

      • Recoil decreased from 1.2-2.5 to 1.2-2.4;

    • Railgun

      • Regular damage increased from 495-990 to 625-1250;

      • Shot reload time changed from 4.3-2.5 to 4.4-2.4 s;

      • «Reinforced aiming transmission» augment:

        • Added an increase of auto-aim upward and downward by 50%;

        • Turret rotatory acceleration increased from 35% to 50%;

      • «Round stabilization» augment:

        • The increase in regular damage changed from +20% to +9%;

        • The decrease in critical damage changed from -20% to -9%;

        • Now the critical chance is always 50%;

        • (Note) Now «Round stabilization» decreases not only the gap between minimal and maximal damage but also the gap between the chance to deal regular and critical damage;

      • «Round destabilization» augment:

        • Returned to the original increase to critical chance of 100%;

        • Removed the fixed critical chance of 50%;

        • Added an increase to the shot warmup time of 10%;

        • (Note) The augment got back its key feature of high critical damage. Due to the current critical chance settings, increased damage will be dealt about once per three shots, not once per two shots as before;

      • «Large caliber rounds» augment:

        • The increase in regular damage changed from +5% to +20%;

        • The increase in critical damage is removed;

        • The increase in shot reload changed from +90% to +50%;

      • «Electromagnetic accelerator "Scout"» augment:

        • The decrease in regular damage changed from -18% to -25%;

        • The decrease in critical damage changed from -34% to -25%;

        • The decrease in shot warmup time changed from -20% to -50%;

        • Added a decrease to the impact force of 20%;

        • (Note) With these settings, this augment makes the turret as close as possible to Thunder in terms of rate of fire and damage;

      • «"Death Herald" compulsator» augment:

        • Decreased shot warmup time by 20%;

      • «Hyperspace rounds» augment:

        • The increase in regular damage is removed;

        • Penetration damage bonus decreased from +250% to +200%;

        • (Note) All the changes to this augment are a result of the turret’s regular damage being increased;

    • Magnum

      • Regular damage increased from 670-1340 to 745-1490 HP;

      • Critical damage increased from 670-1340 to 745-1490 HP;

      • Reload time increased from 4-2.4 to 4.9-2.6 s;

      • Radius of max splash damage decreased from 10 to 5 m;

      • Average splash damage radius decreased from 11 to 6 m;

      • Critical splash damage radius decreased from 10 to 5 m;

      • Recoil increased from 1.7-4.0 to 2.0-4.0;

      • Viking's Overdrive «Berserk Reactor»

        • The increase in damage decreased from +200% to +150%;

        • The increase in rate of fire increased from +65% to +75%;

      • «Armor-Piercing Core» augment:

        • The «Armor piercing» status effect’s radius increased from 2 to 5 m;

    • Gauss

      • Reload time in arcade mode increased from 2.0-1.5 to 2.25-1.5 s;

      • Damage in sniping mode increased from 800-1600 to 900-1800 HP;

      • Aiming time increased from 2.8-1.8 to 3-2 s;

      • Reload time in sniping mode changed from 4-3 to 4.2-2.8 s;

      • Radius of max splash damage in sniping mode decreased from 11 to 5 m;

      • Average splash damage radius in sniping mode decreased from 12 to 6 m;

      • Recoil in sniping mode increased from 1.2-2.5 to 2-4;

      • «Electromagnetic salvo» augment:

        • The «EMP» status effect’s radius increased from 11 to 15 m;

      • «Armor-Piercing Salvo» augment:

        • The «Armor-Piercing» status effect’s radius increased from 11 to 15 m;

    • Shaft
      • Arcade shot reload time increased from 2.0-1.5 to 2.25-1.5s;

      • Full sniping shot reload increased from 10 to 14.5-10 s;

      • «Short-band emitter» augment:

        • The increase in arcade damage changed from +20% to +48%;

        • The increase in critical damage changed from +20% to +10%;

        • The increase in arcade reload time changed from +25% to +34%;

        • The increase in minimum sniping damage changed from +20% to +48%;

        • Price increased from 149,000 to 245,000 crystals;

        • (Note) With these settings, this augment makes the turret as close as possible to Thunder in terms of rate of fire and damage;

      • «Rapid-fire mode» augment:

        • The decrease in arcade shot reload duration changed from -80% to -83%;

        • Energy per arcade shot changed from 350 to 384;

        • Added an increase in recharge rate by +167%;

        • Added a decrease to sniping mode damage of -66%;

        • Sniping shot consumes all the energy stored;

        • (Note) Now this augment makes Shaft be useful only for Arcade shots and sniping mode is useless with such a low damage;

      • «Armor-Piercing Sight» augment:

        • The «Armor-Piercing» status effect’s duration increased from 2 to 5 s;

        • The decrease in energy consumed by sniping shot is removed;

        • (Note) The original setting allowed for about half a second to hit a target with an arcade shot after the target’s armor was deactivated. With these changes, it should be a bit easier.

     

 

 

 

Spoiler

 

UPDATED: 27/05/22

 

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 2-shot unprotected medium hulls if they react with a repair kit
  • AP Hammer will require one shot to kill heavy hulls with DA after it AP's them
  • Blunderbuss will start one-shotting unprotected heavy hulls with the normal damage
  • Blunderbuss will start one-shotting unprotected heavy hulls with the critical damage
  • Will start one-shotting unprotected heavy hulls with Viking's Overdrive
  • Blunderbuss will start-shotting unprotected medium 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 2-shotting unprotected medium hulls with the normal damage
  • Small Calibre Charging Machine will now 3-shot unprotected heavy hulls
  • 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 to 101 metres (from 84m)
  • The range at which Sledgehammer Rounds' splash damage 3-shots unprotected heavy hulls is increased to 43m (from 0m)
  • Will now 2-shot unprotected medium hulls with the splash damage with Viking's Overdrive
  • Small Calibre Charging Machine's splash damage will now 2-shot unprotected medium hulls with Viking's Overdrive

 

 

Smoky:

  • Will start 2-shotting unprotected medium hulls with the normal damage
  • Supercumulative Rounds critical hits will start one-shotting unprotected medium 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 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 Railgun will kill an unprotected heavy hull with a normal + critical hit. 

 

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 0m)
  • 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

 

 

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:

  • Hammer will start one-shotting unprotected medium hulls at 50% HP
  • Magnum will start one-shotting unprotected heavy hulls at 71% 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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8 minutes ago, LambSauce said:

Trickster and Hyperion are overall better. Crisis is quite gimmicky.

Trickster is definitely not better than Crisis, although it's very very good in MM battles. And Hyperion is good for balanced and efficient gameplay, especially when using melee turrets, BUT with hyperion you stand no chance vs players using crisis. Best drones are IMO: Crisis, Trickster, booster, Brutus. Defender is useless these days.

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4 minutes ago, davis.3d said:

I'm guessing you disagree....?

Indeed. Trickster/Booster/Defender are the best drones, each for a specific use and gamemode. Crisis is good if you can afford to spend a ton of supplies and if you have Jammer Immu ready, and Hyperion works well too. 

 

Edit: My main drone is Defender (with AP immu ofc) so I know what I am talking about. Trickster is often better in CTF/RGB, but my playstile is focused on the midfield/defence... so I need to win most encounters 1v1.

Edited by 2shots2kills
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1 minute ago, 2shots2kills said:

Indeed. Trickster/Booster/Defender are the best drones, each for a specific use and gamemode. Crisis is good if you can afford to spend a ton of supplies and if you have Jammer Immu ready, and Hyperion works well too. 

WIth crisis you basically lose crystals just by using it. About 25 000 crystals worth of supplies and batteries per battle (with 50% sale). I´ll much rather stick to booster or trickster despite owning Crisis for some time.

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3 minutes ago, 2shots2kills said:

Indeed. Trickster/Booster/Defender are the best drones, each for a specific use and gamemode. Crisis is good if you can afford to spend a ton of supplies and if you have Jammer Immu ready, and Hyperion works well too. 

 

Edit: My main drone is Defender (with AP immu ofc) so I know what I am talking about. Trickster is often better in CTF/RGB, but my playstile is on the midfield/defence... so I need to win most encounters 1v1.

i see...... I used to think defender+ AP immunity players were invincible until Tanki made it wayyy easier to get EMP augments. I still think it's a good combo, but i just think with so many easily accessible AP/EMP/Jammer augments surely defender is easy to counter?

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2 minutes ago, frederik123456 said:

WIth crisis you basically lose crystals just by using it. About 25 000 crystals worth of supplies and batteries per battle (with 50% sale). I´ll much rather stick to booster or trickster despite owning Crisis for some time.

tbh Crisis is for players who have all their favorite guns and hulls and all prot modules maxed. All you have to do is save your crystals for 50% off sales and buy 10s of thousands of each supply and batteries. 

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2 minutes ago, davis.3d said:

i see...... I used to think defender+ AP immunity players were invincible until Tanki made it wayyy easier to get EMP augments. I still think it's a good combo, but i just think with so many easily accessible AP/EMP/Jammer augments surely defender is easy to counter?

Sure, but it's the same for other drones as well... there are a ton of counters currently and not much we can do about it... 

I mean when I see a Crisis user without Jammer protection I rub my hands... it basically becomes a single supply brutus.

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18 minutes ago, davis.3d said:

Trickster is definitely not better than Crisis, although it's very very good in MM battles. And Hyperion is good for balanced and efficient gameplay, especially when using melee turrets, BUT with hyperion you stand no chance vs players using crisis. Best drones are IMO: Crisis, Trickster, booster, Brutus. Defender is useless these days.

How effective your "top-tier" drone is depends on the equipment you use alongside it and the role you want to play in a battle. Some equipment combos work better with certain equipment than others. 

The top drones statistically in the game undoubtedly are Booster, Defender, Trickster, Crisis and Hyperion because they cover up particular weaknesses in a combination that would be apparent with Brutus. A Railgun Viking with Trickster will not see as much of an increase in utility as a Freeze Viking. A Broadband Radiators Isida will not have as much longevity as a Scout Railgun with Crisis. 

 

Booster - positively changes your major interactions against enemies = you kill them faster = less time for enemies to deal damage to you = survivability indirectly increased.

 

Defender - positively changes your major interactions against enemies = they kill you slower = more time for you to deal damage to them = survivability directly increased.

 

Trickster - Increases your hull's top speed and acceleration, allowing you to capture obectives faster/easier and allows turrets/augments with major range limitations to dish out their naturally high damage output more effectively. Approach enemy faster = less time for them to injure you = survivability indirectly increased in 1 v 1s. 

 

Crisis - High cost, requires a lot of effort to use effectively. A mixture of all three above in more concentrated doses prone to messing up if not careful. 

 

Hyperion - Longevity if it were a drone. Infinite Boosted armour, damage and speed uptime, 13-second cooldown on repair kits and mines. There is never a moment where your tank is weak. As its effects are entirely passive, Jammer does nothing to it.

-

 

Every drone below these 5 are either two gimmicky for their cost or statsitically/practically powercrept by the aformentioned 5. Each of them provide instant access to reduced supply cooldowns upon spawning and allows you to have infinite uptime of specific supplies along with the main effects stated above. Some of them have main counters that negatively affect them more than the rest. Booster and Trickster being Jammer and Freezing, Defender being Jammer, EMP and AP, Crisis being Jammer, Freezing and EMP, Hyperion being EMP. 

 

Those doing well with the drones are likely using something optimal with them, which usually happen to be container-exclusive augments, but can also be just generally powerful garage augments as well. 

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2 hours ago, TheCongoSpider said:

How effective your "top-tier" drone is depends on the equipment you use alongside it and the role you want to play in a battle. Some equipment combos work better with certain equipment than others. 

The top drones statistically in the game undoubtedly are Booster, Defender, Trickster, Crisis and Hyperion because they cover up particular weaknesses in a combination that would be apparent with Brutus. A Railgun Viking with Trickster will not see as much of an increase in utility as a Freeze Viking. A Broadband Radiators Isida will not have as much longevity as a Scout Railgun with Crisis. 

 

Booster - positively changes your major interactions against enemies = you kill them faster = less time for enemies to deal damage to you = survivability indirectly increased.

 

Defender - positively changes your major interactions against enemies = they kill you slower = more time for you to deal damage to them = survivability directly increased.

 

Trickster - Increases your hull's top speed and acceleration, allowing you to capture obectives faster/easier and allows turrets/augments with major range limitations to dish out their naturally high damage output more effectively. Approach enemy faster = less time for them to injure you = survivability indirectly increased in 1 v 1s. 

 

Crisis - High cost, requires a lot of effort to use effectively. A mixture of all three above in more concentrated doses prone to messing up if not careful. 

 

Hyperion - Longevity if it were a drone. Infinite Boosted armour, damage and speed uptime, 13-second cooldown on repair kits and mines. There is never a moment where your tank is weak. As its effects are entirely passive, Jammer does nothing to it.

-

 

Every drone below these 5 are either two gimmicky for their cost or statsitically/practically powercrept by the aformentioned 5. Each of them provide instant access to reduced supply cooldowns upon spawning and allows you to have infinite uptime of specific supplies along with the main effects stated above. Some of them have main counters that negatively affect them more than the rest. Booster and Trickster being Jammer and Freezing, Defender being Jammer, EMP and AP, Crisis being Jammer, Freezing and EMP, Hyperion being EMP. 

 

Those doing well with the drones are likely using something optimal with them, which usually happen to be container-exclusive augments, but can also be just generally powerful garage augments as well. 

i really enjoy using mechanic as it drastically increases my survivability allowing me (and my teammates) to heal up to 5-6 times in a row, it's also one of the few drones that doesn't use multiple supplies for each time it is used. Unfortunately it got an indirect nerf after the repair kit rework. It used to remove freeze/fire negative effects but now it doesn't remove anything, just heals (it still removes everything for the user, but nothing for the allies that are getting healed)

Unfortunate if you ask me, or maybe just a bug? Maybe they made it like that on purpose becuase removing effects and giving immunity AoE is kinda broken (not as broken as some of the gimmicks we have since it is a drone focused to be fully supportive though)

Edited by JustBlackWolf
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3 hours ago, TheCongoSpider said:

How effective your "top-tier" drone is depends on the equipment you use alongside it and the role you want to play in a battle. Some equipment combos work better with certain equipment than others. 

The top drones statistically in the game undoubtedly are Booster, Defender, Trickster, Crisis and Hyperion because they cover up particular weaknesses in a combination that would be apparent with Brutus. A Railgun Viking with Trickster will not see as much of an increase in utility as a Freeze Viking. A Broadband Radiators Isida will not have as much longevity as a Scout Railgun with Crisis. 

 

Booster - positively changes your major interactions against enemies = you kill them faster = less time for enemies to deal damage to you = survivability indirectly increased.

 

Defender - positively changes your major interactions against enemies = they kill you slower = more time for you to deal damage to them = survivability directly increased.

 

Trickster - Increases your hull's top speed and acceleration, allowing you to capture obectives faster/easier and allows turrets/augments with major range limitations to dish out their naturally high damage output more effectively. Approach enemy faster = less time for them to injure you = survivability indirectly increased in 1 v 1s. 

 

Crisis - High cost, requires a lot of effort to use effectively. A mixture of all three above in more concentrated doses prone to messing up if not careful. 

 

Hyperion - Longevity if it were a drone. Infinite Boosted armour, damage and speed uptime, 13-second cooldown on repair kits and mines. There is never a moment where your tank is weak. As its effects are entirely passive, Jammer does nothing to it.

-

 

Every drone below these 5 are either two gimmicky for their cost or statsitically/practically powercrept by the aformentioned 5. Each of them provide instant access to reduced supply cooldowns upon spawning and allows you to have infinite uptime of specific supplies along with the main effects stated above. Some of them have main counters that negatively affect them more than the rest. Booster and Trickster being Jammer and Freezing, Defender being Jammer, EMP and AP, Crisis being Jammer, Freezing and EMP, Hyperion being EMP. 

 

Those doing well with the drones are likely using something optimal with them, which usually happen to be container-exclusive augments, but can also be just generally powerful garage augments as well. 

One thing people mostly don't know or forget about trickster is that it also accelerate the turret rotation' speed. Like it boost them by the same amount of % speed the drone provide depending on its micro upgrade level. That drone is a beast for melee turrets.

(Crisis has the same treatment but i dont like that drone)

Edited by numericable
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14 hours ago, davis.3d said:

Trickster is definitely not better than Crisis, although it's very very good in MM battles. And Hyperion is good for balanced and efficient gameplay, especially when using melee turrets, BUT with hyperion you stand no chance vs players using crisis. Best drones are IMO: Crisis, Trickster, booster, Brutus. Defender is useless these days.

I have Crisis (in fact it’s my most used drone afaik) and it’s terrible with melee and short range turrets (apart from Hammer) and Vulcan. It limits the user to having to stay back and camp or, at the very least, be slightly behind the front lines.

Should I mention how handicapped you are in capture modes with Crisis compared to Trickster? Against any competent team it’s very mediocre.

Oh, and it uses a crap ton of supplies too.

HOWEVER, the one area this drone shines is allowing the user to deal massive burst damage with, for example, Scout Rail, Helios Rico or RFM Shaft. But you still need to be smart about how you use it.

Edited by LambSauce
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1 hour ago, LambSauce said:

I have Crisis (in fact it’s my most used drone afaik) and it’s terrible with melee and short range turrets (apart from Hammer) and Vulcan. It limits the user to having to stay back and camp or, at the very least, be slightly behind the front lines.

Should I mention how handicapped you are in capture modes with Crisis compared to Trickster? Against any competent team it’s very mediocre.

Oh, and it uses a crap ton of supplies too.

HOWEVER, the one area this drone shines is allowing the user to deal massive burst damage with, for example, Scout Rail, Helios Rico or RFM Shaft. But you still need to be smart about how you use it.

Perfectly explained

Also we have all seen the 'vamp paladin tricksters' allowing them to maintain armor whilst being able to catch up to players to siphon health from enemies, with crisis it's far harder unless u have modules against players.

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13 hours ago, LambSauce said:

I have Crisis (in fact it’s my most used drone afaik) and it’s terrible with melee and short range turrets (apart from Hammer) and Vulcan. It limits the user to having to stay back and camp or, at the very least, be slightly behind the front lines.

Should I mention how handicapped you are in capture modes with Crisis compared to Trickster? Against any competent team it’s very mediocre.

Oh, and it uses a crap ton of supplies too.

HOWEVER, the one area this drone shines is allowing the user to deal massive burst damage with, for example, Scout Rail, Helios Rico or RFM Shaft. But you still need to be smart about how you use it.

That's the key words "competent team" 

Hard to find those nowdays 

TtFpL1a.jpeg

Edited by JustBlackWolf
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I have played with Hyperion for some time since I maxed it out. I can confidently say that's it's the "worst" crystal-obtainable drone in the game.

I would recommend Brutus over Hyperion any time. 

Try it yourself and you will realize that everything I said here is "facts".

Thanks everyone for recommending it to me. I "hate" this drone so much. It's "trash". "Waste" of crystals and my "worst" decision was maxing this drone out.

My very "honest" feedback.

If you know, you know. 

 

Edited by Apis_the_Professor
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Just now, Apis_the_Professor said:

I have played with Hyperion for some time since I maxed it out. I can confidently say that's it's the "worst" crystal-obtainable drone in the game.

I would recommend Brutus over Hyperion any time. 

Try it yourself and you will realize that everything I said here is facts.

Thanks everyone for recommending it to me. I hate this drone so much. It's trash. "Waste" of crystals and my "worst" decision was maxing this drone out.

My very "honest" feedback.

If you know, you know. 

 

Well, it does have a heavy tax for usage, the 2nd highest supply consuming average drone. Implying that it's for endgame player usage, aka those who have pretty much finished upgrades in their garage or close to enough.

 

Mainly people with a good set of supplies use this, at max, 10s repairs (14) comes in very handy for most players along with 10s mines, and 100% supply uptime. Pair it with prots against players in the enemy team and it'll be far easier to dominate, with the addition of not being jammable aside overdrives. Lower rk cooldown means you can increase lifetime and have higher polarization rates, though mechanic has the best polarization rate. It'll let paladin hyperions sneak in another repair during their overdrives.

 

Brutus, as @Okami mentioned elsewhere, is a bare minimum to get ba/bd supplies back to full value. Which comes at the cost of needing to get drop boxes from the map to get near max supply up-time. Of course, it's needless to say cheap to use.

Hyperion uses around thrice as much supplies as brutus atleast along with batteries.

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