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The Integrity Of Alterations


TheCongoSpider
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So, another balance change was implemented recently. One change that struck me in particular was the Adaptive Reload buff. I've been almost solely using Adaptive Reload since the 27th of January. Why use Adaptive Reload and not Stock Hammer? Because there is no reason for me to use Stock Hammer, other than me wanting to withhold potential firepower for my team. 

 

Some alterations can appear to be and even in practice, better that their Stock counterparts. But that is more of a stretch of a long line. Take LCR Railgun vs Stock Railgun. Stock Railgun has an advantage in rate of fire, and a lesser advantage in shot delay. LCR pushes the two ends of the line (damage and rate of fire, as they are essential for one another) apart. This makes it more useful in particular situations. But one (even an LCR player) could argue that although that line was stretched, it then created something that is better than Stock Railgun in most situations, most notably in the higher modifications. 

 

I would say that that is an example of an upgrade, but something that took work and effort to get there. The other type is a more serious one. A direct upgrade. 

 

At the moment, I only classify 3 of the current 51 alterations as direct upgrades. Meaning that there is no reason to use the Stock version over the altered version. Those two three alterations are:

 

Adaptive Reload (Hammer)  Hammer-icon.png

 

"Death Herald" Compulsator (Railgun)  Railgun-icon.png

 

Hyperspace Rounds (Railgun)  Railgun-icon.png

 

 

I will only touch on Adaptive Reload and "Death Herald" Compulsator in this topic. These two alterations contain the mechanic of instantly reloading the turret's ammunition. And because it has the ability to do this, it (by common sense) requires either its damage being reduced, or its reload time/rate of fire being increased/decreased by a reasonable amount. 

 

Adaptive Reload: 

 

 

When Adaptive Reload reloaded 2 shots into the clip after the kill, as saw that itself as alright. What I didn't find alright was the drawback for such an upside: only a 10% increase in the clip reload time. It used to be 20%, but that was changed (or maybe it was inaccurate numbers in the first place). I'm fairly sure it was silently changed, and by silently, I mean not mentioned in the viewable Patch Notes. 

 

If the clip reload increase was 20 or 25%, then I'd call it balanced. But no, it's a 10%. Which isn't much of a difference compared to Stock Hammer on higher modifications, which is what you'd see it on given its high rank unlock at and its high price at 200,000 crystals. 

 

Alright then, it's only 10%. It's a small upgrade objectively and it actually has a chance to fail. Take for instance, this scenario: As an Adaptive Reload Hammer, you just dealt with an enemy with your last shot and now you are at 2 more shots. You're not going to take the time to fire those 2 shots and reload just to have 3, because a surprise enemy may appear. You encounter an enemy, but this enemy takes 3 shots to kill, and you only have two. That is where Adaptive Reload had the potential to be outmatched by Stock Hammer. But with the recent change, it now fully reloads the clip, so after you kill a player, you are ready to take on the next one as if your Hammer just respawned. 

 

There is almost no punishment to using Adaptive Reload, while you gain something phenomenal, unlimited ammo if you can keep killing players before you run out of ammo.

 

 

 

"Death Herald" Compulsator: 

 

 

I found this alteration interesting during its implementation. It had the power to chain multiple shots given desirable conditions. What stood out to me, was its original downside, a 10% increase in the shot reload time. Wow, ok. I mean, for something that can one-shot light hulls and potentially medium hulls, or even damaged hulls in general, it sure does have a lacking downside. 

 

And then they decided to buff it, for whatever reason. Instead of having the 10% penalty being on the shot reload time, it was put onto the shot delay. What does this mean? It means that it shoots faster. How? Because the shot reload time is a larger number than the shot delay time. The shot reload time was almost 3x faster than the shot delay time. If you put a fixed percentage of those two numbers, then the % of the bigger number would be larger than the % of the smaller number. 

 

Too long, don't understand: They put the fixed % increase on a smaller number, meaning its overall firing rate is increased. 

 

Accompanying that buff later on, was a buff to Railgun's shot reload time. Because that affected Stock Railgun's parameter, that then affected the altered Railguns' parameters: they became better. But just with "DH"C Railgun, if you make Stock Railgun better, you make "DH"C Railgun better. 

 

So now, 
DH"C Railgun at M4 has a firing rate of 1 shot every 3.81 seconds while Stock Railgun has a firing rate of 1 shot every 3.7 seconds. 

So which would you rather, using critical thinking:

 

A Railgun that can shoot every 3.7 seconds

 

                                 OR

 

A Railgun that can shoot every 3.81 seconds, but if you kill an enemy, you instantly reload. 

 

 

I'm sure you can see which one is objectively better here.

 

 

 


 

You can argue that Round Destabilisation, Electromagnetic Accelerator Scout, Duplet, or High-Capacity Drum is or has the potential to be an upgrade to Stock, but the alterations that really hit home, are the ones that have parameters closest to their Stock counterpart. 

 

Case in point: 

 

There is a stick of regular length and width.

 

A "regular" stick with a longer width and heavier weight (harder to control) is less of an upgrade than a "regular" stick with a sharp object protruding out of it. 

Edited by TheCongoSpider

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This makes it more useful in particular situations. 

You just described alterations in a nutshell. Their intention is to make your turret more suitable for specific situations, maps, game modes or your personal style. It's true that in some cases, like the case with Sledgehammer alt, the adaptation fits most players and most situations, which makes everyone buy it and makes it seem like it's just a plain upgrade. But if Tanki had more large open maps, then stock thunder would be at an advantage again.

 

This results in the long process of balancing the alterations as time goes on, since it's impossible to create a perfect balance just by looking at a sheet of numbers.

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But if Tanki had more large open maps, then stick thunder would be at an advantage again.

Until something changes, sledgehammer is better in large maps anyway. More DPM at 120m+ and 80m-, only that slight range between 80 and 120 is where stock thunder actually has a slightly higher DPM.

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Until something changes, sledgehammer is better in large maps anyway. More DPM at 120m+ and 80m-, only that slight range between 80 and 120 is where stock thunder actually has a slightly higher DPM.

Yeah true. Sledgehammer should deal zero (or close to zero) damage at long range, as suggested in another topic.

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"At the moment, I only classify 3 of the current 51 alterations as direct upgrades. Those two alterations are: "

 

:ph34r: 

Edited by pythor20000

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So, another balance change was implemented recently. One change that struck me in particular was the Adaptive Reload buff. I've been almost solely using Adaptive Reload since the 27th of January. Why use Adaptive Reload and not Stock Hammer? Because there is no reason for me to use Stock Hammer, other than me wanting to withhold potential firepower for my team. 

 

 

 

At the moment, I only classify 3 of the current 51 alterations as direct upgrades. Meaning that there is no reason to use the Stock version over the altered version. Those two alterations are:

 

Did they recently nerf Compact Fuel tanks for Firebird?  Cuz... that's always been an OP alteration.

 

Then there's incendiary mix - which many players swear gives +50% damage contrary to the posted +10% damage.

 

Don't forget Mortar from Magnum.  Now you don't even have to hit a tank to kill it.  It's a complete joke in no-supply battles.

 

Oh... and Incendiary for smoky.  Trade critical for burning?  Unless you use 2 module slots to protect against 1 turret it's a direct upgrade in damage done.

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Did they recently nerf Compact Fuel tanks for Firebird?  Cuz... that's always been an OP alteration.

 

Then there's incendiary mix - which many players swear gives +50% damage contrary to the posted +10% damage.

 

Don't forget Mortar from Magnum.  Now you don't even have to hit a tank to kill it.  It's a complete joke in no-supply battles.

 

Oh... and Incendiary for smoky.  Trade critical for burning?  Unless you use 2 module slots to protect against 1 turret it's a direct upgrade in damage done.

Compact tanks is borderline garbage in the drugspam that is MM, too low fuel and burn damage just gets healed off or ignored by a module. I do better with high pressure pump... Incendiary mix IS 50%, Used it in test server and it's 1050 per second. It's not just some rumor. And yes it's blatantly an upgrade because burn damage is ridiculously weak in front of double armors and modules which you trade off for a modifiable 350 and double fuel.

 

If mortar didn't place a mine even when you're getting directly hit (You literally get mines placed BELOW your tank, as you're standing still... :rolleyes:) it would be debatable as the chances to oneshot a light hull when attacked in close quarters is highly reduced.

 

Agreed on incendiary. It takes an m3-4 fox to make it so it's worse than a regular crit.

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Don't forget rapid fire mode alt for shaft, giving you the ability to deal massive amounts of damage in just seconds in arcade, while still being able to deal a huge amount of damage with one shot in sniper.

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"At the moment, I only classify 3 of the current 51 alterations as direct upgrades. Those two alterations are: "

 

:ph34r: 

I added Hyperspace Rounds after I had finished typing that. Didn't get to change the number on that particular part. 

 

You just described alterations in a nutshell. Their intention is to make your turret more suitable for specific situations, maps, game modes or your personal style. It's true that in some cases, like the case with Sledgehammer alt, the adaptation fits most players and most situations, which makes everyone buy it and makes it seem like it's just a plain upgrade. But if Tanki had more large open maps, then stock thunder would be at an advantage again.

Yes, I described it in a nutshell. And this post was to show that (in my opinion) those 3 of the 51 alterations are currently not following that guideline. They're not keeping their integrity. 

 

"DH"C Railgun is more suited to take on multiple enemies. Stock Railgun isn't. They both deal the same damage and have the same parameters for everything except the shot delay time. On each modification, the Stock Railgun shoots faster than the "DH"C Railgun by 0.11 seconds. 

 

Let's say 3 enemies are lined up, or maybe 2 are lined u and one is at the side. The "DH"C Railgun shoots two targets and kills one with penetrating power. It then reloads and deals another full damage shot to the first enemy and kills them. It then turns to the 3rd enemy and takes two shots to kill them. 

Compare that with Stock Railgun. It kills one with the penetrating power, has to reload. It reloads and kills the second one, then has to reload again. Turns and kills the 3rd enemy in two shots. 

 

That significant advantage is given to it for what? A 10% increase in the shot delay? Almost negligible. 

 

The only advantage Stock Railgun has over "DH"C Railgun is in 1v1 face-to-face combat with each other or another combination. But then again, that extra 0.11 seconds isn't going to decide much oftentimes. After 3 shots, Stock Railgun would have been faster by 0.33 seconds, which is about how fast an M3 Duplet Hammer shoots both of its shots. So you have an alteration that makes a turret have the potential to shoot rapidly and you give it an almost negligible downside. 

 

How does this even change Railgun's playstyle? I've actually went away with the notion that every alteration changes your playstyle, because that doesn't seem to be the case for some. So this one would fit under "more suitable for specific situations", but "specific" could be changed to "most". 

 

This results in the long process of balancing the alterations as time goes on, since it's impossible to create a perfect balance just by looking at a sheet of numbers.

Sigh, this is something I really didn't want games to have the trouble with. Adding too many alterations to things makes balance harder to achieve, especially when you claim that it isn't supposed to make the equipment better. 

 

But hey, if this is another source of income for them, then I wish them all the luck in hopefully pleasing as many players as they can with each balance change/update. 

 

I do wonder what inspired the change for "DH"C Railgun. I asked Cedric about it (in the topic) and he didn't give a reply. I just assumed that he had no authority to give answers for those questions or maybe they didn't even tell him why and just gave him the information to relay onto us. I'm not mad at him for that (or at all, for that matter). 

 

Did they recently nerf Compact Fuel tanks for Firebird?  Cuz... that's always been an OP alteration.

 

Then there's incendiary mix - which many players swear gives +50% damage contrary to the posted +10% damage.

 

Don't forget Mortar from Magnum.  Now you don't even have to hit a tank to kill it.  It's a complete joke in no-supply battles.

 

Oh... and Incendiary for smoky.  Trade critical for burning?  Unless you use 2 module slots to protect against 1 turret it's a direct upgrade in damage done.

The change to Compact Tanks was a nerf in its heating rate on the 1st of March. 

 

There are some scenarios where Stock Firebird and Compact Tanks Firebird outperform IM Firebird. Utilising their afterburn damage when they were killed swiftly after attacking the enemy. Compact Tanks benefits from this the most. 

If the player is slightly in range of the Firebirds, then Compact Tanks and Stock Firebird can ignite the target and allow its afterburn damage to deal more damage than the direct damage they're doing. 

 

Sure, it does better than the others in MM, but it doesn't fit the examples that I'm trying to relay.

 

 

Thinking about it, Mortar should probably be added to that list given its current statistics. 

 

 

Incendiary Smoky requires a Fox module to fully defend against it. Fox modules, as I've seen, are very common so they're almost well protected. The modules affect the heating rate of the Incendiary Smoky, which I've identified as theoretically being 200% of maximum temperature/sec with a temperature limit of 50% of maximum temperature (as stated in the alterations effects). 

 

The more fire protection you have, the less ticks you'll suffer, which will decrease the damage you take. Stock Smoky's critical hit allows for a massive chunk of the enemy's health to go away, probably by surprise and ends up killing the enemy. You can react against Incendiary Rounds. For the most part, you can act against the Stock Smoky's critical which would take away your remaining HP. 

 

Compact tanks is borderline garbage in the drugspam that is MM, too low fuel and burn damage just gets healed off or ignored by a moduleel.

That doesn't stop the million and one Compact Tanks I encounter in all ranks above . I don't really see much Stock Firebirds, even though it has the advantage in direct damage output. 

 

Don't forget rapid fire mode alt for shaft, giving you the ability to deal massive amounts of damage in just seconds in arcade, while still being able to deal a huge amount of damage with one shot in sniper.

Rapid-Fire-Mode has its drawbacks. It's not like the examples I'm trying to relay. 

 

I wouldn't consider 70% of my total sniping damage "huge". It leaves a good set of HP on medium hulls. It's much better on the front lines than sniping. 

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I added Hyperspace Rounds after I had finished typing that. Didn't get to change the number on that particular part. 

 

Yes, I described it in a nutshell. And this post was to show that (in my opinion) those 3 of the 51 alterations are currently not following that guideline. They're not keeping their integrity. 

 

"DH"C Railgun is more suited to take on multiple enemies. Stock Railgun isn't. They both deal the same damage and have the same parameters for everything except the shot delay time. On each modification, the Stock Railgun shoots faster than the "DH"C Railgun by 0.11 seconds. 

 

Let's say 3 enemies are lined up, or maybe 2 are lined u and one is at the side. The "DH"C Railgun shoots two targets and kills one with penetrating power. It then reloads and deals another full damage shot to the first enemy and kills them. It then turns to the 3rd enemy and takes two shots to kill them. 

Compare that with Stock Railgun. It kills one with the penetrating power, has to reload. It reloads and kills the second one, then has to reload again. Turns and kills the 3rd enemy in two shots. 

 

That significant advantage is given to it for what? A 10% increase in the shot delay? Almost negligible. 

 

The only advantage Stock Railgun has over "DH"C Railgun is in 1v1 face-to-face combat with each other or another combination. But then again, that extra 0.11 seconds isn't going to decide much oftentimes. After 3 shots, Stock Railgun would have been faster by 0.33 seconds, which is about how fast an M3 Duplet Hammer shoots both of its shots. So you have an alteration that makes a turret have the potential to shoot rapidly and you give it an almost negligible downside. 

 

How does this even change Railgun's playstyle? I've actually went away with the notion that every alteration changes your playstyle, because that doesn't seem to be the case for some. So this one would fit under "more suitable for specific situations", but "specific" could be changed to "most". 

 

Sigh, this is something I really didn't want games to have the trouble with. Adding too many alterations to things makes balance harder to achieve, especially when you claim that it isn't supposed to make the equipment better. 

 

But hey, if this is another source of income for them, then I wish them all the luck in hopefully pleasing as many players as they can with each balance change/update. 

 

I do wonder what inspired the change for "DH"C Railgun. I asked Cedric about it (in the topic) and he didn't give a reply. I just assumed that he had no authority to give answers for those questions or maybe they didn't even tell him why and just gave him the information to relay onto us. I'm not mad at him for that (or at all, for that matter). 

 

The change to Compact Tanks was a nerf in its heating rate on the 1st of March. 

 

There are some scenarios where Stock Firebird and Compact Tanks Firebird outperform IM Firebird. Utilising their afterburn damage when they were killed swiftly after attacking the enemy. Compact Tanks benefits from this the most. 

If the player is slightly in range of the Firebirds, then Compact Tanks and Stock Firebird can ignite the target and allow its afterburn damage to deal more damage than the direct damage they're doing. 

 

Sure, it does better than the others in MM, but it doesn't fit the examples that I'm trying to relay.

 

 

Thinking about it, Mortar should probably be added to that list given its current statistics. 

 

 

 

Incendiary Smoky requires a Fox module to fully defend against it. Fox modules, as I've seen, are very common so they're almost well protected. The modules affect the heating rate of the Incendiary Smoky, which I've identified as theoretically being 200% of maximum temperature/sec with a temperature limit of 50% of maximum temperature (as stated in the alterations effects). 

 

The more fire protection you have, the less ticks you'll suffer, which will decrease the damage you take. Stock Smoky's critical hit allows for a massive chunk of the enemy's health to go away, probably by surprise and ends up killing the enemy. You can react against Incendiary Rounds. For the most part, you can act against the Stock Smoky's critical which would take away your remaining HP. 

 

 

 

That doesn't stop the million and one Compact Tanks I encounter in all ranks above . I don't really see much Stock Firebirds, even though it has the advantage in direct damage output. 

 

Rapid-Fire-Mode has its drawbacks. It's not like the examples I'm trying to relay. 

 

 

 

I wouldn't consider 70% of my total sniping damage "huge". It leaves a good set of HP on medium hulls. It's much better on the front lines than sniping.

it's need for a Fire module AND smoky module that makes it OP.  Two modules to handle 1 turret, especially if there is no actual firebirds on other team - a good possibility on larger maps.  Makes you vulnerable to that 3rd different turret you could have been protected against.

Which is why I really think we need an option for having 4 modules - each with < % than if you have 3.

 

This still allows one-shot kills on light hulls and 1-shot kills with DD on unprotected mediums while having a devastating up-close punch.

They should have lowered sniping damage by 35% so you just miss out one-shotting a light hull.

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Rapid-Fire-Mode has its drawbacks. It's not like the examples I'm trying to relay. 

 

I wouldn't consider 70% of my total sniping damage "huge". It leaves a good set of HP on medium hulls. It's much better on the front lines than sniping.

 

Doesn't matter, with Double damage, it can still one shot unprotected heavy hulls of the same modification while also killing them quickly with arcades.

 

Sniper shot didn't kill the target? No worries, just wait a few seconds and then spam the hell out of the firing button.

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Sniper shot didn't kill the target? No worries, just wait a few seconds and then spam the hell out of the firing button.

Nope. This is where the patience game is played when in the enemy base. It is best to reload all or almost all of your energy so that you can surprise them with more than 1 shot. You'd have to wait longer than "a few seconds".

 

I don't know what your definition of "a few seconds" is. Mine is 3-4 seconds, and that only reloads one arcade shot for me. And if the sniping shot didn't kill then, then they can react with a repair kit before your first arcade shot is ready. It also depends on the range of the target, because anything after 70 metres and you're dealing 25% damage. That's not really punching the enemy. If it's within 70 metres, it's best to use the arcade shots. 

 

This still allows one-shot kills on light hulls and 1-shot kills with DD on unprotected mediums while having a devastating up-close punch.

They should have lowered sniping damage by 35% so you just miss out one-shotting a light hull.

Well you can always buy Shaft protection, just like you can buy protection for the others. 15% alone helps you to survive a shot from it (if you're both on equal footing). 

 

If Shaft protection was a little more common, this wouldn't be much of an issue. But they're rare enough that there is no need buying Shaft protection over Thunder or Railgun protection. 

 

Having Shaft protection allows you to survive sniping shots as a medium hull. It's not so much for a light hull, but since it's a light hull, the Shaft would think that it doesn't need much charge, and then doesn't kill them. Made sure to purchase that on two of my lower-ranked accounts and it's helping with survivability. 

 


 

Shaft doesn't have an alteration that fits what I'm trying to portray. An example for Shaft would be an alteration where the maximum sniping damage is increased by 20%, but the downside is a 15% decrease in the arcade damage. 

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Nope. This is where the patience game is played when in the enemy base. It is best to reload all or almost all of your energy so that you can surprise them with more than 1 shot. You'd have to wait longer than "a few seconds".

 

I don't know what your definition of "a few seconds" is. Mine is 3-4 seconds, and that only reloads one arcade shot for me. And if the sniping shot didn't kill then, then they can react with a repair kit before your first arcade shot is ready. It also depends on the range of the target, because anything after 70 metres and you're dealing 25% damage. That's not really punching the enemy. If it's within 70 metres, it's best to use the arcade shots. 

 

 

Well you can always buy Shaft protection, just like you can buy protection for the others. 15% alone helps you to survive a shot from it (if you're both on equal footing). 

 

If Shaft protection was a little more common, this wouldn't be much of an issue. But they're rare enough that there is no need buying Shaft protection over Thunder or Railgun protection. 

 

Having Shaft protection allows you to survive sniping shots as a medium hull. It's not so much for a light hull, but since it's a light hull, the Shaft would think that it doesn't need much charge, and then doesn't kill them. Made sure to purchase that on two of my lower-ranked accounts and it's helping with survivability. 

 


 

Shaft doesn't have an alteration that fits what I'm trying to portray. An example for Shaft would be an alteration where the maximum sniping damage is increased by 20%, but the downside is a 15% decrease in the arcade damage.

 

But the alteration makes having shaft protection a must.

 

Don't have shaft protection? Then good luck surviving, if you can. ;)

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But the alteration makes having shaft protection a must.

What exactly makes having protection against a particular turret "a must"?

 

I would say it's more on the prevalence of the turret than the damage it deals. 

 

 

If Shaft numbers wer eto rise to the number of Thunders or Railguns, don't you think that Shaft protection would be more common? 

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What exactly makes having protection against a particular turret "a must"?

 

I would say it's more on the prevalence of the turret than the damage it deals. 

 

 

If Shaft numbers wer eto rise to the number of Thunders or Railguns, don't you think that Shaft protection would be more common?

 

Fine. For me, having shaft protection is a requirement. If I go to battle without it, I'll die and there's not a Damn thing I could do about it.

 

Shaft protection at least allows me to get the Hell away from those arcades.

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What exactly makes having protection against a particular turret "a must"?

 

I would say it's more on the prevalence of the turret than the damage it deals. 

 

 

If Shaft numbers wer eto rise to the number of Thunders or Railguns, don't you think that Shaft protection would be more common? 

It's both.

 

If no enemy has the turret you are likely to switch that module out.  Just like if 3 or more enmies have he turret you will definitely equip it.

 

BUT...

 

Turrets that can one-shot you pose the greatest threat - nothing you can do about hem ... except ... equipping a module that prevents - or at least reduces the chances of - one shot kills.

 

Because of MM I don't know what map I will end up on.  So my default modules are Thunder/Rail/Shaft so I don't get one-shotted right out the gate.  Then if I see no shafts (or thunder or Rail (LOL) ) in the battle I switch one or more out.

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It's both.

 

If no enemy has the turret you are likely to switch that module out.  Just like if 3 or more enmies have he turret you will definitely equip it.

 

BUT...

 

Turrets that can one-shot you pose the greatest threat - nothing you can do about hem ... except ... equipping a module that prevents - or at least reduces the chances of - one shot kills.

 

Because of MM I don't know what map I will end up on.  So my default modules are Thunder/Rail/Shaft so I don't get one-shotted right out the gate.  Then if I see no shafts (or thunder or Rail (LOL) ) in the battle I switch one or more out.

Yes, those are basically the must haves, along with magnum module.

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Yes, those are basically the must haves, along with magnum module.

And the firebird module, which not only protect you against firebird but also protects you against fire alterations and overheat damage.

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Yes, those are basically the must haves, along with magnum module.

Have seen more magnums in past week than I had in previous month combined.

 

What has changed to bring the magnums out from the rocks they've been hiding under?

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Have seen more magnums in past week than I had in previous month combined.

 

What has changed to bring the magnums out from the rocks they've been hiding under?

That reload buff a while ago... And the more sales so more people have it.

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Have seen more magnums in past week than I had in previous month combined.

 

What has changed to bring the magnums out from the rocks they've been hiding under?

The constant reload buffs. 

 

It shouldn't have gotten that buff. My default modules are Railgun, Thunder and Magnum. Magnum protection is a must when I'm using Magnum. Thunder because I'd rather not be one-shotted/there are so many of them. Railgun because it's Railgun. But not Stock Railgun, EA"S" and LCR Railguns to be specific. LCR Railgun can one-shot my Hornet without double damage. That is cause for concern. Let's not forget Round Destabilisation that can render my 39% Railgun protection useless just by sheer luck. 

 

My Magnum scores since that last buff have been high too consistently (using it with Hornet). Whenever I see 5+ Magnum modules on the enemy team, I can no longer feel 100% frustrated because they're just doing what they need to to survive. 

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The constant reload buffs. 

 

It shouldn't have gotten that buff. My default modules are Railgun, Thunder and Magnum. Magnum protection is a must when I'm using Magnum. Thunder because I'd rather not be one-shotted/there are so many of them. Railgun because it's Railgun.

#MagnumNeedNerf  :blink:  :blink:

 

I dare you wear Griffin module only. When using Magnum. :ph34r:

Edited by FrozenRailgun

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