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Increase in number of critical shots.


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Increase in number of critical shots to: Railgun, striker, thunder. I would prefer railgun due to a slower fire rate.

At higher ranks people put on fully upgraded modules and for turrets like railgun and striker  we tend to get  200-300 worth of hp damage and rarely get to inflict any . Even though we get a very high critical damage but relatively speaking it is low. For a F2P player  1 in a 500 chance to get an emp augment for a turret is rather difficult. At lower ranks of major to brigadier is the only place where it these thing don't matter . Still always using hornet not always an option right?

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Under review

Valid

Which turrets should get more critical shots in your opinion?

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4 hours ago, SS-class-Hunter said:

At higher ranks people put on fully upgraded modules and for turrets like railgun and striker  we tend to get  200-300 worth of hp damage and rarely get to inflict any . Even though we get a very high critical damage but relatively speaking it is low. For a F2P player  1 in a 500 chance to get an emp augment for a turret is rather difficult. At lower ranks of major to brigadier is the only place where it these thing don't matter . Still always using hornet not always an option right?

Modules have a high price. If they don't worth anything, what's the point of them?

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Just now, Spy said:

Under review

Which turrets should get more critical shots in your opinion?

In my honest opinion, all turrets except Smoky should get their critical shots removed.

If the devs want, they can add the critical shots back as some kind of new Alteration for a few or each turret.

 

Honestly, if Railgun has too many enemies using Modules against it, it's technically it's own fault. I don't see why we should change stuff just because the playerbase's favorite turret is next to useless cause "everyone" equips the module against the favorite turret. It's just too popular. The only way to make Railgun good again in MM battles without breaking the game and making the turret too OP (as well as ruining mechanics we all got used to and had no problems with for the past decade) is to completely disable protection modules in battles. No modules - no one gets their turret damage nulled. I'm not saying I want this to happen, I;m just saying it's one of the few ways that it can help Railgun but keep a general sense of balance in the game (also helps keep Smoky keep it's critical hit and be unique).

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4 hours ago, Spy said:

Under review

Which turrets should get more critical shots in your opinion?

Railgun, striker, thunder. I would prefer railgun due to a slower fire rate.

 

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9 minutes ago, SS-class-Hunter said:

Railgun, striker, thunder. I would prefer railgun due to a slower fire rate.

 

Added to the main post.

Status updated.

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12 hours ago, SS-class-Hunter said:

Railgun, striker, thunder. I would prefer railgun due to a slower fire rate.

 

Do you not understand Rail already gets the most critical shots out of ALL the turrets?

Maybe you want... EVERY shot to be critical?

And kinda funny how ThirdOnion pointed out the turrets you suggest for a buff happen to be the ones YOU use. ?

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46 minutes ago, fghjkl54 said:

instead increase their damage because it's the same as normal damage

Why?  they get to ignore modules.  That's like double-damage for high ranks.

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17 hours ago, Spy said:

Under review

Which turrets should get more critical shots in your opinion?

Vulcan

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Just now, Wick said:

Vulcan

Vulcan already fires a minimum of 1-2 critical hits every second. I don't think it needs to have a permanent-AP effect associated with it.

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19 hours ago, Tanker-Arthur said:

is to completely disable protection modules in battles. No modules - no one gets their turret damage nulled.

It's a horrible idea, because I wont be able to protect myself from one-shooting from Shaft especially and Railgun/Gauss/Magnum in general.

I think a better solution is to reset protection modules every day. So every day you enter the game you will have to equip your protections again. Many players don't change their protections set, and don't give it a * care. They just mindlessly equipped Rail protection one day, and haven't changed it for their rest of life. Honestly I don't pretend to be a perfect, I was one of those mindless who equip Rail protection without unequipping it, while I haven't even paid a Mag protection 0%. Through the time I noticed Magnum become disgustingly annoying, and I paid the prot and upgraded it to Mk6. Nowadays Mag/Gauss/Shaft protections are way more important for me than Rail prot.

Rail is undoubtedly the weakest of Snipers. Gauss (in the past) had a 2s aim-recovery, which was incredibly disgusting, I wasn't a capable to run from it. Magnum is the most disgusting one of them, it can shoot you from anywhere without needing of directly hitting you, just shooting the ground around you, the only sniper turret I can't hide from it. Shaft nowadays have a stupidly immersive damage, which is about the double of Gauss/Magnum, and more than the double of Railgun.

Railgun(LCR) , is the only sniper turret you can dodge it, just hiding in the shot delay and go appear after it lost the shot.

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Just now, wolverine848 said:

Why?  they get to ignore modules.  That's like double-damage for high ranks.

if you see isida it's crit hit lower than normal damage

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On 5/27/2021 at 8:26 AM, SS-class-Hunter said:

Railgun, striker, thunder. I would prefer railgun due to a slower fire rate.

Railgun's crit rate is already on steriod RN, you want to give it even more??? Modules already lost their potencies because of the module-piercing trait from Crit Damage.

And plus, Railgun is really easy to use, thus making it abundant on the battlefield. And as Tanker-Arthur mentioned:

On 5/27/2021 at 6:43 AM, Tanker-Arthur said:

Honestly, if Railgun has too many enemies using Modules against it, it's technically it's own fault. I don't see why we should change stuff just because the playerbase's favorite turret is next to useless cause "everyone" equips the module against the favorite turret. It's just too popular. The only way to make Railgun good again in MM battles without breaking the game and making the turret too OP (as well as ruining mechanics we all got used to and had no problems with for the past decade) is to completely disable protection modules in battles. No modules - no one gets their turret damage nulled. I'm not saying I want this to happen, I;m just saying it's one of the few ways that it can help Railgun but keep a general sense of balance in the game (also helps keep Smoky keep it's critical hit and be unique).

 

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7 hours ago, asem.harbi said:

It's a horrible idea, because I wont be able to protect myself from one-shooting from Shaft especially and Railgun/Gauss/Magnum in general.

 

IDK if it's just me but I'd rather get one-shotted by Shaft than the other 3. Mainly because I main on Shaft myself and one shot from it only affect myself directly, not to my teammates.

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8 hours ago, asem.harbi said:

I think a better solution is to reset protection modules every day. So every day you enter the game you will have to equip your protections again. Many players don't change their protections set, and don't give it a * care. They just mindlessly equipped Rail protection one day, and haven't changed it for their rest of life.

This makes no sense.  They will still equip the same protections they always do.

Hoping players forget to equip modules is a really goofy way to approach it.

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Just now, wolverine848 said:

This makes no sense.  They will still equip the same protections they always do.

Hoping players forget to equip modules is a really goofy way to approach it.

Its the same problem with the way special missions work. Why do we have to open the special missions tab to ensure we make progress on them? Why can't we just earn progress automatically like we do with the Daily Missions and Weekly Missions, or any other missions that other games have? XD

Honestly these things are more of a nuisance and ruin the quality of life of the game.

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Just now, wolverine848 said:

 

go to garage and see the normal damage and crit damage you'll find it lower than normal damage

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Just now, At_Shin said:

 

?anyway my last wish is either add alts that increase the crit hit for the guns that deals the same damage as normal hit or remove crit hit from these guns

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55 minutes ago, fghjkl54 said:

go to garage and see the normal damage and crit damage you'll find it lower than normal damage

Critical hits for melee are based on tics.  4 tics per second.  What is 288 x 4?

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