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Buff Reinforced Aiming Transmission for Railgun on Viking's Overdrive


TheCongoSpider

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Every turret and augment has a particular firing rate with Viking's Overdrive set by the Devs. It's the reason why Duplet has the same number of shots as Stock despite having a -85% shot reload; the reason why Small Calibre Charging Machine shoots the same number of shots as Stock, despite it having near the same reload speed as Sledgehammer, but Sledgehammer shoots more; the reason why Plasma Torch doesn't have an increased firing rate.

 

The same is for Reinforced Aiming Transmission for Railgun. It has been like this since the implementation of the Overdrive in 2019. So this is a suggestion to make it so that Reinforced Aiming Transmission has the same number of shots as Stock. You can see the comparison for yourself here:

 

 

 

The main reason for the buff is that...there is no reason not to. For one, who really uses this augment if they have the other relevant ones (Scout, Adrenaline, Death Herald, Hyperspace, Status Railguns)? Before the critical hit update this augment was a meme. Subsequently, how many of them are using Viking? Due to not being able to rock up and down as much as the other light and medium hulls, this would be the worst fit for the augment. 

Most importantly, unlike the other augments listed at the heading, RAT does not directly tamper with the reload time/firing rate of Railgun. 

 

Ultimately, RAT has an unjustly low firing rate with Viking's Overdrive. And this suggestion is to put in on par with Stock. Any negative impact this buff would have on the game would be miniscule if existent at all. 

 

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1 hour ago, Spy said:

Valid

I apologize for the mistake. @TheCongoSpider 

Thanks. 

 

Though I specifically mention what was being changed with RAT in the title, which was the firing rate (so that those who go straight to replying without reading the topic would know what is happening).

 

Spoiler

And comically, the fact that this mistake was made in the first place just goes to show how insubstantial the presence of this augment in the game was and still is. ?

 

 

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I think this is probably really a "bug fix" rather than a suggestion, but posting it here will gain more attention to the matter perhaps. There is no reason why this augment should have a lower firing rate than stock Railgun or any other augment with Viking, this should have been fixed long ago. And then, all 4 tankers who use Railgun with Reinforced Aiming Transmission will surely be much happier :) .

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1 hour ago, DestrotankAI9 said:

I think this is probably really a "bug fix" rather than a suggestion, 

In that case I might have to make a topic for Small Calibre Charging Machine. 

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Lol, feels like people are only liking this idea because of your performance on the mobile version.

 

I think the easiest solution would still be to revert all turret augments to stock during Vikings OD.

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5 minutes ago, Crossbone said:

Lol, feels like people are only liking this idea because of your performance on the mobile version.

 

I think the easiest solution would still be to revert all turret augments to stock during Vikings OD.

What? All it shows is RAT shoots less than Stock. What else is there to take away from the video?

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23 minutes ago, TheCongoSpider said:

What? All it shows is RAT shoots less than Stock. What else is there to take away from the video?

Chill, lol, it was a joke.

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1 minute ago, TheCongoSpider said:

Sorry. I've been on edge since this Driver change. 

Same, also the hunter nerf. Taking away its ability to make enemies drop flag or ball.

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Congrats @TheCongoSpider :) , they have listened for once it seems, I am glad to say. Now make a topic about Driver Drone :P

PS: Any idea if Autocannon/Plasma-torch are also buffed with Viking overdrive? They were both absurdly bad when I last checked, not quite in the same "bug" category as Railgun with Reinforced Aiming Transmission was though.

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16 minutes ago, DestrotankAI9 said:

PS: Any idea if Autocannon/Plasma-torch are also buffed with Viking overdrive? They were both absurdly bad when I last checked, not quite in the same "bug" category as Railgun with Reinforced Aiming Transmission was though.

Autocannon's damage coefficient was increased from x2.5 (x3.5 with DD) to x5.5 (x6.5 with DD). It is now something to fear with Viking's Overdrive. 

 

I don't know about Plasma Torch since I never used it. I do have it but my Ricochet is underleveled. I'll try to see what it is later today. 

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2 hours ago, DestrotankAI9 said:

PS: Any idea if Autocannon/Plasma-torch are also buffed with Viking overdrive? They were both absurdly bad when I last checked, not quite in the same "bug" category as Railgun with Reinforced Aiming Transmission was though.

It appears that Plasma Torch's damage coefficient was increased to x3.33 (x4.33 with DD), and seems t have gotten a slight reload coefficient buff (it shoots more shots total). 

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2 hours ago, TheCongoSpider said:

Autocannon's damage coefficient was increased from x2.5 (x3.5 with DD) to x5.5 (x6.5 with DD). It is now something to fear with Viking's Overdrive. 

 

I don't know about Plasma Torch since I never used it. I do have it but my Ricochet is underleveled. I'll try to see what it is later today. 

 

22 minutes ago, TheCongoSpider said:

It appears that Plasma Torch's damage coefficient was increased to x3.33 (x4.33 with DD), and seems t have gotten a slight reload coefficient buff (it shoots more shots total). 

Great job testing both :) ! Thanks for the info, I was just about to test Plasma Torch myself on my alt, but you've done it for me then. This is definitely one of the better patches, nice to see all these issues resolved. I only wonder if they have buffed Freeze/Firebird too much, truly wrecking balls with Hornet or Dictator overdrive - although it is nice to see those turrets relevant again.

Will have to give Autocannon Smoky + Viking a try when I get bored deleting people with Freeze/Dictator lol.

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Just now, DestrotankAI9 said:

@TheCongoSpider interestingly Scout Railgun with Viking seems to have received a slight buff too. Tested it, and it now has superfast fire during Viking overdrive :) . That's pretty nice, seems anything is viable with Viking now, at last.

I didn't use Scout at all today because I was so glad RAT was fixed and was using that . I'll check it out soon. 

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24 minutes ago, TheCongoSpider said:

I didn't use Scout at all today because I was so glad RAT was fixed and was using that . I'll check it out soon. 

So you're one of the 3 players who use RAT Railgun :) . Amazing, always wondered who they were. Yes, was just now testing Scout Railgun with Viking - it is pretty tasty. Pretty funny to see Railgun firing that fast, and very nice against Juggernauts in the special mode.

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22 hours ago, DestrotankAI9 said:

So you're one of the 3 players who use RAT Railgun :) . Amazing, always wondered who they were. Yes, was just now testing Scout Railgun with Viking - it is pretty tasty. Pretty funny to see Railgun firing that fast, and very nice against Juggernauts in the special mode.

You're right. Scout fires ~15 shots now instead of the previous ~13. Pretty tasty indeed. 

 

22 hours ago, DestrotankAI9 said:

So you're one of the 3 players who use RAT Railgun :) 

I only really started using Railgun after the critical hit update. It was under leveled on one of my accounts with all of the augments. And I tested each of them in Legend battles and concluded that Scout was the most practical to use if your Railgun was underleveled for your rank. 

 

RAT was a mechanically unneeded augment since the rotation speed of Stock coupled with Hull rotation was fast enough, and didn't warrant using that for -30% autoaim. And also the rule, "If it has Stock's damage range, it's bad". It wasn't worth using with all the Railgun protection, as you needed higher damage output, which Scout, DHC, LCR, Hyperspace and Round Destabilisation did well with. 

 

After the critical hit update, more specifically, after the first Railgun nerf where the critical chance drops to 10% after a crit, I loved Railgun. It functioned similar to Smoky and I love Smoky. Now that Stock was good and not bound to the aforementioned 5 augments to do well, it meant that RAT was finally viable. Unfortunately, I could have only really used it with Viking or Dictator there. Viking was uncomfortable because of the decreased firing rate, but now that that's fixed it's comfortable and I'm properly enjoying it. 

 

The main thing is that at endgame, if you have Adrenaline or DHC, you have no need for RAT, since those two powercreep it there. That's why I only use it on this account, which doesn't have Adrenaline. Since my other account has Adrenaline, I don't use it there. 

 

 

 

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54 minutes ago, TheCongoSpider said:

You're right. Scout fires ~15 shots now instead of the previous ~13. Pretty tasty indeed. 

 

I only really started using Railgun after the critical hit update. It was under leveled on one of my accounts with all of the augments. And I tested each of them in Legend battles and concluded that Scout was the most practical to use if your Railgun was underleveled for your rank. 

 

RAT was a mechanically unneeded augment since the rotation speed of Stock coupled with Hull rotation was fast enough, and didn't warrant using that for -30% autoaim. And also the rule, "If it has Stock's damage range, it's bad". It wasn't worth using with all the Railgun protection, as you needed higher damage output, which Scout, DHC, LCR, Hyperspace and Round Destabilisation did well with. 

 

After the critical hit update, more specifically, after the first Railgun nerf where the critical chance drops to 10% after a crit, I loved Railgun. It functioned similar to Smoky and I love Smoky. Now that Stock was good and not bound to the aforementioned 5 augments to do well, it meant that RAT was finally viable. Unfortunately, I could have only really used it with Viking or Dictator there. Viking was uncomfortable because of the decreased firing rate, but now that that's fixed it's comfortable and I'm properly enjoying it. 

 

The main thing is that at endgame, if you have Adrenaline or DHC, you have no need for RAT, since those two powercreep it there. That's why I only use it on this account, which doesn't have Adrenaline. Since my other account has Adrenaline, I don't use it there. 

 

 

 

DHC and Adrenaline are both great augments these days, I agree. I'm also personally quite a fan of Destabilised Rounds (although I did prefer the "old" pre-critical damage version), when not facing Armadillo anyway. RIP to Large Calibre Rounds - may it rest in peace lol.

I have really been enjoying Scout + Viking + Booster. Scout synergises very well with Booster since you get the two shots within the enhanced damage window, the fact that Scout is generally strong, and also now that it does well with Viking's overdrive since the patch. I was using mainly Destabilised Rounds/Viking/Booster before that. Unfortunately Driver drone is consigned to the dustbin for now, which I had also been using a lot with Viking - we will have to hope for some kind of a buff after the unnecessary nerf.

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29 minutes ago, DestrotankAI9 said:

DHC and Adrenaline are both great augments these days, I agree. I'm also personally quite a fan of Destabilised Rounds (although I did prefer the "old" pre-critical damage version), when not facing Armadillo anyway. RIP to Large Calibre Rounds - may it rest in peace lol.

I specifically loved the nerfed (current) RDS where you get intermittent stronger critical hits. It took what I liked about the new Railgun and boosted it. The augment itself, if you ask me, is weak, after the drone update in particular and the continued domination of the Defender drone. It requires too many upgrade hurdles to be worth using over other Railgun augments. What made it bearable and fun was using it with Dictator and Driver. It was a gimmick that was dailed up to 11. As such, the weaknesses of the gimmick became even more potent against it. 

 

With the nerfing of Driver, it pretty much killed the combo as a whole, because the point of it is to get kills very intermittently, and not constantly like Scout. The forced Supercharge uptime via Driver was to make up for its bad damage output otherwise, especially against the Armadillos and ubiquitous Booster and Defender drones. Every tike I give it a try now it just frustrates me. 

 

56 minutes ago, DestrotankAI9 said:

I have really been enjoying Scout + Viking + Booster. Scout synergises very well with Booster since you get the two shots within the enhanced damage window, the fact that Scout is generally strong, and also now that it does well with Viking's overdrive since the patch. I was using mainly Destabilised Rounds/Viking/Booster before that. Unfortunately Driver drone is consigned to the dustbin for now, which I had also been using a lot with Viking - we will have to hope for some kind of a buff after the unnecessary nerf.

I'm surviving enough with Driver as Scout has good firepower to activate it frequently enough for me to not fume at it being nerfed with every passing second of the battle. But I still get those battles where it takes me 3 to 3 and a half minutes to charge my Overdrive because I'm being surrounded by enemies with all supplies and boosted supplies activated while I can only use DD (and then get one-shotted when the spawn protection wears off. 

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