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Effect of Reinforced Aiming Transmission on Hovering Hulls


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Hi, 

I was wondering if vulcan's reinforced aiming transmission augment improves the horizontal aiming transmission in any way when equipped with hover hulls. I don't see how it can just because you cannot turn your turret with hovering hulls (when used with mouse controls), so would this augment simply be a disadvantage with the 15% reduction in vertical aiming transmission? In other words, is stock vulcan better than vulcan with reinforced aiming transmission augment when equipped with hovering hulls? 

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6 minutes ago, Bacon said:

In other words, is stock vulcan better than vulcan with reinforced aiming transmission augment when equipped with hovering hulls? 

Yes Stock, or more specifically, Adrenaline, is better on hovering hulls than Reinforced Aiming Transmission. However this is due to hovering hulls being able to turn relatively fast enough and strafe away from the target the same time, cutting down on the benefit RAT would give you. 

 

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You can't turn your turret with hovering hulls? Man, if you have been playing like this I feel bad for you. Just go to the game settings and change the setting "enable mouse controls" from whatever it is currently, and you should be able to turn your turret with a hovering hull. You can most definitely turn your turret with hovering hulls, I can assure you of that. I do it every time I play.

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15 minutes ago, Bacon said:

By any chance @TheCongoSpider , do you know if vulcan's adrenaline makes a noticeable difference in gameplay from stock vulcan when used with hovering hulls? 

Adrenaline makes a difference on any turret. I mentioned Adrenaline because that's what you should be using at endgame if you're not using another augment. 

 

As for hover hulls, Vulcan pairs well with Crusader, Paladin and Ares. Adrenaline's damage boost extends to Crusader's icicle damage and Paladin and Ares' healing. Doesn't really matter too much for Ares but it's there. 

Edited by TheCongoSpider

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31 minutes ago, Bacon said:

With mouse controls, your turret turns with your tank. For hovering hulls, you can only turn your turret independently if you use it with keys. 

OK yes, to some extent what you say is true. But what you said in your original post "you cannot turn your turret with hovering hulls (when used with mouse controls)" is false, because you can most certainly turn your turret ahead of the turning speed of your tank, with mouse controls. I just tested this to confirm. With reinforced aiming transmission, you can still turn your turret noticably faster when firing with hovering hulls (I just tested on an account I have with this augment), but I trust @TheCongoSpider 's judgement that the other Vulcan augments are better for hovering hulls, as I don't own Vulcan on my main account and have little experience with it.

Adrenaline with Vulcan is just as much of an improvement over stock Vulcan with hovering hulls as it is with regular hulls, always worth equipping instead of stock. As CongoSpider also says, it improves the damage of the Crusader Icicle also, so adrenaline is super good with Crusader.
 

14 minutes ago, TheCongoSpider said:

Adrenaline's damage boost extends to Crusader's icicle damage and Paladin and Ares' healing. Doesn't really matter too much for Ares but it's there. 

Say whaaaaat? Adrenaline boosts the healing of Paladin's overdrive? Now that is very odd, didn't know that one. Does boosted damage also increase it? Seems like a strange interaction, no wonder Vulcan/Paladin is so strong if that is the case.

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10 minutes ago, DestrotankAI9 said:

Say whaaaaat? Adrenaline boosts the healing of Paladin's overdrive? Now that is very odd, didn't know that one. Does boosted damage also increase it? Seems like a strange interaction, no wonder Vulcan/Paladin is so strong if that is the case.

Yes, damage enhancers increase the healing of Paladin and Ares' Overdrives. This includes the Boosted Damage supply, the extra damage status from Crisis, Camper and Booster, and Adrenaline bonuses. 

A Booster Ares has a better chance of surviving high burst damage than one without. Having infinite DD uptime allows you to be more comfortable with the healing Ares gives you over time. 

Booster/Crisis increasing Paladin's healing is also a contributing factor to its general survivability during the OD and another reason why having infinite DD uptime is great. 

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9 minutes ago, TheCongoSpider said:

Yes, damage enhancers increase the healing of Paladin and Ares' Overdrives. This includes the Boosted Damage supply, the extra damage status from Crisis, Camper and Booster, and Adrenaline bonuses. 

A Booster Ares has a better chance of surviving high burst damage than one without. Having infinite DD uptime allows you to be more comfortable with the healing Ares gives you over time. 

Booster/Crisis increasing Paladin's healing is also a contributing factor to its general survivability during the OD and another reason why having infinite DD uptime is great. 

Very interesting, didn't know that. I feel like this shouldn't really be the case, but that is very useful to know - thanks. Does Boosted Damage also enchance Ares' overdrive damage?

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18 minutes ago, DestrotankAI9 said:

Very interesting, didn't know that. I feel like this shouldn't really be the case, but that is very useful to know - thanks. Does Boosted Damage also enchance Ares' overdrive damage?

Damage is fixed at 500 per tick. Only healing is affected. 

 

19 minutes ago, Bacon said:

I didn't even know adrenaline boosts the damage of crusader's icicle. Where can this info be found? 

Unfortunately you won't find this anywhere but from player reports. It's best to ask around on the Forum in relevant topics if there is something about in-game mechanic interactions you'd like to know about. 

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4 minutes ago, TheCongoSpider said:

Damage is fixed at 500 per tick. Only healing is affected.

The fact that damage is not affected but healing is, is rather inconsistent. I think in this case, healing should be buffed to 2x for both Ares and Paladin, but they should not be affected by damage multipliers. The fact that healing of Ares overdrive is dependant on damage multipliers, but the damage component is not - if that is the case - makes very little sense.

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