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Hello there,

The majority of the players pick Booster over the Camper drone only gives the boost in damage (as well as the boost in armour) when your tank is undamaged. In other words, you lose the "advantage" of the drone once you receive damage.

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Losing ONE hp will render the drone useless. In other words, a single Vulcan bullet can remove your boosts. Even though Camper's boost is higher, Booster's is consistent whereas with Camper you really have to camp to prevent taking damage. This is why the drone is so unpopular. On a somewhat related note (if anyone happens to be curious) if you want a drone that resembles the old Camper, take Assault and camp. Assault 20/20 reduces cooldown by 15 seconds per kill, so getting one kill per supply period makes your supply cooldown 5 seconds. Just a fun fact and also why I love Assault so much. ^^

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On 4/26/2022 at 2:10 PM, luckylook500 said:

Still why people choose booster? 

Many reasons. 

 

  1. Camper is a gimmick on steroids rather than a drone
  2. Every drone is overpriced and costs the same to upgrade within their tiers
  3. Crystal income is lower than before
  4. Camper's effectiveness over other drones is hyper-dependant on a combination of the map, enemy team composition and ally team composition (ties into point 1)

 

Quote

Camper is a gimmick on steroids rather than a drone

Camper gives you this boost only when you are at 100% HP and slightly speeds up your repair kit cooldown. You are at Legend 4 so you should know how hard it is to stay at full HP in a random battle. This is all that Camper gives you. 

 

Quote

Every drone is overpriced and costs the same to upgrade within their tiers

 

Crystal income is lower than before

Simple as that. There is no incentive to upgrading certain drones with how disproportionate their effects are and that they cost the same fortune to upgrade. Why would you spend 1,000,000 crystals to buy a slightly better Brutus when you can spend the same amount to get something significantly better than Brutus? 

 

Quote

Camper's effectiveness over other drones is hyper-dependant on a combination of the map, enemy team composition and ally team composition (ties into point 1)

Brutus is the base gameplay offered to players. You have rules to your gameplay. Drones that use batteries allow you to tamper with these rules to your benefit. 

 

When choosing a drone to upgrade with their exorbitant prices, you look at what it gives you, and what it gives you in comparison to other drones that fit the playstyle you are looking for. You start from Brutus, and work from where there is benefit. The game is inherently offensive. You need supplies in order to achieve efficiency against other players. The base gameplay has you with a 5-second smart cooldown between the activation of important supplies, a 20-second cooldown for the subsequent manual activation for previously manually activated Boosted Armour, Damage and Speed, and a 30-second cooldown for manual activations of Repair Kit and Mine. 

Supplier's offensive capability is the same as a Brutus drone. The upside is that you will receive 10 points every time you activation Boosted Armour, Damage or Speed near an ally. In the end, it is a Brutus that can inflate its battle score. 

Engineer's offensive capability is the same as a Brutus drone. The upside is that you will instantly heal an amount of HP in a radius around you if you or an ally near you picks up a drop box, and gives 10 score for each activation of the drone. In the end, it is a Brutus with the ability to heal from picking up drop boxes.

Saboteur's offensive capability is the same as a Brutus drone. The upside is that you will be able to place an additional 7 mines around the one you manually activated. In the end, it is a Brutus with the ability to place multiple mines around the ones you planted. 

 

As you see above, these three drones do not stray far from Brutus in terms of supply cooldowns, which is the main reason why they are not regarded as top tier drones. Do you know what makes a top tier drone (read a drone worth spending a fortune on)? Bending the rules of supply cooldowns. Having infinite uptime on Boosted Armour, Damage, Speed boost or a combination of the three, in which you have heightened effectiveness in that area, and longevity. 

 

Booster allows you to reduce the cooldown of Boosted Damage when using other supplies. This allows you to use Boosted Armour and Boosted damage immediately one after the other, while drones with Brutus-esque supply cooldowns would have to wait 5 seconds. Booster gives a damage boost that changes your interaction outcomes, some small, some huge. And it allows you to have infinite uptime on your boosted damage. You are almost never without high damage output. Booster is consistent, hard-hitting, and offers more flexibility than Brutus. Defender is the same but apply it to Boosted Armour. Trickster is the same but apply it to Speed Boost. Hyperion allows you to instantly activate Boosted Armour, Damage and Speed altogether and completely removes the downtime on them. In addition to that, it significantly reduces the cooldown of mines and repair kits. So you'd never be without armour, never have low damage output, never have low speed, you will lay more mines on average which will catch enemies off-guard, and a constant flow of repair kits to repair yourself with. You have achieved longevity and also always have a leg up against an opponent. 

 

You cannot do that with Camper. You have the same Boosted Armour, Damage, Speed and Mine cooldwons as Brutus. Your Repair Kit cooldown can be hastened slightly on average, but that is to facilitate is fragile gimmick. Fragile because it is only effective against 4 turrets head on, but 3 of those 4 turrets can remove your effect in convenient ways. Shaft and Gauss have their arcade shots with a fast firing rate. Magnums have a large splash area. All things considered, you end paying 1,000,000 crystals for a Brutus, when you could have gotten something far better for that same price. Camper is hard-limited in its potential, and it being worth the same number of crystals to upgrade as all the other drones with better or more consistent effects shows that not enough care is being put into the drone system. 

 

Edited by TheCongoSpider
Fixed typos.
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10 hours ago, TheCongoSpider said:

Many reasons. 

 

  1. Camper is a gimmick on steroids rather than a drone
  2. Every drone is overpriced and costs the same to upgrade within their tiers
  3. Crystal income is lower than before
  4. Camper's effectiveness over other drones is hyper-dependant on a combination of the map, enemy team composition and ally team composition (ties into point 1)

 

Camper gives you this boost only when you are at 100% HP and slightly speeds up your repair kit cooldown. You are at Legend 4 so you should know how hard it is to stay at full HP in a random battle. This is all that Camper gives you. 

 

Simple as that. There is no incentive to upgrading certain drones with how disproportionate their effects are and that they cost the same fortune to upgrade. Why would you spend 1,000,000 crystals to buy a slightly better Brutus when you can spend the same amount to get something significantly better than Brutus? 

 

Brutus is the base gameplay offered to players. You have rules to your gameplay. Drones that use batteries allow you to tamper with these rules to your benefit. 

 

When choosing a drone to upgrade with their exorbitant prices, you look at what it gives you, and what it gives you in comparison to other drones that fit the playstyle you are looking for. You start from Brutus, and work from where there is benefit. The game is inherently offensive. You need supplies in order to achieve efficiency against other players. The base gameplay has you with a 5-second smart cooldown between the activation of important supplies, a 20-second cooldown for the subsequent manual activation for previously manually activated Boosted Armour, Damage and Speed, and a 30-second cooldown for manual activations of Repair Kit and Mine. 

Supplier's offensive capability is the same as a Brutus drone. The upside is that you will receive 10 points every time you activation Boosted Armour, Damage or Speed near an ally. In the end, it is a Brutus that can inflate its battle score. 

Engineer's offensive capability is the same as a Brutus drone. The upside is that you will instantly heal an amount of HP in a radius around you if you or an ally near you picks up a drop box, and gives 10 score for each activation of the drone. In the end, it is a Brutus with the ability to heal from picking up drop boxes.

Saboteur's offensive capability is the same as a Brutus drone. The upside is that you will be able to place an additional 7 mines around the one you manually activated. In the end, it is a Brutus with the ability to place multiple mines around the ones you planted. 

 

As you see above, these three drones do not stray far from Brutus in terms of supply cooldowns, which is the main reason why they are not regarded as top tier drones. Do you know what makes a top tier drone (read a drone worth spending a fortune on)? Bending the rules of supply cooldowns. Having infinite uptime on Boosted Armour, Damage, Speed boost or a combination of the three, in which you have heightened effectiveness in that area, and longevity. 

 

Booster allows you to reduce the cooldown of Boosted Damage when using other supplies. This allows you to use Boosted Armour and Boosted damage immediately one after the other, while drones with Brutus-esque supply cooldowns would have to wait 5 seconds. Booster gives a damage boost that changes your interaction outcomes, some small, some huge. And it allows you to have infinite uptime on your boosted armour. You are almost never without high damage output. Booster is consistent, hard-hitting, and offers more flexibility than Brutus. Defender is the same but apply it to Boosted Armour. Trickster is the same but apply it to Speed Boost. Hyperion allows you to instantly activate Boosted Armour, Damage and Speed altogether and completely removes the downtime on them. In addition to that, it significantly reduces the cooldown of mines and repair kits. So you'd never be without armour, never have low damage output, never have low speed, you will lay more mines on average which will catch enemies off-guard, and a constant flow of repair kits to repair yourself with. You have achieved longevity and also always have a leg up against an opponent. 

 

You cannot do that with Camper. You have the same Boosted Armour, Damage, Speed and Mine cooldwons as Brutus. Your Repair Kit cooldown can be hastened slightly on average, but that is to facilitate is fragile gimmick. Fragile because it is only effective against 4 turrets head on, but 3 of those 4 turrets can remove your effect in convenient ways. Shaft and Gauss have their arcade shots with a fast firing rate. Magnums have a lrge splash area. All things considered, you end paying 1,000,000 crystals for a Brutus, when you could have gotten something far better for that same price. Camper is hard-limited in its potential, and it being worth the same number of crystals to upgrade as all the other drones with better or more consistent effects shows that not enough care is being put into the drone system. 

 

Great Content. Thanks for the clarity.  I never thought of getting supplier. But now, thinking for getting supplier . I see many people have mocked hyperion but you have different opinion on that....

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I use camp drone only with

Heavy compacity shaft on heavy hull in far map behind building inside bush for kill JGR.

JGR normally busy tank around them, i can take time to time their move, one shot can take 10k+ damage follow up a normal shot can kill a damaged jgr

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On 4/28/2022 at 7:39 AM, wild001 said:

I use camp drone only with

Heavy compacity shaft on heavy hull in far map behind building inside bush for kill JGR.

JGR normally busy tank around them, i can take time to time their move, one shot can take 10k+ damage follow up a normal shot can kill a damaged jgr

Heavy capacitor does it really work with Juggernaut? I have tried it but not sure. By the time it charges for second shot, JGR would have got back the energy. 

And besides that, I think hyperion is better than booster and defender, correct me if I am wrong

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17 minutes ago, luckylook500 said:

By the time it charges for second shot, JGR would have got back the energy.

You need co-op with your teammate, if your teammate is chasing JGR, means JGR is weak, then you shoot.

Or if you see team viking is attacking soon, use your shaft shot to let enemy waste their jgr OD first after your shot

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32 minutes ago, wild001 said:

You need co-op with your teammate, if your teammate is chasing JGR, means JGR is weak, then you shoot.

Or if you see team viking is attacking soon, use your shaft shot to let enemy waste their jgr OD first after your shot

Looks tricky than using cyclone. Team mates never co-op. Most of the time, they push you when you got the perfect shot and was about to destroy the jGR.

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2 hours ago, luckylook500 said:

By the time it charges for second shot, JGR would have got back the energy.

Heavy Caps takes 11 seconds to reload. JGR Overdrive takes 40 seconds to charge. Mathematically it's possible to shoot 3+ scoped shots before JGR can use his OD. Plus, arcade shots take no energy now so you can use arcade shots while reloading.

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1 hour ago, Me0w_XP said:

Heavy Caps takes 11 seconds to reload. JGR Overdrive takes 40 seconds to charge. Mathematically it's possible to shoot 3+ scoped shots before JGR can use his OD. Plus, arcade shots take no energy now so you can use arcade shots while reloading.

Sure, the issue here is once JGR knows you are aiming for him, he is  not going to wait for you to destroy him. He will run away or hide quickly.

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5 hours ago, luckylook500 said:

Sure, the issue here is once JGR knows you are aiming for him, he is  not going to wait for you to destroy him. He will run away or hide quickly.

This is why Heavy Caps is a supportive augment for weakening JGR or finishing off a weakened JGR. Shaft really has no offense-aligned augments now since RFM is dead.

Edited by Me0w_XP

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16 minutes ago, Me0w_XP said:

Shaft really has no offense-aligned augments now since RFM is dead.

Light Capacitors and AP Shaft exist. Unfortunately, they refuse to properly buff Light Capacitors to fit the current Stock template despite the fact that Light Capacitors was the original quickscope-oriented Shaft, and AP Shaft got a significant nerf to its AP duration. 

 

RFM simply doesn't fit the direction they wanted to take Shaft but it is shameful that it's been ignored. The changes to Heavy Capacitors was on purpose because it was to discourage a particular playstyle and encourage another, but RFM was just ignored entirely and only indirectly being supplemented by buffs to Stock's arcade damage. 

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16 hours ago, Me0w_XP said:

This is why Heavy Caps is a supportive augment for weakening JGR or finishing off a weakened JGR. Shaft really has no offense-aligned augments now since RFM is dead.

RFM?

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4 hours ago, luckylook500 said:

So do you mean to say RFM is useless?

Currently it is. 3 arcade shots aren't enough to kill much especially since many people use Eagle module at higher ranks. This wouldn't be too much of a problem if not for the 9 second reload they slapped onto Shaft... 3 shots with a 9 second reload means 3 second reload per arcade shot.. Short Band increases arcade reload less but also increases damage. Since stock arcade shots don't take energy now it's better to take another augment since you can fire infinite arcade shots whereas with RFM you're almost guaranteed to run out of shots before you win a fight. It's only good against unprotected enemies and kill stealing.

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17 hours ago, Me0w_XP said:

Currently it is. 3 arcade shots aren't enough to kill much especially since many people use Eagle module at higher ranks. This wouldn't be too much of a problem if not for the 9 second reload they slapped onto Shaft... 3 shots with a 9 second reload means 3 second reload per arcade shot.. Short Band increases arcade reload less but also increases damage. Since stock arcade shots don't take energy now it's better to take another augment since you can fire infinite arcade shots whereas with RFM you're almost guaranteed to run out of shots before you win a fight. It's only good against unprotected enemies and kill stealing.

So which is the best augment for shaft? and which is the best drone while using shaft?

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4 hours ago, luckylook500 said:

So which is the best augment for shaft?

Honestly, most of them except for RFM are practical-

Heavy Caps: Camping and supportive/defensive - this augment took a bit of a hit with the 9 second reload Shaft and a lot of people use Eagle modules nowadays so a lot of your damage is cut in half and you have such a long reload, so it's best to save this for battles where less people have 50% Shaft protection in my opinion.
Light Caps: Better suited for aggressive play; quickly scope in wherever you need to, fire, and use arcade shots to defend yourself as you reload.
Short-Band: My favorite augment to use right now- it's not that great in one-on-one close combat due to the reload time but it's great for support/defense especially when your sniper shot is reloading. The critical damage you can do with arcade shots with this is a beast- it's possible to safely one-shot an unprotected light hull. The raised minimum sniping damage you get this augment is great too- helps in situations where you don't have enough time to zoom in because you're under pressure or the target is starting to move away.
Adrenaline: Adrenaline is a rather safe pick, and might actually be pretty good for camping if you stay hidden at low HP. I haven't used this one yet but I got it recently so I'm planning on trying it out.

Just, for the time being, stay away from Rapid Fire Mode- it's not worth it. Not to mention you can't really use arcade shots to defend yourself while your sniped shot is reloading since it takes around 3-4 seconds to get enough energy to use an arcade shot.

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17 minutes ago, luckylook500 said:

How good is Hyperion when compared to defender and booster and sprinter?

Like all drones, it is useless against all the OP trash that can take you out in a couple of seconds. 

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4 minutes ago, YANUKFIN said:

Like all drones, it is useless against all the OP trash that can take you out in a couple of seconds. 

I have Crisis maxed out at the General rank and even with some OP augments I have, it was bloody useless against a Helios Rico + Paladin who was dominating the entire battle.

When one piece of OP equipment is utterly and totally USELESS against another piece of OP equipment, that’s when you know the game isn’t worth playing anymore.

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@LambSauce 

5 minutes ago, LambSauce said:

I have Crisis maxed out at the General rank and even with some OP augments I have, it was bloody useless against a Helios Rico + Paladin who was dominating the entire battle.

When one piece of OP equipment is utterly and totally USELESS against another piece of OP equipment, that’s when you know the game isn’t worth playing anymore.

Then should you also be going for helios and paladin with crisis?

Edited by luckylook500

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@YANUKFIN 

12 minutes ago, YANUKFIN said:

Like all drones, it is useless against all the OP trash that can take you out in a couple of seconds. 

You mean the hyperiod is useless?

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7 minutes ago, luckylook500 said:

@LambSauce 

Then should you also be going for helios and paladin with crisis?

Well Helios is RNG-dependent meaning that I would have to wait to get it from ultra containers.

I hate Paladin and I hate being forced to use certain equipment just so I can succeed in battles. Paladin is a hull for toxic players who want to easily dominate with minimal effort. Nothing will change my opinion on that until the devs nerf its broken overdrive. 

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