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On 12/17/2022 at 9:28 PM, based said:

Well, to explain better on what I mean - every drone gives the player 50-100% double damage/armor boost when being used. For example, If I'm using brutus I don't get any extra boosts, but I always have 50-100% double damage/armor based on my upgrades. If the Jammer effect really does disable drones, then it should disable brutus (as in that 50-100% double damage/armor disabled).

Long story short, Jammer augments would pretty much act like AP/EMP augments if your expectation of it were reality. We already have enough ways to die quickly in the game. We do not need more. 

 

On 12/17/2022 at 12:43 PM, based said:

Is there any specific reason why the jammer effect doesn't take away the 50-100% double armor/damage boost from drones?

Intricacies of Jammer against drone:

 

Jammer's effect on a drone is putting it on a forced cooldown equal to the duration of the application. E.g Jammer Hammer puts drones on a 3-second cooldown, Jammer Twins puts drones on a 1-second cooldown etc. "Disabling a drone" is the general statement used. 

There are Passive drones (Brutus, Hyperion, Crisis) and Non-passive drones (everything else). Non-passive drones get put on the forced cooldown. Passive drones are not affected by Jammer in this way.

Booster, Defender, Trickster - When Jammer is applied, their extra ((supply)) is removed and the drone is put on a cooldown. If in this cooldown period they happen to reactivate their respective supply, it will not gain the extra boost. 

Camper - When Jammer is applied and the Camper is still at full HP, it removes the extra damage and armour and puts the drone on a cooldown. Your extra armour/damage cannot be reobtained until the cooldown is completed. 

Crisis - Is a passive drone and cannot be put on an innate cooldown. Jammer applications temporarily block the extra ((supply)) until it is removed via a repair kit or the Jammer duration running out.

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@based

 

Because it is has its own special ability such as all other effects. Here are the abilities guns can put onto an enemy tank.

1. AP: An enemy loses their armor aka all all their props.

2. EMP: An enemy loses their supplies

3. Jammer: An enemy loses their ability to use overdrive for a certain amount of period

Hope that helps. The only way you can take away an enemies supplies is by using "EMP" Everything else is different. Hope this helps

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Well, to explain better on what I mean - every drone gives the player 50-100% double damage/armor boost when being used. For example, If I'm using brutus I don't get any extra boosts, but I always have 50-100% double damage/armor based on my upgrades. If the Jammer effect really does disable drones, then it should disable brutus (as in that 50-100% double damage/armor disabled).

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On 12/17/2022 at 9:27 PM, TheCongoSpider said:

Intricacies of Jammer against drone:

 

Jammer's effect on a drone is putting it on a forced cooldown equal to the duration of the application. E.g Jammer Hammer puts drones on a 3-second cooldown, Jammer Twins puts drones on a 1-second cooldown etc. "Disabling a drone" is the general statement used. 

There are Passive drones (Brutus, Hyperion, Crisis) and Non-passive drones (everything else). Non-passive drones get put on the forced cooldown. Passive drones are not affected by Jammer in this way.

Booster, Defender, Trickster - When Jammer is applied, their extra ((supply)) is removed and the drone is put on a cooldown. If in this cooldown period they happen to reactivate their respective supply, it will not gain the extra boost. 

Camper - When Jammer is applied and the Camper is still at full HP, it removes the extra damage and armour and puts the drone on a cooldown. Your extra armour/damage cannot be reobtained until the cooldown is completed. 

Crisis - Is a passive drone and cannot be put on an innate cooldown. Jammer applications temporarily block the extra ((supply)) until it is removed via a repair kit or the Jammer duration running out.

Best description of Jammer effect I have ever seen.

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