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Enforcers with dual shields (exploit)

Discussion in 'Game Discussion' started by Real Baha, 1 Mar 2018.

  1. The Grim Repair

    The Grim Repair Community Manager

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    Lol - nothing important - just wanted to scare you!
     
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  2. Help I Cant Swim

    Help I Cant Swim MVP

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    :) the edit is definitely better.
     
  3. Rainbow Warrior

    Rainbow Warrior Well-Known Member

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    giphy.gif
     
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  4. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    Oh riight
    THIS
     
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  5. Rainbow Warrior

    Rainbow Warrior Well-Known Member

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    LOL edit on cute mode
     
  6. *JAWS*

    *JAWS* Well-Known Member

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    I dont feel so good...
     
  7. Real Baha

    Real Baha Member

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    Soooo. Apparently the devs did not feel the dual shield, OP, in game exploit needed nerf'?
     
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  8. TonyStar123

    TonyStar123 Active Member

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    I mean only mk6 enforcer can actually use this exploit to the maximum advantage. Still, most of the time there is enough damage to break pass the two shields.
     
  9. Help I Cant Swim

    Help I Cant Swim MVP

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    I would think after 11 pages that we would have stopped calling it an exploit by now... Yes, it is very powerful. I think it might even be nerf-worthy. But obviously their data didn't mandate that it be touched yet. I'm guessing it will still be watched closely to see if it needs a nerf.
     
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  10. *JAWS*

    *JAWS* Well-Known Member

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    Yes the exploit still exist.

    I now run it.

    And dont even need a turbo.

    10k h.p. enforcer. Hardly any speed. And tank around.

    Almost unfair. When i get 1vs1 against a shooter. I can hear their screams for help.

    Think which other boat on the bay can still win. Without a turbo?


    Only the enforcer.


    This blue Shark.

    Has now turned Yellow.
     
  11. Stelmo

    Stelmo Well-Known Member

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    I'm sure we look forward to seeing you out there;)
     
  12. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    Also
     
  13. *JAWS*

    *JAWS* Well-Known Member

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    Not really.

    Simple math. If I reduce one talent tree helping h.p. for 5% and add it to duration for 5%.
    I move down from maximum 1682
    To 1597 hp health.

    But i can add 9 percent health back. Will still being right next to what I lost. I think its even steven in terms of duration.

    But 9 percent health is a 4% health net positive.

    And we have yet to know if there is a legendary tesla shield perk. If there is. Any epic talk will be childs play in comparision.

    Feel free to do some math. But fail to see losing one epic duration perk of .3. Being much different than the 5% duration i can gain.

    So for at least one perk swap. It is worth it.

    Now whether worth it for 2 swapped. Will come down to if u want to switch one more training of add 50 hp to tesla shield with 5% more duration. Ie ....now up to 10% total duration gained. Yes. U now lose .6 from epic duration perks. But gain around even steven in duration.

    And are now net positive 13%? On added h.p.
    Ie. With 2 epic h.p. perks. Big enough jump to avoid having your tesla shield broken by most ex cannons.

    Math majors...care to wheigh in?

    Jaws
     
  14. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    Okay, here we go. There's one ideal build here, out of two possible ones:
    1. Tank:-
    IMG_20180524_112215.jpg
    2. Hybrid:-
    IMG_20180524_112052.jpg
    As we can see in both cases, duration is severely lessened here. Because normally, endgamers would have a projected duration of 9.7 seconds.

    The duration is decreased by a minimum of 3.2 and a maximum of 3.7 seconds.(double bubble 6.4 and 7.4 seconds)

    This gives you guys a much bigger window when an opening appears, since CD is 20s. Even if the shield stays on for 6.5 and 6.5 seconds in cuccession, you still have an opening of 7 seconds to attack. Before, it would've been just 0.6 seconds lol.
     

    Attached Files:

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  15. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    P.S. IMO tank is the best one here
     
  16. DragonLegend

    DragonLegend Well-Known Member

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    Is these calculate for all hp perks??
     
  17. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    Factors in every training, mate.

    Let me give you an easy factoring.

    HP before multiplier= [(Base HP)+100+ (perk HP added)]

    Total shield HP=(HP before multiplier)×1.45
     
  18. DragonLegend

    DragonLegend Well-Known Member

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    U mean perk hp will add to base before the multiplication to talent percentage.
    Take will make 300 hp over 400..thats cool.
     
    Last edited: 24 May 2018
  19. YerJokinArnYer

    YerJokinArnYer MVP

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    From a purely personal perspective (I only have 2*T5 TS’s - RNG loves to taunt me with bandages, frost blasters), my rares are not so strong that extra hp will make a difference. The main benefit to me of my weak TS’s is avoiding sniper crits, if anyone can’t break my TS’s at my infamy range (just below nightmare) they probably shouldn’t be there. I have tried other combinations of yellows, but other ships didn’t have the discipline to not break stun, and I don’t have a long range setup to take advantage of frost.

    I therefore wouldn’t give up time protection for extra hp as enforcers can’t self regenerate hp.

    I see the main beneficiaries of the hp perks being speeders, not enforcers. Speeders will be able to create a super strong TS, dart in (perhaps absorbing a shot on the way) and then dart back out again without taking damage. Rinse and repeat.

    In my opinion, I speculate that this will lead to a resurgence in speeder use (which I think had been happening even before the new update, but will be given fresh encouragement by these perks).

    It therefore may be that everyone’s focusing on the wrong ship when talking about these hp perks. (Or maybe not - time will tell) :)
     
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  20. DragonLegend

    DragonLegend Well-Known Member

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    You have a point there. Speeders clearly have advantage.
    Duration clearly helps in long range
    But enfo with close range weapon get stuned in first sec. All that duration go to waste. My rare 40 is 900+ and almost every weapon except sniper breaks that.
    I am not sure how much hp perk will help.
    With 3 perk slots 225 hp and talent multiplier if it works. That will put me atleast out of blast 40 epic range.
     
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