Finally Done With RNG Grind / Maxed Level 6 Cards (Op 5)

I know he’s been up to that for a while. How? Trade secret.

Jokes aside, it should be fairly obvious why I would know.

My first totally maxed character was Fahz, oddly enough! I’ve since maxed out Cole as well. Keegan is probably next up - he was all ready at the start of Op 4 but he had Interogation added so I’m gradually working through this - currently at level 4.

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Sooo, here’s my question…

Is the description of the level 6 card wrong, or did they just kill the card in Op4??

Op3:

op3

Op4:

op4

See the difference? The card’s effect dropped to 1/10th of its previous value…

Whereas before doing 200 hits with the mulcher would reduce your ultimate cool down by 30 seconds, NOW, it will reduce it by less than three and a half seconds (3.4s)… ??

It must be wrong because I heard people saying Heavy Charger lets them get their ult back fairly quickly.

Or we have ourselves another situation of Level 5 vs Level 6 Mortar Strike like in Gears 4 at our hands except with a different skill.

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I heard that too, BUT mostly in the content of fighting the swarmak, haha… where I believe it’s the bleed damage from reflected shots which is recharging the ultimate, not the mulcher shots…

No, he gets his ult back extremely quickly with that card. As in, emptying a salvo, or killing a scion with a tri-shot usually gets the ult back. The wording is probably right. It’s just hard to understand. I believe its multiples of 0.017 of the base ult cooldown, if you can think of it that way. Anyway, I’m not sure about the math, but I know it multiplies very quickly somehow. It can be only a few seconds from when you begin firing a mulcher or tri-shot.

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I read the description again and it just seems weird/confusing to me. Multiples of 0.017s? So do you keep adding 0.017 together or multiplying 0.017 over and over?

I’m at 144 Master runs, and use to be ranked #55. I just looked at it yesterday and now I’m top 2%, lol. I’m guessing since Fahz and Kait are in there now more people started playing more. @Ektope really been grinding it out.

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well, how a personal with a degree in math reads that description is every time a heavy bullet hits the time remaining until your ultimate is ready is decreased by 0.017 seconds… So if you hit 10 bullets, it’s decreased by 0.17 seconds… If you hit 100 bullets, that’s 1.7 seconds…

But who knows, they rarely say what they mean. it might be like rifle feedback, where it’s 0.017 * damage done , in seconds, who the hell knows…

I mean, I’m STILL waiting for an explanation of stim. at least we got an explanation of bleed, lol…

That’s how I would read into it as well but then this is TC we’re talking about. Accurate and non-confusing skill descriptions would be something they have yet to nail on the head. Like Lizzie’s Sisters skill, says ult recharge is sped up by 200% if no or only one teammate is left alive but when I’d tested it, it only provided a 100% faster recharge.

Maybe they should just make all the ult increase skills have a linear description for it like the Salvo card for Lizzie.

But you may be right about how Marcus’ Rifle Feedback works(from the Paduk thing thread). It seems to give bigger extension per hit with say, a Claw, than it does if you’re hitting an enemy with your puny default loadout Lancer.

There is a characters who has a card which speeds up ultimate recharge when 2 or fewer team mates are left… So you’d expect it to always work in Escape, right? Nooooo… it doesnt, lol…

I dont remember who, might be Clayton…

Ohh, re rifle feedback - they changed the description to explicitly say that…

But they tuned it sooooooooooooooooooo stupid, you have to shoot EVERYTHING to even keep your ultimate doing, the instant you stop shooting, it ends… (unless you are killing things with max cards and perks, on master).

I quite literally mentioned it in my above post that it’s Lizzie. It only works with 1 teammate or less and even then it only provides a 100% boost to the Silverback recharge as it cuts the cooldown timer in half. That doesn’t look 200% faster to me like the description of the skill says.

Right, “when 2 or less team mates remain”, so it should work always in Escape, lol…

I’m pretty sure it’s when Lizzie and only 1 teammate remain or Lizzie is the last one standing that the card is supposed to take effect.

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That’s how TC intends it to work but the description is a bit confusing around it. And as I mentioned before, it only provides 100% faster recharge rather than 200% unless I’m reading into the description wrong.

So how I imagine it works is for the first hit of a heavy weapon, he gets a 0.017s cooldown on the ultimate. Each successive hit then adds multiples, that is, 2nd hit gives 0.034s, 3rd gives 0.051s and so on in upward multiples on 0.017.
In numerical terms, Cooldown duration - [(0.017x1) + (0.017x2) + (0.017x3) + … (0.017xn)].
(So if I’ve done my AP maths correctly, you would get .255s of cooldown every 5 hits which is less than the previous 0.15 per hit. Might need someone else to look into this)

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Yeah, I know, he’s been making posts about that here for a while, but it was more like “How did you find the time to have already done that?” I’m lucky to have half a dozen characters at level 18, let alone have some of their cards at level 6.

thats super great job…

That should be done by the official wiki

Have you tried using it in-game though? You start firing one of the chainguns on a scion and it fills up rapidly. So no way it’s only .255 every 5 hits.

I have, which is why I said someone else may also need to look into it.
The only other viable option I can think of is if the cooldown rate is actually affected by the multiples directly.
In essence, default cooldown rate - 0.017xdefault cooldown rate - 0.034x dcr - 0.051xdcr and so on. Might just explain the insane cooldown reduction.