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?
Iâm at 144 Master runs, and use to be ranked #55. I just looked at it yesterday and now Iâm top 2%, lol. Iâm guessing since Fahz and Kait are in there now more people started playing more. @Ektope really been grinding it out.
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, itâs decreased by 0.17 seconds⌠If you hit 100 bullets, thatâs 1.7 secondsâŚ
But who knows, they rarely say what they mean. it might be like rifle feedback, where itâs 0.017 * damage done , in seconds, who the hell knowsâŚ
I mean, Iâm STILL waiting for an explanation of stim. at least we got an explanation of bleed, lolâŚ
Thatâs how I would read into it as well but then this is TC weâre talking about. Accurate and non-confusing skill descriptions would be something they have yet to nail on the head. Like Lizzieâs Sisters skill, says ult recharge is sped up by 200% if no or only one teammate is left alive but when Iâd 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 Marcusâ Rifle Feedback works(from the Paduk thing thread). It seems to give bigger extension per hit with say, a Claw, than it does if youâre 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 youâd expect it to always work in Escape, right? Nooooo⌠it doesnt, lolâŚ
I dont remember who, might be ClaytonâŚ
Ohh, re rifle feedback - they changed the description to explicitly say thatâŚ
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 itâs 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 doesnât look 200% faster to me like the description of the skill says.
Right, âwhen 2 or less team mates remainâ, so it should work always in Escape, lolâŚ
Iâm pretty sure itâs when Lizzie and only 1 teammate remain or Lizzie is the last one standing that the card is supposed to take effect.
Thatâs 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 Iâm 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 Iâve 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)
Yeah, I know, heâs been making posts about that here for a while, but it was more like âHow did you find the time to have already done that?â Iâm lucky to have half a dozen characters at level 18, let alone have some of their cards at level 6.
thats super great jobâŚ
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 itâs 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.
Yeah, maybe I misread it, âteam mates INCLUDING Lizzyâ, not âteam mates WITH Lizzyâ. Ok, fair enough.
I tried it last night, yes, it must be damage, not bullet hits, it does rechange the ultimate very fastâŚ
Card descriptions really need clearing up. Even Jacks portable resupply doesnât mention the invisibility when carrying weapons?
I think the assumption here is that every âhitâ has the same value.
Does one lancer bullet or one rocket salvo count for one hit? I think âhitsâ may be where the math doesnât work because we donât fully understand (or I donât) what constitutes one hit.
Updated.