star ?
What?
iA will ban you if you only āhackā once.
You can āhackā weapon damage for feedback purposes only, and it does not count towards your career or affect other players.
You canāt hack online game
He canāt shut off the forum about hack
You canāt hack online game because its connected with their sever to save your data
@Jostabeere The Popcorn shot gun has some advantages in large crowds. If you need to be accurate it is not helpful at all. I think it can overheat but you really have to abuse it. As it makes the popped corn it will become weaker but how effective this weapon is depends on the level, the closer to 20 the better. If I were to compare it to any other weapon it would rate just above the Moron Rail gun, only because it can be upgraded. Be well allā¦
Minasam has already answered these questions. I donāt see the need to necro the topic and ping the guy after over a year excuse me, two years (wtf).
Corn cannot overheat from firing. It doesnāt even comsume coolants once it starts firing popcorn. The only way to make Corn overheat is via threats like overheat zones and Phoenix chicken fireballs.
Got it @GgWw1175 thankx for the info. It is a frustrating weapon because it is slow and looks like a drum stick. I avoid them but when the gift is mixed in with a lot of chicken meat they can be hard to avoid. Then I always have to change the attack and reorganize. These seconds have cost me many keys, many times regardless of their power level. I find it to be a challenge and part of why the game is as good as it is. The Absolver Beam is nasty when getting used to it but once I gained more experience with it I found it to be devastating. I canāt say the same about the Popcorn Shotgun. Be well allā¦
why i canāt download the excel?
If you canāt then just manually copy-past It In the browserās address bar
It doesnāt work
The version number in the filename has to match the gameās version. To use the excel file on the current patch, you need to rename it to CIU-WeaponData-v120.override.xls
I was being dumb I needed to get excel now it works just fine
Iāve updated the spreadsheet with the v.130 Accumulator changes:
Time-based and kill-based charging now has specific ranges of accumulated charge over which it is applied. By default, time-based charging only takes place between 0% and 50% (i.e., between accumulator.timebased.chargethreshold.low
and accumulator.timebased.chargethreshold.high
)
and kill-based charging between 0% and 100% (i.e., between accumulator.killbased.chargethreshold.low
and accumulator.killbased.chargethreshold.high
). Charging rates are clamped to these endpoints.
The time-based charging rate at the low endpoint of the range is given by accumulator.timebased.chargerate.low
and the rate at the high endpoint by accumulator.timebased.chargerate.high
(and similarly for kill-based rates). If those two endpoints are the same, then charging is linear. If low<high then it is accelerating (e.g. quadratic), if low>high then it slows down.
Iāve made changes to the accumulatorās stats, due to itās current state.
Details are as follows:
Original:
Accumulator passively charges up to 2.5 arrows. Takes about 10.5 seconds.
Requires 80 kills to charge up from an empty gauge, to a full gauge. 16 kills are needed for an arrow.
A fully charged gauge provides 5 seconds of boost. 1 arrow is about 1 second of boost.
Charging is paused for 2 seconds after boosting.
The main issue was that it took way too long to charge by kills (80 kills for a full gauge, meaning 16 kills for an arrow). It also doesnāt help that the boost is so short either. 5 seconds isnāt exactly a lot considering how hard it is to charge up the accumulator.
Also, I believe I originally proposed to make the passive charge stop when it fully charges the 3rd arrow. Not at 2.5 arrows.
Updated:
Accumulator passively charges up to 3 arrows. Takes about 14 seconds (this is an estimate).
Kill requirement starts at 90. Reduces to 50 as charge increases (starts at 18 kills per arrow. reduces to 10 kills per arrow). The higher starting kill requirement tries to prevent the player from charging up the first arrow way too fast. The increased starting passive charge speed already tries to make up for that, anyway.
A fully charged gauge provides 6 seconds of boost. 1 arrow is about 1.2 seconds of boost.
Charging is paused for 2 seconds after boosting. (no change)
This change tries to make charging by kills faster. As it stands, itās rather too slow, for not much effect. In tandem to this change, the maximum boost time has been increased to 6 seconds.
Passive charge now also fills up the whole of the 3rd arrow, rather than half of it. Faster, too.
Overall Changes:
Passive Charge Threshold is changed from 0.5 to 0.6. (From 2.5 arrows to 3 arrows)
Starting Passive Charge Speed is increased to 0.135 (from 0.125). About 8% faster to make up for the following change below.
The Kill Charge has been changed to reduce as charge increases. Starting Kill Charge is now 90 kills (about 18 kills). Final Kill Charge has been reduced to 50 (10 kills).
Maximum Boost Time has been increased from 5 seconds to 6 seconds.
Here is the excel file with the aforementioned changes: https://cdn.discordapp.com/attachments/627238843401240626/1082017931476598844/CIU-WeaponData-v130.override.xls
Changed in v.131 Idea