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Posts
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Everything posted by Maf
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Exactly, which is why it won't be added. It's unfair to players, who are bad at Juggernaut or just don't like the game mode. Also, it makes the mission too easy. "Activate 10 Overdrives" is meant to be a challenging 3rd tier mission that takes 4-5 battles to complete, but with Juggernaut you could easily do it in one. This is the very reason missions were removed from PRO battles - to prevent easy completion using certain battle settings.
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I tried both of these and I find them quite hard to use, although I only tried DM. You have to get quite lucky with the kills and be good at choosing your targets, otherwise someone steals your kill and you not only end up wasting the Booster, but you're then just sitting there with an empty energy tank and super slow reload. I was actually wondering about how it worked. I want to try that alt also.
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Actually, I stopped using Hammer after the alts update. Mostly Thunder and Railgun now.
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Perhaps it's different at your ranks, but I'm telling you that at Legends, Ricochet is still one of, if not THE, most common, most dangerous and most annoying turret. I almost always use a Rico module as one of my protections.
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The strategy consists of two main points: Only buy and upgrade what you really need (2 or 3 turrets, 1 or 2 hulls, maybe 2-4 modules). Only play enough battles to complete daily missions. No more. If you do both of these things and also take advantage of discounts and special events (double funds, 20x golds, etc.), then in theory you should be able to stay competitive without buying or straining yourself too much.
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This is because Ricochet is a close-medium range turret (just above melee range, so similar to Twins and Hammer), so if you're trying to hit far away targets with it, then you're using it wrong. Target enemies only at close range, and make sure you aim well to not waste your shots. But again - with the amount of shots you have in one energy tank (29) should be enough to deal with any enemy.
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I used to be a huge fan of Ricochet, so I can tell you a lot about how this turret performed over the years. Saying that it's been getting worse and worse since the Rebalance would just be plain wrong. Before the Rebalance, Ricochet was pretty much the most popular turret, and the reason for that was simply that it was OP, so people were using it to be stronger than others. When the Rebalance came, devs definitely overdid with the nerf, and Ricochet became literally unplayable, to a point where in order to enjoy battles with it I had to join a club of other Rico fans, where we played private "Rico-only" battles, because the only way to play with Ricochet was to play against other Ricos. After that there were numerous balance updates, most of which were making Rico slightly stronger every time. But its biggest problem was the fact that projectile speed was way too slow to be able to hit moving targets, so you always ran out of shots before you could actually hit an enemy enough times to destroy them. Then came the alterations, which fixed the projectile speed problem by giving you an option to drastically increase their speed. This finally made Rico decent again and it was possible to use it in most battles (although only with the alt). But then came the fairly recent update where Ricochet's energy reserve became more than double of what it used to be, which meant that it could easily destroy any hull without needing to stop and recharge, even if some shots were missed. So with all that in mind, I feel like Rico is definitely an above-average turret compared to everything else. In some situations it can even be considered OP. The fact that plenty of people use Ricochet and Ricochet modules is solid proof that the turret has a strong position in terms of power.
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Yeah, from what I understand, the drone usage timer and EXP goes up not when you have it equipped, but when the drone is actually recharged and ready, i.e. only when it's actually floating above your tank. I'm pretty sure it's a bug, because it makes no sense to calculate it this way.
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Meh, the rockets are already pretty fast on default Striker, and I don't think it's worth sacrificing a fifth of damage for. Not sure though.
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Will probably be added later on.
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OK, thanks for the clarification. It appears that this is an error on the developers' part and they simply forgot to remove that alteration from the rank-up unlocks pop-up, when releasing the new alterations. This alteration was meant to be added too, but I guess they changed their mind for whatever reason and decided to withdraw it. We'll report this error to devs. Closed.
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Despite developers literally saying that the clan system is not finished and will be updated in the "near future", after it was released. Oh well, guess their plans changed...
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Valid As far as I know, seeing mines is not included in Hornet's ability, but it's a good idea. Mines are really annoying and the two mine drones ruin game balance in team battles. Something needs to be done.
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Or rather, not particularly interesting. Each turret or hull has a specific type of gameplay, so it's not common to have a player use only one hull and only one turret and build up a lot of hours with it. While with paints - it doesn't matter which paint you have equipped since it doesn't affect gameplay, so it's easy to always use the same paint. For that we have the "Most total hours" record. Now that I think if this, perhaps we should have two more records for "Highest difference hours difference between first and second turret/hull"? This would be specifically for hardcore fans of a certain combo, who have thousands of hours played with one particular turret and almost none with everything else.
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Just to clarify - you can apply during double battle funds, but your reward will be divided by two and then considered.
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Definitely because of the upgraded anti-cheat. Back in 2012 we had extreme hacks like teleporting around, infinite ammo, invincibility, instant reload and killing all players in the battle with a single shot. Nowadays the only hacks we occasionally see is jump hack and very subtle speedhack. Neither of these things have particularly serious impart on the gameplay, compared to the 2012 situation.
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50 kills in DM with Railgun. I feel like there's a record in there somewhere :D
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Oh yeah, speaking of which... I'm gonna go ahead and take both JGR records, since I have more than the current record holder.
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I'm not sure where your logic comes from, but I do agree that Sledgehammer alt is far superior to stock Thunder in every way, albeit my reasoning is different. Yes, with the alt you get much faster damage drop-off and at medium to long range you're dealing just 50% of the damage. But there are two very important points here: Tanki maps are fairly small, and most of the fights happen at medium and close range. If you treat your Thunder like a Hammer or Twins and simply ignore far away targets, the reduced range won't even be noticeable. The reload speed increase is 40%. FORTY PERCENT! That's close to twice as fast, so even if you're dealing 50% of the damage (at long range), you are shooting almost twice as fast and therefore the damage is almost the same. But at close range you literally just have a stock Thunder with much faster firing rate. And another important point is that the faster you fire, the less significant each shot is, meaning that a missed shot when you're shooting quickly won't be as big of a deal compared to missing a shot when you have a longer reload. Compare missing with Twins or Rico to missing with Railgun or Shaft. So yeah, Sledgehammer may not be particularly OP (although that's arguable), but it is undeniably better than stock Thunder, which is not how alterations are supposed to work. It's like the situation with Twins, where the stock version is much worse than any of the alts.
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Bought Death Herald for Railgun yesterday and man, it is SO much fun. Combined with booster you can one-shot even heavy hulls if they don't have DA or Railgun protection, so if you get lucky, you can rapid-fire 4 or 5 shots and get as many kills. I thought Rail was terrible for DM and it was rare to see one take first place, yet I just got first about 10 battles in a row.
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Nowadays if you think you're seeing a "hack", just assume that it's either an alteration, a drone, or (soon) an overdrive, because that's the most likely explanation :lol:
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We had this idea before. As you might imagine, there's very little chance of it happening since it would involve: Adding a whole new interface for turret selection Making the visual models of these turrets Programming the technical aspects of the turret Loads and loads of testing and bug fixing Balance analysis and adjustments And all that for just a single F2P tank that's only played by a one person at a time in just one game mode, which is already very unpopular. Complete waste of time from a business point of view.
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I hardly see any difference. They just turned the middle houses 90 degrees and shortened the map by a few prop lengths.
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I'm talking about way back in 2014, I think, when we only had the daily gift, and the complaints were about daily missions replacing the gifts.
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