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Posts
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Everything posted by Maf
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There's a difference between lying and making mistakes. The restart was supposed to take 3 hours, but unexpected issues caused it to be expended. It happens.
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Viking isn't the only forum staff here. While this situation is obviously frustrating, if you refrain from spamming, swearing or openly insulting developers then your posts will not get deleted. Thanks. (This applies to everyone here)
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x20 golds isn't today anyway. There's plenty of time for devs to fix it.
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r/fellowkids :ph34r:
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Topic merged It won't be just given the afterburn. There will be a disadvantage too, such as lower damage or lower blast radius.
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You will still be able to get normal containers from completing weekly missions. Please discuss the update in the official topic. Closed.
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Don't forget that the new CM has nothing to do with any other community. So it wouldn't make sense to do any event for the whole game. The most we could get is some kind of EN-only giveaway. Some people easily play 8 hours per day on a regular basis, so getting the 900 is no big deal for them. The reward is highly special and exclusive, so obviously it's not expected that every normal player will be able to get it. Obviously I don't recommend to play the same game 8 hours a day for a whole week, so just ignore the star week event if it's not something you're comfortable completing :)
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Topic merged
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Good point, but I'm 90% sure it will also reduce magnum's damage.
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Well, we have no guarantee that the overdrive will deal the same damage as a meteorite. Also, pretty sure it will be a bomb with a fuse, so it will drop and then the Wasp (and everyone else) will have a couple seconds to escape the blast radius. But yeah, your strategy could work. I'll try it.
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TO_King's translation wasn't far off, actually. "Dear tournament participants, the tournament is now closed. Please send the list of winners to me in PM within 2-3 days."
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Correct, thanks. We already discussed this with OP in Discord, so the topic is no longer necessary. Closed.
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I agree, but knowing devs they will probably still make a price difference -_- Although my actual bet is that prices for all alterations will become 100k.
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Bruh, you can literally see the first kill right in front of him on the screen.
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Place your bets. I heard some people say 150k. Maybe it will be 200k, or 500k. Maybe a million? :ph34r: :lol: Nice one Don't forget that for each benefit there will be at least one disadvantage, so in theory the alterations should be balanced and won't make any turret more powerful.
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Admittedly, Vulcan is one of my least favourite turrets (not because it's weak, but because I don't really like its mechanics), so obviously I don't play much with it. Used it in a few battles after the balance update and was extremely impressed with the results, which is why I claim that it got a "crazy buff". Your post got me interested though, so I decided to try it out in again. Here's the results from 7 battles, in all of which I played with Vulcan from start to finish: I think this makes a pretty good point. I didn't play TDM, CTF or JGR, but it's highly unlikely that there will be a significant difference. Yes, it's definitely challenging when you have to face enemies up close, but using hull rotation as well as turret rotation allows for some pretty effective turning speeds. As for the long wind-up time, I almost always started spinning up the barrels even if I didn't have direct line of sight of the enemy. So the key is to always spin-up before you fight, even if you don't know when exactly you'll need to shoot.
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Well no, more like a series of quick shots followed by a long reload. So for example you could hold space, and Smoky would fire 5 times in 2 seconds (like Twins, but with damage of Smoky), but it would then go for a really long reload. Also it wouldn't be possible to stop the quick shots once you start firing. I think that would be a very interesting alteration.
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Oh yeah, I totally get you. before the rebalance it was even worse, because everyone used the same 4-5 turrets, 3 hulls and a handful of paints. In terms of variety everything is far better now. Even the maps we play on.
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Well, back in 2012-2015 we believed that each turret had its own unique special ability, and that ability is what made the turret different from the rest. But then alterations were introduced, and now you can make one turret behave like another and for the most part the turrets lost their charm. At least that's what a few people seem to think. I'm personally OK with it for the most part, since alterations are definitely good for adding variety and adjusting individual turrets to better fit your play style.
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To be honest, after the recent balance update Vulcan received a crazy buff. It has a slightly longer learning curve, but it's crazy effective once you get used to the long spin-up time.
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Topic merged
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Well, alterations simply alter the game mechanics a bit. They don't (or at least aren't supposed to) make the turret more powerful. So having less alterations for a turret simply means that the game mechanics for that turret are quite basic and there's not too many ways to alter them. Although I agree that both Thunder and Vulcan could use a few more alterations.
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Good points, I didn't think about that. As for Magnum's mine alteration - if it does end up planting mines with every shot (which sounds quite ridiculous, so your theory is much more plausible), then it would have to be a limited number of mines, otherwise a couple magnums could easily flood their whole base with mines within seconds and create an impenetrable defence.
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Are you sure that what you're seeing is actually hacks? Don't forget that there are now Nuclear Box supplies, which instantly fill your overdrive when you catch them, meaning that you can get overdrive in the first minute of battle. As for supplies - there are multiple drones which affect the way supplies work, such as the Trooper drone, which activates all three supplies as soon as you spawn. I highly doubt that there is any "hack" that can do the same thing, since no such hacks have been reported recently.
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