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Everything posted by Maf
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Nope, I use it all the time. It's great for seeing if there are any enemies behind an obstacle, or behind you, or to see which way an opponent is going as they run away with the flag, for example. I even got called a hacker one time when I used shaft and a guy behind a building kept moving from one side to another, trying to juke me, but I kept following him with my sight, always ready for him to peek out. He thought I had wall hacks because I could always see where he was about to come out.
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Valid I find that the radar is actually extremely useful and you just have a skill issue
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Lol that's literally just Solo Juggernaut, but with all enemies as bots.
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This is likely because of latency. You think you're both at the same distance but actually the other player is closer to you and therefore able to reach you. You can test if the range is actually equal in controlled conditions in a private battle. Thresholds like this are very important in game balance. Booster drone is quite popular, so I wouldn't be surprised if Tesla damage is set precisely in a way that intentionally doesn't allow you to 2-shot medium hulls like that.
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I think the main (and only?) reason is that old habits die hard. Pretty sure the community leaders want to maintain a "clean" look with nothing more than standardised profile pics. It's been like this for 15+ years, so why change it now?
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Most of the game mode ideas aren't being rejected because they're bad, but because they would take a large amount of resources to implement without bringing in any revenue. Besides, do we even reject game mode ideas? IIRC, most of them are published and merged into the category topic after a while.
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under review First self negative status effect <overburn>
Maf replied to pocrettttt in Ideas and Suggestions
Under review So its just Viking overdrive in drone form? You didn't explain how it gets activated, and how does it affect existing drones. -
Oh, that's wild. Seems like such a simple issue on the surface, yet here we are...
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Eh, from my (very limited) experience with Smoky, its only problem is that the projectile radius is too small, so you often end up missing moving targets even if you aim well, simply because the target gets out of the way. No such issues with Thunder/Scorpion/Gauss etc.
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But at least with the format events you know what you're getting, while this would be completely random.
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What if I don't like you? ?
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I don't think people would like it. No one wants to be forced to use equipment they don't like, or aren't familiar with.
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Moved to game discussion, since you're not really suggesting anything. Tl;dr, for anyone interested: The game has become a pay-to-win game, making it difficult for non-paying or new players to compete. Powerful augments require payment or extreme luck, creating an unfair advantage. The battle pass rewards are now terrible, lacking the valuable items it used to offer. The upgrading and crystal systems have become too easy and less rewarding, diminishing the excitement of progression. Nostalgic elements like old mechanics, maps, and soundtracks have been lost, reducing the enjoyment of the game. Regional pricing is unfair, making it difficult for players in some countries, like Saudi Arabia, to afford in-game purchases. The game has become excessively expensive, with high costs that don’t offer much in return, especially for players in economically challenged regions. The focus on profit over player experience is detrimental, with events now requiring payment rather than being about grinding and earning rewards.
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It's reasonable, but I doubt it will happen. Developers seem to be happy with the heavyweight augments' current place in game balance.
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I was also gonna suggest some level of protection against Chaos damage (grenades, blaster, wasp bomb...) but I think the whole concept behind Chaos damage is that nothing will ever protect from it, so I don't think that's feasible.
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I don't think Titan is particularly underpowered. Some minor changes should be enough, like giving the dome "inhabitants" AP immunity and maybe some negative effects like Jammer or EMP to enemies inside the dome. Also (or instead) make the dome harder to destroy, so perhaps Hunter and Mammoth shouldn't be able to remove it, but Wasp and Titan should. Or it could be a damage-based thing where a single Hunter OD or a far-away Wasp bomb won't be able to kill it, but two Hunter ODs or a bomb inside the dome will.
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under review Suggestion to Improve Gold Box Parachute Design for Enhanced Visibility
Maf replied to Contol in Ideas and Suggestions
Under review -
Under review
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Planned According to Vlog 512, some form of "Medals" may be added in the future.
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Wow, I had no idea that was still a thing. I discovered this exploit like 4 years ago ? ?
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valid Label aug's more specifically when won in containers
Maf replied to artc in Ideas and Suggestions
Valid Okay, I agree with you there. I personally got used to the new icons fairly quickly, but I'm sure that's not the case for everyone, especially not new players. It would be nice if it was possible to hover over the small icon and see which piece of equipment the augment is for.- 1 reply
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Valid
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The issue you're referring to is called "time to kill", or TTK for short. It's unlikely that hulls will get a straight-up HP increase, but balance changes aimed to increase or decrease TTK are done all the time, for example the Crisis nerf in January (TTK increased); the changes to Electroturret, Blunderbuss, Adaptive Reload Hammer, PTA Twins, Round Destabilization (TTK decreased); changes to Spear, Shredder and HE Shaft (TTD increased), etc. If you're worried about your own tank getting killed too easily, Defender, Mechanic and Lifeguard drones will help.
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Would have been a good patch update, except... Why? Just WHY??? Literally the opposite of what I was hoping for (which is separate equipment change timers for each module).
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I don't know how strong Tesla is right now or whether it needs a buff, but I do know that your logic is flawed, since turret balance is not just about TTK. Tesla doesn't just have a ball that travels slower than any hull. It has a mechanic that allows it to substantially increase its range, to hit targets at any angle, to shoot around corners and walls, and to potentially have infinite range by chain-linking with other Teslas' lightning balls. It also doesn't have an energy tank and can shoot indefnitely, while the other melee turrets need to pause and recharge. On paper it looks quite balanced.
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