-
Posts
23 605 -
Joined
-
Last visited
-
Days Won
272
Everything posted by Maf
-
I'm pretty sure this already happens in CP. At least that's exactly my thought process when I play on big maps.
-
It is. I'd rather just see some improvements to CP/SGE.
-
Topic merged It's a cool idea, but the problem is that we already have Overdrives, which are a very similar feature — get score and kills, and after a while you're able to activate a powerful ability. I realise that the kill streaks you propose have some significant differences that make the feature distinct from Overdrives, but I feel that adding them, when Overdrives already exist, would be too much.
-
valid hammers Ultra Skin to be the hammers prototype?
Maf replied to The_Black_Pearl in Ideas and Suggestions
I just realised what this reminds me of -
Because most players are free during weekends, so that's when they play the most. It makes sense to encourage everyone to play even longer by making weekends a bit more interesting, with prizes and special game modes. I don't think we've had a single weekend this year where nothing at all was happening, and that's a good thing. If the word "Ultra" seems unfitting, you can just substitute it with "fun".
-
Surely you mean more desirable in long range?
-
Ok yeah, I see what you mean. To be honest, after considering that they not only added Helios with its current parameters, but then also buffed it, makes it really hard to keep believing that actual balance between augments is the real goal here. In the end, I never claimed that Helios is a balanced augment — my first reply in this thread was sarcastic. As for how it should be nerfed, I feel that it gets an enormous benefit from crits, so that would be the first thing to change, with one or more of the following options: Remove crits completely Reduce critical damage (or at least make it the same as normal damage) Reduce critical chance I think removing crits completely would be a bit much, because Helios already struggles whenever enemies start equipping rico protection. But if crits aren't removed completely, then they should be severely nerfed either by damage or crit chance. If not crits, then I like yellowghetto's idea of only being allowed to fire when the bar is fully recharged. If it doesn't force you to unload the full clip, then there would still be significant distinction from other long range turrets. The bounce should be removed for sure. And I also think that reload could be made longer, so that Helios users can't just run into the enemy base guns blazing, and would instead need to stay back, fire from a distance, and hide behind cover to reload.
-
So let me summarise your points: If developers put a balanced augment into exotic container tier, they're conning players by making them spend money, thinking it's OP. If developers put an overpowered augment into exotic container tier, they're conning players by ruining game balance and making buyers OP. Is that right? ? I'm not sure where you got the "always" part. I bought one mega bundle with the Blaster shot effect and 290 ultra containers, and I got Helios from the containers. It's the only big bundle I ever bought, and I spent 7 months saving up tankoins for it. You won't see me using Scorpion or DC/RT skins anytime soon.
-
But this doesn't apply to every augment. Take Twins Turbo Plasma Accelerators augment, for example. Literally the same concept as Helios — you have a short range turret that gets turned into long range via an exotic augment with a far greater range and fire rate, and reduced recoil. That augment is still "exotic", yet ever since the day it was released and even until now, it's a mediocre augment that seems fun at first glance, but greatly underperforms in battles, which is why you hardly see anyone using it. Where's the "make it OP so buyers will spend" logic in this case?
-
Oh yeah, that definitely sounds like a bug. Didn't know that was a thing.
-
You have to have line of sight on a target when you start locking on, but if the target moves behind cover after you start locking on, you can keep locking onto them despite not being able to see them anymore. This doesn't work well when there's other tanks in the way though.
-
Well, yes — the "wallhack" targeting system was intentionally added, and this was confirmed by developers. But whether or not it's overpowered is another question. On one hand, Scorpion can lock on through walls, deals high damage, and doesn't give the enemy any obvious warning that they are being locked on to. On the other hand, the rockets have a very high minimum effective range, they fly slowly, and are fairly easy to dodge just by moving or standing next to a tall obstacle. It's not a "hacking privilege" if it fits into game balance.
-
Helios was just a legendary tier reward from Ultra containers, right? That's much easier to get than something like Rico Pulsar, which cost around $500 to reach, yet was relatively average from the beginning, and even got further nerfed with a recent update. Your logic doesn't make sense in this case.
-
Nah I think it definitely needs more bounces /s
-
Shuts off instantly as soon as you take any damage, and immediately turns back on when your health is back to full. You can find detailed info about it on the wiki.
-
Depends on how you use it. Some people are great at lining up shots and predicting moments when multiple enemies can be pierced.
-
Yeah, similar concept. Far less skill-dependent, but it also wouldn't be as powerful as hyperspace.
-
Would be more interesting if it was significantly reduced damage against single targets, and increased damage against groups, with more tanks meaning more damage.
-
So you're saying that Striker should have an augment that launches rockets vertically, right?
-
This is a problem. Devs aren't gonna add a new button for firing controls for one turret. It all has to be within tapping or holding spacebar. I suppose the way it could work is that holding space would drop a pad, and the pad would always be visible, so if you're holding space while already looking towards one of your pads, then it would lock onto the pad. I also think the "pads" should just be coordinates that your turret saves, otherwise enemies will just avoid driving over them.
-
It's the first time I hear of this strange bug, though perhaps someone else knows about it and will help you out. Does this happen every time you use Magnum? It would very helpful if you could record video of the bug and share it with us.
-
Hi, do you play on phone or PC?
-
So... Gauss? ?
Jump to content






































































