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Everything posted by Maf
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It changes constantly depending on recent updates and turrets getting nerfed/buffed, but generally the most useful modules to upgrade are: Striker, Gauss, Vulcan, Shaft, Smoky. If you're a stationary camper, then Magnum module might also be good against enemy Magnums targeting your location specifically.
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I think Round Stabilization is meant to be an eSports augment, where the goal is to reduce the effect of randomness and ensure that all fights are decided by skill only. It's not meant to be powerful or particularly useful in normal MM, especially at high ranks, given how many status augments Railgun has.
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The Mighty Mammoth with the Godlike Isida (all M0 of course)
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This is the only correct answer.
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@Issimo @lssimo The oldest trick in the book — one is a capital i, other is a lowercase L
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Has Issimo actually shown up since 2019? Maybe he changed the tanki acc name and it created a new forum account.
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Well, r_Issimo2 is an automatically renamed account. It was originally called Issimo, but then the user became inactive and after a while the name freed up for someone else to take it. When that happens, the original account gets renamed to r_NAME, and r_NAME1 if r_NAME is taken. But because both r_Issimo and r_Issimo1 were also taken, the acc was renamed to r_Issimo2. The second account that hasn't logged in since 2019 became inactive because it got duplicated into a new account at that time. Can be fixed with a simple merge (which I can do).
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I don't see how it makes any difference, since the crystal value of things like paints and legendary augments is only equivalent to how you yourself value them. Say you buy 100 of these containers. You spend 125 000 crystals. From the container you get 50 common rewards, 34 uncommon, 10 rare, 5 epic and 1 legendary. So you'll get about 100 000 crystals, 500 of each supply (with fewer RK and batteries), maybe 2 rare paints, 2 rare augments, 3 epic paints, 2 epic augments, and 1 legendary augment. So that's 500 of each supply, 5 paints, and 6 augments (of which 1 is legendary) all for the price of 25k crystals. Pretty good deal, eh? Obviously this is all very much napkin math, but in general I think buying the container would be a good daily investment, even if it does initially appear like a waste of crystals when you spend 1250 and get 1000 back.
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It's a good investment if you're not struggling with crystals. I'm obviously not the one to speak, but I think it's a decent investment to spend 1250 crys on a container every day and get an augment every now and then, with probably around 50% of the crystal investment returning to you as crystals from the container itself.
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This is a good point to keep in mind when you're playing any game. Sometimes it's worth to just stop the grind and think "am I enjoying this?" "would I have more fun doing something else right now?". It's common to get burned out on one particular game after being super into it for months/years, especially if it involves doing a lot of repetitive grinding for a reward that isn't worth the effort, so at that point it's a good idea to stop, do/play something else for some time, and come back after a while when you start to miss the experience. Who knows, maybe by that point the thing you were frustrated about gets removed, and new interesting stuff gets added?
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Sounds very interesting, though likely complex to implement. But I'd much rather see this than another boring status augment. Keep in mind that it would have to be pretty OP to get people interested enough that they would actually buy a lot of containers to try and get it, because devs need to justify the time spent creating this augment (as opposed to a much simpler to implement status augment). I'd probably remove the slow rockets from disadvantages and just keep the slower-than-normal lock-on on single tanks. Or how about this: the more tanks you damage with a single rocket, the higher the chance of that rocket dealing critical damage to all targets.
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Issue fixed, thanks.
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@lost8302 Hello. Accounts merged!
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@LeEvilMay Hello. I merged your accounts!
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That's because rugby balls aren't exciting. I honestly wish they would improve the throwing mechanic — make the ball fly faster, farther, and possibly even add a variable throw strength by holding and releasing F. The grenade launcher turret could combine the ballistic trajectory and variable of strength of Magnum with the bounce mechanics of Ricochet to lob the grenades into really interesting places — over obstacles and around corners. It could also have some interesting augments, such as RRE (like Striker), extra bouncy shots, multi-shot with long reload, etc.
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Pretty sure the same can be done with a grenade launcher, but I really doubt there would be any turret with such complex shot mechanics, like enemies and teammates being able to shoot at the projectiles to knock them around. Also, you're setting some very unrealistic expectations for your teammates ?
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Quite possible for individuals, but I don't think 9999-GS groups have any issues completing these missions, yet some of them still quit battles when they start losing, like I described above. Why zero? In an even battle anything can happen. Like I said, that particular game was 0-0 for pretty much half of the match, with both teams getting very close to scoring multiple times, and the only reason the enemy scored was because they got super lucky. I've played this game for many years, and I've managed to pull off incredible comebacks from seemingly hopeless situations. In some of those battles I've had strong teammates proudly announce in the chat "this team is trash" or "nothing to do here", then bail, and then we won the game at the end. The trick is to not give up. I dislike players like this. If your teammates are "noobs", it usually means that MM picked you as the strongest player on your team (the carry) and you're expected to have the greatest effect on the battle result. When you leave, you often just ruin the balance for that particular battle. Obviously you have no obligation to finish every battle and you can leave at any time for whatever reason if you don't want to play. But always leaving if the enemy gets ahead early on? Come on.
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So basically a grenade launcher. As far as I know, something like this has been planned for a long time. The only difference is that it will only bounce off walls and possibly friendly tanks, but will explode upon direct contact with enemy.
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It's fine when the weaker players leave, since they don't contribute much to the battle result and I totally understand that they might want to leave as soon as they complete their mission, or they just get frustrated from having to fight buyers with thousands more GS points than them. What really triggers me is when a strong player (or worse — a group), that was clearly chosen by MM to be the "carry" in that battle, immediately leaves the instant their team starts losing, thus ruining any chance for a balanced battle in that round. Just had one of those a couple days ago, on Berlin RGB. Two clans in opposing teams — 4 people in enemy team, and 3 people in my team. Including myself, that makes an even 4vs4 fight between players with top-tier gear. I was looking forward to finally having an intense, balanced battle. The score was 0-0 for nearly 7 minutes, both teams getting very close to scoring a goal. Then, one enemy player gets extremely lucky and somehow drives past our defence, barely scores and dies. No big deal, right? We'll just fight back and score two goals in return! Nope — our team's group immediately bails, gets replaced with some mediocre players, and the enemy scores another 6 goals within the next 4 minutes. Smh my head It means the account is deactivated.
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Just goes to show that you couldn't care less about having civilised discussions, and instead keep parroting the same old arguments, despite them being invalid for months at this point. I've seen enough.
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By K/D and score mostly. Anyone with less than 0.4 K/D and <150 score halfway through the game is a mult in my book. I don't mind it as long as the enemy has the same number of similar players — they can do their own thing for all I care. The only time I do mind it is when they get in my way ?
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Well, in that case the definition greatly depends on where you draw the line on "meaningful contribution". I don't really judge individual players on how they perform, but I instead look at teams overall and see how well the number of "mults" on each side balances out.
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"Multing" is when one person is playing on one team, and then they log in with a second account, and put the second account into the enemy team, where that account stays inactive and takes up a slot to make the team weaker. This is only relevant in PRO battles, where one can actually choose which battle and which team to join. In Matchmaking it's extremely difficult to get into the opposite team intentionally, so I highly doubt that there's people persistent enough to do that for a tiny unfair advantage. Most of the "mults" you see in battles are just people playing badly for whatever reason.
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The reward you received is correct. As of the recent update, all ranks give the same reward — one normal container. If this is taken from the Wiki, you just need to give the editors some time to catch up with the recent updates. The pages simply haven't been updated yet. Closed
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Wait, that's a thing??? What the heck.
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