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Maf

Tanker
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Everything posted by Maf

  1. Mate, you massively underestimate the significance of dictator. When I join a battle and check the enemy team, it's not the number of Vikings or Hoppers I'm worried about — it's the Dictators. 50% OD charge for every teammate in range is no joke. It's a game changer.
  2. Both are about the same. Hopper is somewhat balanced without Crisis, and Crisis is somewhat balanced when used with other hulls besides Hopper. But put Hopper and Crisis together, and it turns CTF/RGB/ASL gameplay into a joke. But then again, it's hardly any good in other modes.
  3. Man, @yellowghetto was leading the whole game with his Viking Isida, and meanwhile I saw struggling (Ares Striker). With 1 minute left I was still like 10 kills behind, but then got a massive combo and a bunch of lucky shots, and pulled a victory in the end :D
  4. Exactly. ALL of the other overdrives are very powerful, and some even overpowered. Meanwhile Crusader is basically a joke.
  5. Yeah, so... premium ? Why say many word when few word do trick?
  6. Hey, I know I'm slow but I'm not THAT slow <_<
  7. Look, this is how the forum works — you start a thread around some specific topic, and people discuss it, inevitably leading away into other related topics to some extent. It seems that most people, who replied above, agree that while Crusader OD recoil is strong, it's not the only, and not the most significant of its disadvantages. So while it would be nice to lave lower recoil, there are more serious disadvantages which should be fixed/removed to make the OD balanced with the rest.
  8. Who needs hacks when you got hopper (normal gravity btw)
  9. Your photos don't show up properly. You have to use an external image host like Imgur, and copy the image link from there.
  10. Me, as I get ready to fire my crusader OD:
  11. Not even close. Wasp bomb is impossible to survive if you're in close proximity — it deals like 10k damage. This thing only deals 3k, and doesn't even penetrate protections (only applies the AP effect after it hits). The AoE radius is a joke — feels like it's less than a Thunder's blast radius. You can barely hit more than one tank. On top of all that, actually getting it to hit is a whole separate ordeal because you have to make sure: You don't get killed during the ridiculously long charge-up time Your aim doesn't get knocked off by an enemy, teammate, or by touching an obstacle A teammate or corpse doesn't block your shot The enemy you're firing at will not die or hide behind cover before you fire The enemy isn't moving fast enough to dodge the shot The enemy isn't too high or too low for the vertical auto-aim And I guess there's the added issue of potentially falling into a pit from the recoil. Such a huge list of things that can go wrong, and all for what? A single magnum-like shot that applies a couple effects for a few seconds? I played with Crusader quite a bit and I know how much of a struggle it is. Maybe I'm just bad, but I never had so many issues with trying to effectively use an overdrive, and I played extensively with every single hull in the past 3 years.
  12. I feel like the recoil is the smallest of the problems when it comes to Crusader's OD. It's gotta be the most difficult OD to use while also being least powerful.
  13. Missing the best special helper paint of all time:
  14. Maf

    Analysis of equipment-specific item rewards in challenges

    I saw a few people commenting things like "Ugh why is it X turret in challenges again, it already had so many!" or "Why the X hull didn't get an augment in forever"... So just out of interest, I decided to make a small spreadsheet to keep track of these things in a more visual kind of way. I simply checked the wiki challenges archive and noted all the item-specific rewards, which were ever featured in challenges. Behold: Key: Blue = shot effect Yellow = skin Green = augment Numbers on the left = challenges in chronological order A few notes: If the shade is dark and has a multiplier (x2, x3), it means the challenge had multiple items for the same turret. For example: 3 shot effects for Hammer in challenge #5 If the cell is half blue and half yellow, it means the turret had both a skin and a shot effect in that challenge. Some turrets and hulls didn't have any shot effects until later on, and some didn't exist at all. Gauss got a skin in a challenge the next month after it got added. Ares, Hopper and Crusader got augments in challenges a month or so after they were added. And this is a summary with total counts: So here's a few interesting observations: Despite having both a shot effect and an augment, Gauss didn't get featured in challenges at all, besides the initial Prime skin. Its augments and shot effect seem to be considered more premium than those of other turrets. Similarly, Vulcan also has a shot effect that was never featured in challenges. The other two turrets without shot effects (Smoky and Thunder) simply don't have them as a feature yet. Challenge #9 was the first time the final silver tier specific skin reward got replaced with the XT Container. Challenge #14 was the first time a challenge didn't have any item-specific rewards (skins or shot effects). It was also the first time the specific skin reward at the end of the gold tier was switched to a skin container, the first time silver tier got 100tk instead of a skin container, and it was the first short 2-week challenge. Challenge #22 was the first time a challenge featured augments, shortly after hull augments were introduced. For a while, the rewards followed a pattern of having one "boring" turret augment in silver tier, one "fun" turret augment and one hull augment in gold tier. Starting with the first challenge featuring augments (#22), the turret augments appear to follow a pattern, going in order of increasing range. This has been inconsistent, but still somewhat holds true. Hopper had augments in 3 out of 5 consecutive challenges (#30, #31, and #34). At that point, Dictator, Hunter, Ares, Titan and Mammoth only got 1 each. With exception of Ares, Crusader and Titan, every hull had 3 augments available in challenges. I'll be updating this topic as challenges continue to be released :)
  15. deja-vu? Not seeing as much blue on my team tho :D
  16. Maf

    best ways to earn crystals

    Well, technically there isn't a hard limit on how many containers you can get per day from watching ads, due to the fact that you can watch a new ad and get another 10 shards after every time you finish a battle on TO Mobile. I still haven't fully figured out the requirements for "finishing a battle", but so far it just seems that you need to maintain activity in battle, and perhaps get a minimum score requirement. This means that you can watch an ad and then get put into a battle that ends 30 seconds later, and as long as you get something like 30 score, you can watch an ad again after the battle ends. So if we assume the absolute best case scenario where you finish battles in 30 seconds, watch an ad in 20 seconds, and leave 10 seconds for loading, that gives you a rate of 10 shards per minute, or 6 containers per hour. Obviously this is going into the realm of impossible probabilities, but technically it can be done. How many containers per day you consider to be a reasonable amount is completely your own personal decision. I remember when shards were first added and for a few days you didn't have to finish battles to watch new ads, I would sit in the office at work with a 7-minute timer on my PC screen, and tap the ad button on the phone every time it reset. I was getting 15 containers per day, and it barely interfered with my life. In fact, I'd argue it made the work day more fun since it felt like there was more purpose to sitting in the office and doing mundane office tasks I'm sure devs accounted for how this feature will affect the game's economy. When people watch ads, it actually brings them a ton of profit, since it costs up to $0.16 to show one ad to one user. Therefore if you watched 10 ads, AlternativaGames just earned $1.60 from Google AdSense and gave you a container in exchange for your time. As for the free shards over time — I was indeed very surprised when it turned out that you don't need to be online in order to passively collect shards, but I suppose that was also accounted for, because it makes people log in more often, which exposes them to in-game popu-ups and makes them more likely to check out the shop or perhaps play a battle or two.
  17. I jumped on top of the tower with hopper with the flag and sat there. Then got sniped ? Apparently the middle of the tower is a non-solid surface, so the flag "fell" all the way down.
  18. Maf

    best ways to earn crystals

    It's only tedious if you make it so. Just set your phone's alarm to go off every hour, open the app, play the ad, close app, repeat an hour later. If you do it 15 times during the day, that's 1.5 containers on which you spent a total of <15 minutes of effort to acquire. If you also do your daily missions, that's an additional 1.5 containers, plus one you get from shards over time. Heck, if you have multiple accounts, you can just log in on each of them every day and collect a free container, and that's 30 containers per account, per month you get with pretty much zero effort.
  19. Maximum security prison... for flags.
  20. That's called sunk cost fallacy — often a difficult thing to overcome, but never impossible ?
  21. Maf

    Head developer?

    Yeah, pretty much this. We don't know for sure, and AlternativaGames reserves the right to keep the info private since they're a private company. A while ago it was Anton Volkov and Alexei Karpovich, but I'm 95% sure it's different now.
  22. Topic merged Please keep all criticism constructive.
  23. Come up with challenges, experiment with new equipment. Find new ways to play the game, try new strategies. Then there's always various updates, which you can use as an opportunity to test changes and perhaps try something fun with the items that got added/changed. But there's no reason to force yourself to continue playing if you no longer see any point.
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