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Maf

Tanker
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Everything posted by Maf

  1. I can just imagine developers sitting in their office for ≈70 years, waiting for me to die so that they can finally add all the cool new things they came up with in the meantime ?
  2. Normal MM chats: swearing, insults, trash talking... Meanwhile Maf's MM chats of friendship and magic:
  3. Maf

    Effect resistances

    Dropping or not dropping depends on the type of stun, i.e. turret or OD stun. But for the resistance I think it should come in two types, where one prevents just your turret getting stunned, and the other prevents your hull.
  4. The difference between Gauss and Magnum AP is that one requires locking onto a target, while with the other you simply need to press space to fire. If Magnum had splash AP, you could just fire semi-accurately into groups of enemies and give everyone AP effect with minimal skill or effort. On the contrary, I would rather see removal of the AP and EMP effects from Gauss splash, and leave them for direct hits only.
  5. Because it's not as simple as it seems. For example, most players have a bunch of equipment in their garage with various upgrade levels. How do you stop someone from equipping a <1000GS tank before the battle to get matched against newbies, and changing to 9999GS when they load into the game? It would either require complete removal of the in-game change mechanic, or some kind of complex system to prevent abuse. Neither of these options is ideal. So the idea itself has been discussed many times among players and developers alike, but implementing it is a different story. The current balancing system has its own benefits and disadvantages.
  6. Maf

    Sensitivity

    If you're using keyboard controls, you should rotate your turret and hull at the same time in order to combine the rotation speeds and turn faster. When you have speed boost active, it accelerates rotation of the turret itself. You can also just switch to a turret with faster rotation, for example Firebird turns much faster than Railgun.
  7. This was said by hundreds of people lol. I have a feeling that it won't be done. I got used to it by now, but indeed it would be nice to have the in-battle missions window back.
  8. Yes, good point. But I don't think anything like that will happen with Hopper.
  9. Why not learn to use mouse? I consider myself an "OG player" and the only time I ever used mouse controls before 2020 was to rotate the camera and take a selfie. But then Ares came out and I got used to mouse controls within a few hours. I now play almost exclusively with hover hulls using mouse, though I do switch back to keyboard when I'm playing with any traditional hull. They can, but I seriously doubt it will affect Hopper's gold catching ability. obviously they won't be removing the jump, and as long as Hopper can jump, it will have an advantage over every other hull when catching golds. The only nerf I'm expecting is a change to the stun mechanic so that it no longer makes players drop the flag/ball they're carrying.
  10. Not because of mobile players, but because developers will never restrict or disable gameplay features for the purpose of events. I'm pretty sure that they knew exactly what would happen to gold events when they were giving Hopper its overdrive, so the message it pretty clear — if you want to catch golds during events, use Hopper.
  11. Perhaps not the best time to spawn there ?
  12. The actual timer had 20 seconds left? That does seem like a bug then, unless you had bad internet connection and spent 3 minutes just loading.
  13. The purpose of this is to ensure that MM battles are always full. There is a limit — MM cannot put you into a battle that has less than 3 minutes remaining. However, it doesn't take into account the score, so you can be put into a TJR game with 4 minutes remaining, but already 6-0 on the score and 1 juggernaut death away from the game being over. Of course such a game can end before you even get a chance to fire a shot. On the bright side, it means that you almost always have a full enemy team to fight against, making interesting battles, rather than just having the result predetermined as soon as one team captures the flag and half of the other team leaves. I've seen it happen first-hand — weaker enemies leave and get replaced with stronger enemies, who quickly take control of the battle and turn the score around. Makes MM a bit more exciting.
  14. There's no reason to assume that developers are currently adding skins players don't want. On the contrary, they're adding skins for the most popular turrets and hulls, in order to generate the most interest in them. In fact, I'm willing to bet that the next HD skin will be either for Thunder or Viking. Remember that what players want is very often completely different from what you want :P
  15. Maf

    Lets Discuss Ultra Containers

    Yeah that seems pretty damn good. Though the 0.1% is just my personal guess. I have no official data on it.
  16. Maf

    Lets Discuss Ultra Containers

    This is misleading, since we don't have official data about container probability mechanics from devs. There is no way to completely eliminate one whole category of rewards, so it could just be the case that there's a set probability for each tier, say 70%, 17%, 7%, 5%, 0.9%, 0.1% for common, uncommon, rare, epic, legendary and exotic respectively. If you buy up all of the augments and paints from rare and epic tiers, you'll still be getting those tiers 5% of the time, but the rewards from these tiers will always be crystals. Even if your goal is to specifically get only augments from the Epic tier, buying some epic tier paints might not make a difference if the game first rolls a random value to decide the tier, then rolls for the type of reward (augments/crystals/paint), and then rolls for the exact item. If the second roll is always, say, a 40%/30%/30% probability, then it doesn't matter if you have 50 epic paints left or just one, because it's still a 30% chance of getting a paint in that tier. That being said, I personally did buy all the augments, as well as country and garage paints to get rid of them from my container rewards just to reduce the amount of disappointment from seeing blue glow and getting some useless paint, and hopefully to increase chances of more interesting rewards.
  17. I remember back in 2012 there were guides telling you how to take advantage of this. Back then with the old physics engine it was basically impossible to move a dead tank (or any tank), so by following your flag carrying teammate out of the base and getting killed in a tight exit, you can quite effectively block the way of pursuers. The fact that dead tanks would stay on the ground for a good 5 seconds also helped (though I have no idea how we used to cope with the 15 second respawn time lol). I get what you mean though. I think these days I would prefer if tanks lost their hitboxes the instant they die, because so many times I try to get a shot off and it would hit a teammate's corpse. Even worse when the corpse is disappearing and already 99% transparent, but still has its full hitbox.
  18. Maf

    Adrenaline augment

    It only increases your damage by 30% at most. It's not a particularly powerful augment, but if you don't like (or don't have) any of the other augments for that turret, then it's a good idea to use Adrenaline since it doesn't affect how your turret works, but it does help you get a few extra kills in the long run. By the way, Adrenaline effect is stronger on turrets with shorter range, but that's because it's harder to remain on low HP and not die when you have to get closer to enemies to shoot them.
  19. Maf

    Lets Discuss Ultra Containers

    The odds of getting an exotic item are approximated to 0.1%, so you will get an average of 1 exotic item for every 1000 ultra containers. Getting no exotics from 400 is quite likely. That being said, the game does claim that there's "10x chances" for rare ultra container drops, but I can't exactly see any noticeable difference ?
  20. Maf

    Why did they remove old turret/hull models?

    I'll just copy paste my answer from a PM I got with the same question just yesterday :P The reason is actually quite simple. Developers want to make the game move visually appealing, and the first step is updating all tank models to a new look, which has more polygons, smoother angles, and better details. They're calling them HD skins, and I'm sure you noticed that a few of those already got released. Each of those skins takes a lot more time to produce compared to the older basic skins, and there used to be more than 100 of those skins. Making them all HD and giving them away for free would be a huge waste of resources. Therefore instead developers decided to reduce the number of default skins to just one per turret/hull, reducing the number of HD skins from >100 down to around 40. Since each HD skin takes days/weeks to make, it makes the process more efficient and cost-effective.
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