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Everything posted by Maf
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The Snowman event. I had it too, in the pics above that you "liked" ?
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I think there was a misunderstanding and the topic ended up being lost. And it's a bit late to post one now.
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Yeah, the only hacks I see these days are occasional jumpers on gold boxes, which aren't much more of an issue than typical lags. Even other violations like sabotage are not that common - mostly people are just bad at the game.
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Since it's a suggestion for a recent change, I'd suggest it to be posted in the news topic instead. Oh wait, we don't have one Yeah I guess this one stays.
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Happy New Year to everyone! P.S. forum mods did it better Closed
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Happy holidays and have a great year! ?
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Turns out, Mammoth still got it when it comes to catching golds ?
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Fair enough, for weekly missions it's a bit of an issue. But at the same time it's meant to be quite hard in order to provide enough of a challenge, though it is indeed probably just best to remove it from weekly missions.
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Cool record, though I think we'll just have to archive the current one. Also, there's no way to prove this was a standard battle and not a set-up you did in a PRO battle with friends, so for that reason the record should probably be allowed to do in a closed battle as well. I'll think about it.
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For a record - just state which record you're applying for and provide sufficient proof (screenshot or video). Make a post in this topic.
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The reason you had better rewards before was because challenges were still being tested and devs didn't know how much they could afford to put into them in order to balance between getting enough people playing to complete them, and not giving away too much stuff. Also, remember how challenges were derived from Star Weeks, which only gave something like 20 containers and a single animated paint for getting 800 stars in 2 days (without double stars from Premium)? Yeah, that was pretty lame if you ask me. Anyway, it's just a case of personal preference. If you play a lot either way, then challenges are a good reason to play a bit more to complete them. But being a casual player and suddenly going from 20 minutes a day to 3 hours a day for the sake of challenges is a questionable decision. For those players challenges should be treated simply as an opportunity to get a few extra supplies/crystals from the first few tiers.
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Yes, forum accounts can be merged with no issues (as far as I know), but it's a manual process and there's a few hundred accounts that need merging. If you want yours done ASAP, please send me a PM.
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But isn't the fact that reviews are mixed quite the opposite - a clear indication of balance? All turrets are OP in some situations and weak in others, so of course people with different play styles will think differently. Compare that to Magnum in 2017, when every single player called it OP, even those who used it.
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This depends on regional laws. If it's banned in UK, for example, it probably just means that you can't buy/open lootboxes while using a UK-based IP address.
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My point is that coinboxes can yield good rewards, especially if you open a few of them. Tankoins can be saved up, but I'm telling you (and everyone here) that if you choose to gamble with coinboxes, you should expect to never get the tankoins back, despite there being a decent chance of it happening.
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I don't see why anyone would complete the whole 99 levels without buying the battle pass. To me it would make sense to either go all out and complete the whole thing with premium and battle pass, or not try to do it at all and play casually.
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I bought less than 100 coinboxes. As another example - just now I spent 1000 TKs on coinboxes and I kept getting all the TKs back. I even had more than what I started with at one point. In the end I opened maybe 300 coinboxes and got tons of crystals and supplies out of them, but eventually I wasn't able to get back the 1000 TKs I originally spent.
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Why bother with rank limits on modifications when you can micro upgrade
Maf replied to xxz45 in Archive
I always said that MUs should be limited based on rank. So instead of instantly unlocking the next modification via MUs, you should be limited to the base modification at first, then 5 MUs after a couple ranks, then another 5 after another couple. But the modification system changes will basically serve the same purpose. -
Interestingly enough, while it's extremely unlikely that you'll get more tankoins from opening these containers, they do seem to be an effective way of getting crystals and supplies. I spent 600 TKs on containers and got around 300 000 crystals and 250 of each supply (obviously less mines and batteries). This is much cheaper than buying them from the shop directly. I did also get 2 sets of 100 TKs and 1 set of 300 from opening around 100 containers, so it's definitely possible to get those rare rewards.
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Well, I think we can agree that it's OP at the moment, so it needs a nerf. The most annoying thing about it is the long supply cooldown after attack, and the fact that if you are 1 mm into its range you get the full effect, but being just a tiny bit further away you'd be completely safe. I don't think I'm cutting its range that much, since tanks still get affected, just to a lesser extent if they are far away (but a greater extent if they are really close). I think allowing it to work through walls would compensate for the range cut quite well, though it might get really annoying where you suddenly get hit with the EMP when you couldn't even see the Hunter nearby.
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The game overall is really fun, but the big issue is that the amount of fun you can get out of it depends on how far you've progressed through the ranks. If you are a Legend with a full garage and everything upgraded, the game will be fun since you can explore and experiment with all the various combos, try something new after balance updates, and take full advantage of the game's mechanics without worrying about managing your resources. But the lower you go, the more issues you have to face, such as carefully choosing which equipment to upgrade, struggling to fight against higher ranks, carefully using supplies as to not run out of them, deciding how to spend crystals, etc. It's been a long time since I played the game at low ranks, but I feel that it's quite difficult at the moment, especially for genuine new players. Title changed to better reflect content
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In my opinion Hunter is fairly balanced now, but it's really annoying when you get deactivated, but the Hunter dies and you live. So I think devs should only reduce the supply cooldown from 30 to 15 or even 10 seconds. Another interesting balance mechanic would be to increase the effect based on how far away you are from the Hunter when you get hit. For example: <10 meters: all current effects, but tank stopped for 4 seconds and all overdrives get disabled. Possibly damage dealt to tank. 10-15 meters: tank stopped for 3 seconds, supplies sent on cooldown, still able to shoot and turn turret 15-20 meters: tank stopped for 2 seconds, only active supplies removed and put on cooldown, can't activate supplies until you unfreeze, still able to shoot ant turn turret 20-25 meters: tank stopped for 1 second, only active supplies removed and put on cooldown (but you can still activate others), flag/ball not dropped, in-range Wasp bombs and Titan domes are not disabled but instead fuse extended and duration reduced respectively. This would be logical too, since the intensity of an EMP decreases as you move away from the epicentre, according to the inverse square law.
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This is definitely not a turret idea, but it does make an interesting mechanic for a new drone. It could either be dependent on tank health (e.g. 20% more damage when you're at less than 10 hp), or on total damage taken, such as maximum 20% damage buff if you receive 10000+ hp damage (thus requiring use of Isidas and repair kits for full effect).
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