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r_Quu20

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  1. I'm feeling that you haven't thought everything to the end. As I'm having hard time to understand why there are 20+ steps to MU some parameters and over 80 to fully MU all of the parameters. Why? Why there can't be like 5 or 6 on everything and the price would be scaled to this? The change like in mammoths speed is like 0.07... that's like nothing. Much better if it would be like 0.2 on one upgrade, not 0.07... And there should be like a progress bar how much dmg you can add with MU. No i just have to buy some, and watch what the next MU phase is going to cost and how much i'm going to get. Same with paints. Is there a way how can I can find how the protection amount is going to rise? For example paint storm. I have 9 steps to upgrade fire protection, and the first one is going to give me +2 on fire. Are the rest doing the same and I come up with 38% to fire? Or is is changing at some point to only +1? I can't know that. And even the total price of that kind of paint with fully upgraded fire? Is it cheaper to buy some other paint to do this with less upgrading. Now we have a system, where we can between the equipment levels spent money for almost nothing in most cases. After m3 I do understand this, but it would be easier, if there would just be 1 half way upgrade on each weapon you could buy. No reason to split it in 20 pieces. And if it would be me, I would have changed it a little. As someone said earlier, you shouldn't be able to upgrade all, just some. So like max the dmg while other maxes the impact dmg and they have really different weapons in their hand. Now it's just the same, with little differences in dmg and protection, the other values are kinda useless..
  2. And an information how long it going to take to upgrade. As I already did this for my wasp, and now need to wait 45 mins to play...don't have that mauch time so won't play today...I would have done it when i leave, if I had known it's going to take so long. I hate this new systems in games, when you need to wait for something and pay if you like it faster. It's coming increasingly popular in new games, but I bet it's not something that the players like, but is benefical for the game makers. I hope that someday people realize that this isn't the best way to do it and vote with their wallet... Edit: Also, no where is explained how the power and weight affect the tank. I figured out they both affect the pushing ability and the movement of the tank when being shot, but how? As the power of many tanks is higher than mammoth, although I don't think they can really push a mammoth. So how you know how your upgrades are going to affect if you do not how this works? What you need to upgrade if you want to push non upgraded titan with your upgraded mammoth?
  3. r_Quu20

    Update 205 — New Physics

    Uuuh, after two days I'm ready for my opinion. I like it. Yet don't have the same feeling as I used to, but still liking. The speed makes game more entertaining. And it makes it harder, as hitting while speeding in light hulls is hard. This is a welcome change, as the railguns just used to blow your head. Love the new wasp, which is fast and nimble, and much harder to flip than it used to. Still hard enough to control. Two things i don't like: - , ricochet can't climb walls anymore. U kidding right? You are going to change it's back? Love the new projectile speed, which makes rico affective weapon, but can't climb anymore... :-( And the shaft. I like it. I really do. The idea you introduced that fast charging, slow reloading, works really fine. Now you can't sit and wait on your marks anymore, and it's much harder to master the tactics. But: If u miss, or if your target won't die on first hit, you are dead. Always, no buts. Dead. As the tanks are on your skin faster, you always die, if the tank wont die on first shot. If someone is on your skin, they just avoid your turret and you can't do anything. We used to have change to hit multiple no-charge hits on enemies close by, to kill them, but not anymore. You can't start charging on near by enemy, as it travels much faster than your crosshair moves. So you need to keep distance, which is kind of the idea of the weapon, you need to hide while you are reloading and then hit fastly. I like that part of the new shaft. Don't like the instant death part. I could accept this if the dmg was much higher than railguns, but at the moment it is not. So the only advance compared to railgun we get is the zoom, so we can kill the long distance targets. Imho not worth of the disadvantages mentioned above... My solution would be to increase the dmg, so you could shoot heavier tanks. Now the shaft is kinda sad. And don't get me wrong, I still make quite a bunch of killing with it, but 4/5 of the game time I try to hide as good as I can. Player Quu2 has been banned for a day. Reason: Violation of forum rules. Profane Abbreviations, p. 2.1, 2.2, 2.4.Rules
  4. r_Quu20

    New physics model for tanks

    You kidding? Thunders best ability is to affect blast dmg, and you wanna take it away? Why? Then its the same as smoky but instead of critical hit? Buy smoky if you don't like it. The idea of thunder is to affect damage to everyone around the hit, even yourself. If you could shoot with thunder with out killing yourself it would be imba. Just run to mass of enemies and keep shooting: No dmg to yourself, everyone else = dead, as they all will take dmg while you are shooting just one. Doesn't work for me. Just stop shooting the walls, eh?
  5. r_Quu20

    New physics model for tanks

    The other changes to weapons I can agree. The freeze atm slows you down maybe too much. You can get to the flag with even 3 guys all drugged, and still only 1 low rank freeze can spoil the attack, as it slows everyone down. And this change keeps the dmg the same as it is now, so it won't make the weapon any weaker as it is now. The change for twins will be ok as well. Its only 7% less of dmg so should be too big of a deal in the end I guess, but we will see.
  6. r_Quu20

    New physics model for tanks

    This shaft change will be kinda radical, as it changes the nature of the weapon. As it atm is a stationary weapon: you get to position and charge the weapon and get someone to your crosshair. You do this because it takes long time to charge, but you can start charging next quite fast, so no need to change place between the shots. The now introduced shaft makes it kind of a opposite. You get to your position, charge it fast and fire away, then hide as it takes ages to reload, and do it again. Sounds like rail to me, only the difference is that you can't charge while moving, but you do have a zoom so less missed shots for distance. Personally I would have changed it to the opposite direction, make it more different than railgun. Keep the reload time, maybe even increase the charge time, same time increasing the overall damage. You could even make the charging nonlinear, so you could do like 50% of maximum damage fast, and the charging slows down, finally reaching a massive damage. But this change just sucks, as you will have two almost identical weapons, one with zoom, and another with ability to charge while moving.
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