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Everything posted by Michael828
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she* Also why did it take 8 pages to discuss a simple suggestion? If it's because that feature in Striker is just illogical, well.. so are most other aspects of this game. :lol:
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Viking's overdrive works very well with RFM, also with duplet. It doesn't work with autocannon and plasma torch though, which is unfortunate.
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Do you think the Eagle module is more effective against sniper shots or arcade shots? I'm certain that heavy capacitor users can shrug off that extra protection because of their increased damage. But it seems RFM Shafts would be impacted the most because their DPS would not be enough to secure a quick sneaky kill before the enemy retaliates.
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It has 3 disadvantages yet none of them make it balanced. Energy per arcade shot: =375 ----> Doesn't mean anything, 3 shots are enough to kill a heavy hull with DD. Rate of energy recovered: -15% ----> The rate is only slightly reduced. I wonder how many players actually noticed that. Maximum aiming damage -30% ----> RFM is attack-oriented and isn't meant for sniping, so this drawback is irrelevant.
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Thanks for the advice :ph34r:
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Yup I've noticed that but forgot to include it in the post. Was going to say that it's an upgrade from stock if you know how to aim your stream of fire well. Maybe it's time to start giving less popular alterations a chance. Players ignore the drawbacks of CFT and treat it like a god-tier type of upgrade for Firebird. 1) Fair point. But aiming with it is really not that bad. 2) Doesn't mean anyone should interpret them as a waste, that would be pretty ignorant of them. Incendiary mix has the same animation as a stock, but it surely isn't just a carbon copy. 3) Still the cheapest possible price for an alteration, and players could always wait for sales. Don't forget that lower ranks also have challenges (guaranteed 3k crystals from the first tier), weekly containers, and crystal missions to give them a source of income. Mobile players are even more fortunate since they can obtain crystals from watching ads. Some alterations are more popular than others because they're rather simpler to use, or because players are lazy and just want easy kills. Either way, I'll still try to make a contribution by recommending less popular alts I get to try. Thanks :)
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Why can't players just accept each other? It's pretty dumb (and funny) seeing chat fights everyday. I don't know the backstories though.
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What about a High-pressure pump Firebird? It's pretty underrated to be honest. I've recently ditched Compact fuel tanks for this alteration. The longer range is helpful, and the reduced energy consumption significantly boosts the total damage you get from a full energy tank. With it you can now kill enemies on the spot without having to hide somewhere waiting for the afterburn. The problem with relying on afterburn damage is that you're giving too much time for other players to come along and steal your kill. The burning tank could also just use a RK and put all your efforts to waste. Not a fun experience overall, and I know this from all the hours I've played with CFT. Get this alt, it's cheap!
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I was actually leaning towards that. And being Captain doesn't make your opinion any less valid. :D
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Ideas of that sort are more interesting for gameplay, they better fit the definition of an alteration imo. And yes it's all essentially just altering the damage of a turret, but more precisely its DPS, not the base damage like what OP is suggesting.
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Yep I figured Hyperspace was more of a cool gimmick that many just use for show-off. It has its uses, but MM is not the place for it. I also have scout, and that alteration is what really made me start enjoying Railgun again. Considering modules, I've crossed out the Badger and Owl modules. Gauss is annoying, but not dangerous. Freeze is just meh whatever. Now the showdown is between the Dolphin and Eagle modules. Shaft and Smoky... double S team, for that Super Sh*t experience I get when facing these turrets. Hope I make the right choice...
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Actually it's possible to bypass that; if you're in the red team in assault knowing that the blue team can't risk changing their positions frequently, because they're forced to defend their point. Still, I don't think damage altering is the most interesting way to change a turret's mechanics. I'd like to see some more abstract ideas being implemented.
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Tomorrow there's apparently a 30% discount on garage items, so now I have 2 options since I've saved 130k: Purchase Hyperspace Rounds for Railgun because somehow I've always wanted that alteration, from the day it was released. Rank up (only 2500exp. left), get 40k extra, and then buy a module for either Smoky, Freeze, Shaft, or Gauss. Still undecided, but I hate all those turrets.
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PhantomLord seemed like he was genuinely trolling. I just can't imagine him being serious when he said that.
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The Magnum I'm using is M1 and 8/10 upgraded. This means I almost always one-shot m0 light hulls and often (50-60% of times) one-shot m1 light hulls. And this is without equipping double damage. I do avoid recklessly killing players who seem new to the game and are still learning how to play, and the ones with very low K/Ds, because it's not fair to target those. Kit buyers and RTL accounts usually give me a lot of trouble, especially M2s. It's more fair to fight against those guys.
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If we were destined to earn less than 1$ per month, which is basically what tankions are. I know it's illogical for them to give out too many of them and ruin their economy with a single move, they have to be cautious. But still, some people here are estimating it'll take years to buy a kit, there's a difference between hard work and just plain insanity.
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Shaft is also extremely unbalanced, and ruins so many games for medium and light hull users alike. Magnum is more tame in some aspects, though both turrets should likely be nerfed at some point. Even without a reload buff it's still very easy to kill tanks. The main strategy I use in DM is to charge a shot to 100%, fire at an unsuspecting enemy, and a few seconds later he'll definitely be killed by the second blast. I'd argue that it's worse in lower ranks because of a distinct lack of modules and a higher portion of hulls being light. I wasn't using any alteration.
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I'm actually sure they won't do anything with the overdrive issue and keep it as is, so I'll just switch to Railgun/Ricochet whenever I use Viking, problem solved. Also, Incendiary Firebird is more broken than car glass smashed with a sledgehammer.
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I can one-shot light hulls without using double damage, sounds insane right? The fact that something like this is possible upsets me.
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Doesn't look like I was wrong when I said earlier that Magnum is too good in the lower ranks. If I made a video of this battle for example, would it be enough to convince the devs that it is in fact overpowered?
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Thank you for the insight Congo. It's pretty unfair that Firebird is just blatantly the weakest of the three. If the burning damage was doubled to 600 hp/sec we would see a comparable performance to that of Freeze and Isida. I remember you told me before that 300 hp/sec is a fixed value and cannot be changed, so I guess it could go with an increase in heating rate and maximum temperature. But I don't know how that'll work for an incendiary Firebird.
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WHY is Viking's overdrive extremely weak with this turret. I feel like I'm better off not using it at all in battles. I often end up switching to a turret which works better with Viking's overdrive, like Railgun, because Firebird just doesn't deal enough damage.
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Players like that can be put in legend battles and still do okay. I guess this is a loophole in matchmaking; super high GS but with a low rank.
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