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Everything posted by Michael828
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Fully agree with you, even though I believe this defeats the purpose of players being able to choose their own styles of playing and doing well based solely on their skill and persistence, not just getting lucky that their turret received a good buff or a crazy alteration. I also don't understand the "best" alterations thing, as if they're treating them like they really are upgrades, and comparing which one is better, that's just wrong. They should be better only for different situations, not all the time. Don't worry, I wasn't accusing anyone of jumping on the bandwagon, it's just that players should be a little more aware of what's going on with this, since it's(buffing+nerfing craze) been happening for a long time now.
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Why do players keep falling for the same "turret of the month" thing. Basically, devs decide to super buff a turret then watch everyone buy it or its module. Soon after, they would nerf it to the ground and then repeat the process with a different turret, over and over again. This is what's happening with Magnum now, everyone is flocking for that mortar alt. , but they surely won't be when its nerfed.
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I can't help much when it comes to choosing which specific turret or hull to upgrade, since that's all about your own playing style. But I do know that an upgraded m2 Freeze can do you wonders in DM battles, and can also do well in other modes, especially at your rank. Don't worry about it becoming ineffective for many ranks above. Maybe try to upgrade both Viking and another long range turret now, to help you in a wider range of battles, then upgrade your Freeze in the next sale when you save up again. Don't worry about micro-upgrade sales because there's a lot of them during the year. So you're looking for the biggest increases in stats from an m2 to an m3, interesting question. I'll try to help. Starting with the hulls, it's apparent that all m3 hulls of the same weight tier have equal HP, so I'll look at the m2 hulls with the least amount of HP to determine which hull receives the biggest jump in stats. Light---> Hornet Medium---> Dictator Heavy---> Mammoth Now for the turrets, I'll try to summarize by saying that both Railgun and Thunder will generally do poorly due to the large number of modules against them, so you're better off with Ricochet or Vulcan. Also, comparing the damage increase from m2 to m3 doesn't matter here because these turrets work at different ranges and have their own advantages and disadvantages, so try to choose based on what you find more suitable.
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I think if there was a kit with Viking/Railgun m2 that would be more convenient for you, but sadly there isn't, check https://en.tankiwiki.com/Product_kits if you want to see all the available kits at the moment. Anyway, it seems the better option now is to stick with what you have, and upgrade the turret and hull combo which helps you the most in your battles. By the way, to reply to my post like I did above, just click the "Quote" button on the bottom right corner of the post.
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I want protection against the high damage caused by my ping, so I was asking if they could sell a module for it. This isn't a serious post. Lol
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Isn't Hunter m3 a little far from your rank at the moment? Since you already have Dictator m2 it should help you enough through the mid ranks. Fully upgrade it if you're planning to stick with it, or upgrade it decently if you're planning to eventually switch to Hunter. By the time you reach Marshal or Lieutenant General you could easily have enough crystals to purchase a Hunter (it is the cheapest m3). You don't need to upgrade most of your m1 equipment, just the stuff you use very frequently. Your Freeze m2 should help you a lot in many battles, so maybe focus on that, and start upgrading that Viking to able to use it more effectively with Freeze, unless that's not your playing style of course. If you really enjoy playing with Railgun, then go for the voltage kit, but I see you don't have much experience with Dictator, so I don't know if you'd be satisfied with its speed and maneuverability. Hope this is helpful.
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Can we buy a module for ping??
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I thought they all recharged by 4% with each kill, at least that's what I remember reading a while ago. 8% is a pretty significant increase when considering how easy it is for buyers to get killing sprees in low-mid ranks.
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The previous challenge was the one I played the most for some reason, getting 550 stars. This time I doubt I'll have the motivation for even 50, please have some mercy on us non-buyers.
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I'd be lying if I said there wasn't anything that angers me in this game, but in the end I do try to find some solutions to the problems, trying to make the experience a bit more enjoyable. You'd be surprised, but modules really do significantly affect this overdrive's performance. Since it increases either the damage or the firing rate by a multiple of four, if you have 40-50% protection, this OD will simply be the equivalent of someone shooting you with a double damage without having DA equipped. I know it will only take around 3 seconds to destroy the tank, but think about it, this is half the duration of the overdrive, spent on only one tank. I know mammoth's OD is a little crazy, but if it were only to deal damage upon contact, it would be much less effective for offense, and would only serve as a warning for other players to avoid that slow, indestructible fatty over there. Thank you for those kind words :D , everyone gets in a bad mood from time to time, so it's understandable.
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Okay, right now I do have some things to say. In the 5 rugby battles I've played, and the 2 assault battles, Vikings were present and had some influence on the outcome, but nothing like Titan, Hunter, and Mammoth. However, the two deathmatch battles I played were very different. This time a Magnum/Viking player came first in both of these battles. He seemed to be very good at choosing the exact moment when to activate the OD and blow up 4 to 5 tanks in front of him without protection. That is the true danger of this overdrive, being unprotected against it. I'm sure if many players had magnum protections (or if Magnum wasn't such an annoying turret) the outcome would've been different. But whatever I guess. And no I don't feel stable at all using Viking, my aim is knocked off very easily by Hammer, Smoky, Railgun, Magnum, and Thunder. Your last point, about its overdrive possibly being too dependent on alterations, is what I believe to be the case here. You'd rarely feel threatened by stock turrets on Vikings overdrive, alterations are what often manage to cause the havoc, like the uranium alteration, which Tidebreaker seems to hate with a passion. Lol 1) I never said it was at the same level of an m0 wasp. It used to be really powerful when it was first released, and was certainly one of the better overdrives. Then after the nerfs it became more reasonable, not overpowered for sure, and pretty ineffective compared to the rest in my opinion. As a Viking player myself the most kills I get from using it are 3, and usually it's either one enemy, or two who are in close proximity to each other. 2) Yes, I get it, uranium has been giving you trouble lately. Well, good news, the missiles are in fact super slow, and you can easily hide behind a wall if you're using anything other than a heavy hull. You could also engage with it, in an act of "valor", to make it destroy itself with the self-damage. Seriously though, Magnum/Viking is a thousand times worse than uranium/Viking, and I guess the only solution to it is to buy the module. Those thunder players steamrolling the teams must be super lucky not to encounter modules against them, I'd like to meet one of those guys and see how he destroys my tank in less than a second. 3) Dictator is definitely the most deserving hull for the nuclear energy drop box, and I've rarely, if ever actually, snatched that box from them. I don't know how this got brought up here. Hunter's overdrive is great no matter what, it doesn't neutralize the AT-field, but it stops the Mammoth on its tracks, doing your team a favor. Same with Hornet, only this time you can easily kill a stunned Hornet, unlike a Mammoth with OD. 4) I haven't killed a single juggernaut in the last month or two, by the way, but that isn't the subject here. This overdrive results in a large increase in damage, and you also have a large target (juggy) that doesn't always get the chance to escape and hide behind something. Couple Viking's OD with another damage-increasing alteration, also add in that horrible booser drone, and the game just became a juggernaut kill field. Wow this was a long post... not meant for arguing though, but simply, for friendly debates.
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Alright, you have good points. It's pretty late right now, so to give a reply to this, tomorrow I'll be playing some more battles while observing the performance of any Vikings I encounter, and see how much of a threat they are in comparison to the other hulls. However, I would like to mention that for me personally, in deathmatch battles, Viking's overdrive is usually more of an annoyance, and the bigger threats I find are Titan's dome and Hunter's stunning ability, but I'll see if that has changed. There are already hints that this debate could just be a matter of perspective, but there's nothing wrong with reaching some conclusions.
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Hahah you're welcome. It's interesting to see how much it will further grow by the time we reach the end of this event.
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That translates into 635 players who've purchased it, who represent a fairly small percentage of the player base. There's usually an initial jump in sales of something new before they start to level off, so this number is most likely correct.
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I am not denying that such devastation could occur when using it, but exactly how frequently that happens is the big question. Equipping double damage, having a whole (mostly unprotected?) team lined up, and activating the OD at the right time with no interference are all needed to ensure you get such a killing spree. Legend battles are a different story, especially for Railgun. Even my tank with double armor can take many hits from it before dying, they would have to spend half their overdrive's duration trying to kill me. Also, a higher number of Vikings in the battlefield is not evidence of its OD being better, I do not find much of a correlation here. An explanation for the large number of vikings could be that players prefer the main parameters like HP and speed while ignoring the rest, or because they like its appearance, or there may be players who purchased it back when it had the stats of Hunter, and refuse to switch to a different hull, I don't know really, but there are reasons for this. Finally, recharging the overdrive quick enough still means you need to kill more than 3 tanks, which is not going to happen if anything goes wrong, like the points I've mentioned. Some people know how to use it well, but the majority just die instantly or achieve 1 or 2 kills only without helping the team in any way. Yes exactly, I forgot to mention that. This hull is way too unstable, and also does poorly under low/mediocre fps conditions, because of its drifting ability and unnecessary speed.
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In my honest opinion, Viking's overdrive is not overpowered, and definitely doesn't need another nerf, here's why: When a player using that overdrive kills you, before making a post about how insanely powerful it is, remember that the guy has to wait another 4 minutes until the OD recharges again, and even then, getting no armor boost from the OD means he could end up dying right after activating it if luck isn't on his side. It's a big risk using it if their HP is lower than 3/4, and especially if faced with upgraded modules. It also lasts for only 7 seconds, not 30, 20, or even 10. Hide behind any nearby object and it's all over before you know it, they'll probably end up killing around 1 or 2 tanks then get taken down. If only players knew how much of a blessing Hunter's overdrive is, fast recharging, excellent in 1v1 combat and for assisting the team, by dealing with domes, bombs, mammoth ODs, druggers, you name it !
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Thank you for telling me this, very appreciated. The Hammer is still at factory settings, meaning I didn't upgrade it, well only the first step. Also didn't get any alteration for it, maybe Slugger or Duplet, or both if I can save up in time for the sale. Regardless, it's still doing okay in battles, better than the performance I got when using Twins M3 for the first time.
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I was going to ask whether to buy Magnum or Hammer today, but decided to go for the latter because gameplay with it is more dynamic. Also I already have both turrets at m1 on an alt. account, but couldn't decide which one was more effective in battles. Please tell me I did the right thing, because I'm notorious for making wrong decisions. Lol
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Happy Birthday :)
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New drone, and MM versions for Stadium and Chernobyl!
Michael828 replied to theFiringHand in News Archive
You don't need to use it in every battle since that would be excessive usage. I'm also pretty confident many players already have large numbers of unused batteries from containers and missions. I forgot about the micro-upgrading costs, which are very important for determining whether the drone would be worth it or not. Well, we could hope that upgrading it is a lot cheaper than other drones, otherwise, purchasing it would be pointless. -
New drone, and MM versions for Stadium and Chernobyl!
Michael828 replied to theFiringHand in News Archive
As long as Shafts cannot dominate stadium like they're doing in highways, I will love it for sure. Considering the drone, I believe it's a bit of a lame way to get people to actually purchase one and start using up their batteries. However, I like the concept, and I'd call this one the "Non-Buyer drone" if it turns out to be cheap enough to be used casually by normal players. -
My main account 125 SB 125 Mines 125 DD 125 DA 25000 cry My alt. account 125 mines 125 DA
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It's similar to Railgun's hyperspace rounds, very expensive and arguably more of a niche alteration. I wouldn't suggest buying this if you already have uranium or the 8 missile alt, unless you're eager to try out some new mechanics.
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I felt like having a topic where players could share different angle and power level combinations required to hit targets at any location on a map, but then it occurred to me that making such a topic would be a mistake since Magnum is already loathed by the majority of players. However, just for the sake of it, try using an angle of 39° and a power level of 70 in Highways map, while standing near, but NOT directly behind any of the walls on the highest elevation part in your base. Your shots should land exactly on this part of the enemy base (the 2 bases are symmetrical). This is important because now you'll be striking the locations where a significant number of Shaft players like to hide, so you'll be doing your team a huge favor.
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It probably feels longer for the player being stunned, because his momentum has been interrupted, and I assume most players are fairly impatient when this happens, especially in a difficult situation. When you're the Hunter user, there's a chance you're usually a bit too optimistic about what you're capable of, so you normally end up feeling disappointed because you didn't achieve what you had expected to achieve. That was my take on this, of course it's only my opinion which means I could be wrong.
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