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Everything posted by Thekillerpenguin
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I guess it'll take some getting used to, with the much faster speed/handling and whatnot. Glad to see that you've joined the M2 Wasp club! which I'm not a part of yet, maybe in the future
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Just got my hands on M2 Shaft. I immediately went to a Monte Carlo CTF, where nearly the entire enemy team was using M2 Hornet. Destroyed 35 enemies, didn't die once. All within 10 minutes. I single-handedly defended the flag and cleared the entire upper section of enemies. One enemy Mammy-Shaft ragequit, one enemy insulted me on chat, and 2 enemies switched to Shaft because of my killing spree. They didn't manage to kill me before the match ended. The lesson here: don't underestimate the power of M2 Shaft.
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10/10 would watch again You are now promoted to { [FAEZ]>>(͡° ͜ʖ ͡°)◄◄◄◄◄[sUBSCRIBE]//{MLG} xsPl1T3rP01nTx [OPTIC] ▄︻̷̿┻̿═━一 (͡° ͜ʖ ͡°) ►►►►►►}
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I'll take one coffin please. I think it's a bit too late for a World Wide Vulcan Preservation Fund. Pretty close to extinct at my rank.
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Is Pixel paint a good purchase? I've been looking for a bit of Hammer protection.
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No. Titan has the most pushing power out of any hull. F = M x A. Also, if you're talking about sitting on the flag, weight (and health) is more important. Pushing power is nice, but you can only push in 1 direction in a time. If someone rams into you from the side, you'll get pushed, and that's if you don't die first. Weight is omnidirectional, so a Mammoth will do an excellent job at stalling enemies that are going to your team's flag. Ever tried to steal a flag from a good Mammoth-Freeze? Yeah.
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M2 Hornet is a lot better than M1 Hornet. You can buy M1 Hornet on the sale if you're planning on getting M2 Hornet later, but it's not going to be that useful in combat until you upgrade it to M2.
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Wasp is certainly easy to evade fire with, but note that you'll very rarely get away without taking any damage. More often than not, if you're going against a competent team, you'll take a lot of damage (and you might die a lot), so armor's not completely out of the question while using Wasp.
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It definitely has enough health to defend. The turret positioning is really useful, it's better at evading fire than Mammoth or Titan, it has pretty good pushing power, it's heavy enough to shrug off a lot of impact force, it can block enemies from proceeding with its size, and it makes an excellent meat shield for your teammates if you have an Isida following you. By your logic, we should be only using Wasp, Hornet, Titan, and Mammoth, right? Wasp and Hornet are fast enough to capture flags pretty often, and Titan and Mammoth are the heavy hulls. No, scratch that, let's only use Wasp and Mammoth, since if you want to capture flags, you want speed, and if you want to defend, you want health. RIP hull diversity.
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i wel 420 degr33 quiksc0p alL da nubs dat i c wit dat m2 sH3fT w1lL ch4ng3 usurrnaem 2 { [FAEZ]>>(͡° ͜ʖ ͡°)◄◄◄◄◄[sUBSCRIBE]//{MLG} xt3Hk1lL3rP3ngu1Nx [OPTIC] ▄︻̷̿┻̿═━一 (͡° ͜ʖ ͡°) ►►►►►►}
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Just realized something. I bought M0 Shaft last year some time during the May Day celebrations (it was during a Sandal CTF). It's been pretty close to 1 year since then. So... I'll be celebrating my first anniversary of Shafting by buying M2 Shaft.
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The new Tanki looks gorgeous. Not sure how well it'll do on my PC, but Unity's a pretty good platform (I think it's more efficient than Flash), so I have faith in a better looking Tanki than the current one.
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Review [Issue 35] Changes to the Balance: Assorted Tips
Thekillerpenguin replied to Thekillerpenguin in [Issue 35] Changes to the Balance: Assorted Tips Newspaper Archive
Changes to the Balance: Assorted Tips It's safe to say that a lot of updates to the game have occurred recently. A lot of our favorite turrets and hulls have been tweaked, and as such a lot of us have had to relearn the ropes of combat. This is a collection of tips and tricks that I've picked up or noticed that might come in handy for players both new and old. Let's get started on the turrets first: Firebird's overall damage profile remains similar to before, but more of the damage has been shifted to the afterburn. This means that you can do quite a bit of damage over time with even a brief burst of flame, but at the same time you're not going to do as much damage in a straight up confrontation. Most of you fervent pyromaniacs out there won't have to adjust your strategies, but here are a few tips just in case: Hit and run attacks are now a bit more viable. If you're using a light hull, you can torch a opponent like a creme brulee (that is to say, torched briefly) and then run away. The afterburn should be able to take them out. Direct attacks are a little less viable. Viking-Firebirds are a common sight on maps like Noise, where they can storm bases, burn everything, and then get out, but the reduced base damage means that it will take longer to destroy an opponent if you burn then continuously. Be prepared to take cover if you run low. Freeze has been changed in quite a few ways. Its damage has been increased, but it has less energy. This means that it can deal more damage in a shorter period of time, which sounds nice on paper. Unfortunately, the decrease in energy has reportedly been quite significant, and a lot of players are now complaining of Freeze being too weak. While I don't have a Freeze of my own and a time machine to test these changes, Freeze still seems to be plenty deadly. Try it out for yourself- if the changes aren't to your liking, consider giving feedback on the thread of the update. The freezing mechanic has also been tweaked. The hull constriction has been reduced, but the turret turning speed constriction has been heavily increased, along with the duration. This means that you'll be able to move more while frozen, but you'll be worse off offensively because it's much harder to turn your turret. This makes Freeze more of an offensive weapon- it can't slow down flag carriers as much, but frozen targets can be easier prey if you have room to maneuver. Heavy hulls will be easier to fight- they still can't turn around very much while frozen. The turret constriction effect also makes it a lot easier to fight Vulcans and Shafts, since their rotation speed while frozen is atrocious. Because the movement constriction has been nerfed, try to impede the progress if enemy flag carriers through other methods in case they escape your icy grip. Place mines in places where they would want to escape or ram them to make their steering harder. The increased damage makes it easier to destroy light hulls, but you might run out of energy when fighting more robust opponents, so always have an escape plan. Isida has also seen some drastic changes. Its lock-on radius has been narrowed significantly while the range has been increased. The recharge speed has been increased slightly. Combined with its ability to latch onto enemy hulls, it's basically not a lock-on weapon anymore. Enemies with Freeze or a weapon with impact force can break your connection to your target if you're not careful. On the other hand, the increased range makes it easier to hunt down escaping enemies. If you ask me, Isida feels very different, and it will definitely take some getting used to, but once you get do get accustomed to it, the increased range and recharge speed can come in handy. A lot of players forget that the range has been increased, and only attack once you get very close to them. The range increase is really significant (it's pretty close to Firebird's range now), so make sure you take advantage of it whenever possible. It will give you an edge. Be careful with turning your turret. Keep it focused on your target, since it's a lot easier to lose lock-on now. Twins has been reworked a bit. It will now deal more damage at close range but less at medium range. The projectile speed has increased too. This makes Twins more of a close range weapon- it can now compete with Ricochet very favorably when you're not very far from your opponent, but it will lose a lot of its strength with distance. Remember to get close to your opponents for maximum damage. Just be careful if your target is using a close range weapon, since you will probably lose the resulting gunfight if you have about the same amount of health as them. You don't have to lead your shots quite as much since the projectiles travel faster. Hammer has been nerfed. It reloads more slowly and the shots have a wider spread. It's still a very deadly weapon in the right hands, but you'll need to put more effort into making it effective. Get closer to your targets to ensure that as many pellets as possible hit. The wider cone makes Hammer less powerful at longer distances. You won't be able to fight very effectively at medium range, so stay away from Thunders, Smokies, Ricochets, Vulcans, and Twins unless you can close the gap quickly. Remember to have an escape plan ready when you're running low on ammo. The longer reload increases the time in which you're vulnerable. Ricochet doesn't have as drastic changes as the other turrets, but they are still noticeable. The projectile speed, projectile radius, and impact force have been increased, while the reloading time has been decreased. You don't have to lead your targets quite as much, and there's more room for error since the projectiles are bigger. The increased impact force makes it easier to disorientate Railguns and Shafts. The reduced reloading time lets you get back into battle more quickly, so you can play more offensively. In the V-LOGs, Vulcan is only mentioned as having the burning damaged increased, but in reality, nearly all of the stats have been reduced. It can fire for longer before overheating, but it's significantly less effective overall. It will take more fire to destroy opponents than before, so you should try to be as accurate as possible when fighting- a few missed bullets can mean the difference between life and death. The increased burning damage means that overheating will kill you more quickly if you don't stop to cool down. Consider using a Firebird protection paint. The reduced impact force at M3 and up means that it's not as easy to flip airborne targets. It will take noticeably longer for the barrels to spin up, so remember to press the spacebar in advance. Vulcan will now deal 25% of its base damage at long range instead of the 50% it used to do. Since its long range damage has literally been cut in half, get close to your opponents (but not too close). Smoky has had its normal damage and impact force strengthened at the cost of critical damage. This makes it more consistent than before. It's easier to defend yourself in between critical hits thanks to the stronger base damage. For instance, a M3 Smoky can now destroy a M3 Hornet in 4 normal shots. Critical hits are less powerful than before, so be sure to land as many normal hits as possible on your opponent to make up for the lost damage. They'll still take out a big chunk of health. The impact force was reduced heavily a while back. The increase here isn't enough to restore it to the old levels, but it can help when fighting targets. It's still pretty heavy, so practice messing up the aim of your enemies. Thunder has been changed very noticeably. It deals significantly more damage and impact force, but its rate of fire has been reduced by quite a bit. The splash damage has been reworked too- it has a larger blast radius but reduced damage. The increased damage makes destroying targets easier, and it makes the number of hits you'll need to destroy a target more consistent. It's much easier to steal kills with Thunder now. In DMs, you can wait for two enemies to damage each other and then shoot the weaker one. The increased damage gives you some leeway with the timing, and you can get a quick kill (or two) with little effort. The increased reload time makes it harder to engage multiple enemies. The reduction in splash damage makes multi-kills more rare, but the increase in blast radius somewhat counteracts that. Thunder's still great for crowd control, however, so it's an excellent choice for Polygon CTFs. Railgun has been changed in only one aspect: it now reloads more quickly. You can now afford to fight more offensively since you won't be caught reloading as often. Railgun's still not an assault weapon, but you can spend more time behind enemy lines. The decreased reload time can help you deal with multiple enemies while defending. Shaft's arcade shots have received a significant increase in damage, but its reloading speed has been reduced. Fighting with arcade shots has become much more viable. They can destroy Wasps and Hornets in about 3 shots, making self defense much easier. You won't be able to compete with most turrets on equal ground, so don't attack too offensively unless you really know what you're doing. The longer reload time generally reduces the number of opponents you can destroy in a given time frame with scope shots. Mouse controls can be very good for Shaft. You can hold down the right mouse button in scope mode to freeze your crosshairs (and laser sight) in place while looking around by moving the mouse. This makes hiding your laser sight a lot easier- point it at a nearby object (or at the ground in front of you), hold down the right mouse button to look around, and once you see a target, release the right mouse button, wait for your crosshairs to snap into place, and release the left mouse button to fire. If you do this correctly, your opponent won't know what hit them until it's too late. Excellent in conjunction with camouflage. Let's talk about the hulls now. Hulls haven't changed a lot, so I'll go over them briefly. Wasp now has more weight and acceleration. This means that it's more resistant to impact force and it won't take as long to reach full speed. You won't flip quite as often from enemy fire, and the increased acceleration can help if you need to get (or get out of) somewhere as quickly as possible. Playing offensively is easier because of these changes. Hornet is now heavier, which means that it's more resistant to impact force. It will also drift somewhat less. You can fight Smokies, Hammers, and Railguns somewhat more easily now. Hunter has had its weight swapped with Viking's. Its turning speed has also been increased. This means that it acts a little more like a light hull now- highly maneuverable, but slightly unstable and affected noticeably by impact force. Be more wary of Railguns, Smokies, and Hammers. Viking now has Hunter's weight, so it's even more stable. Other than that, nothing else has changed. Dictator has had its turning speed increased, making it easier to handle in tight spaces and more resistant to Freeze's hull constriction effect. Since it's typically not used in tight spaces in the first place, you won't notice much of a difference, but it's nice to have. Titan has had its weight and maneuverability increased, making it easier to drive and even more resistant to impact force. It can also push better. It's easier to handle in close quarters too. You won't have to adjust your tactics much. Mammoth is now far more maneuverable, so it's easier to drive. Besides that, it's unchanged. That's about it for the update in turret and hull parameters. If you have any strategies or tips of your own, feel free to post here. Thanks for reading, and I'll see you next time!- 17 replies
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Thunder's still the king of Polygon CPs. I used Hunter-Thunder for the whole entire match, no drugs or drop boxes.
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The new Forest reminds me of Siege a lot. I think this is a good update. Keep it up!
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Looking forwards to getting a M2 Shaft of my own on the May Day celebrations. It will pair nicely with M2 Hunter, since I will be able to switch between sniping, attacking, and running away very quickly.
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My apologies for the unintentional circular reference then. I don't know of any other place to find the prices of micro-upgrades. Consider checking the wiki again; even if the stats aren't up to date, the prices of the upgrades and the speed ups generally don't change, so from a cost perspective it should be pretty accurate.
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I'm not sure if a page like that exists on the forum. I'd check the wiki; it has detailed micro-upgrades for any item in the game. Some of the stats are outdated, but it's still a pretty decent resource.
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Freeze is pretty annoying now. The turret rotation speed constriction is bothering me a lot more than the hull speed restriction- unless your hull has a high rotation speed, you basically can't shoot anything.
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Changes in the parameters of turrets and hulls
Thekillerpenguin replied to semyonkirov in News Archive
Please no. Pretty much all of Vulcan's stats have been nerfed significantly, including the damage (which dropped by nearly 10 points at M2) and range (which has been severely reduced). It's already hard to kill things with it without the help of drugs. I don't think we need to reduce it further. -
Gah, Vulcan was ruined by this update. It takes forever to kill things, even M1 Hornets. Doesn't look like I'll be using it much unless it gets buffed again- I'm not willing to MU the damage again to pre-update levels. To put some perspective in, shortly after I got Vulcan, I micro upgraded the damage up to about 53. It killed things quickly, but it would still lose against Ricochet and other weapons at close range. Since the update, my Vulcan now does 43 damage per second. It's pretty much impossible to destroy anything stronger than a Hornet without overheating. I suppose I'll be using Ricochet and Thunder a lot more now...
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I actually like the Thunder update. I can 3-shot M1 Hunters/Vikings, 2-shot M1 (maybe M2) Hornets, and M2 Hunters/Vikings will go down in 4 shots. The weaker splash damage is a bit disappointing, but it's certainly not bad and still quite powerful.
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current M4 Thunder's DPS (calculated by damage / reload): 45 damage per second. test server M4 Thunder's DPS: 46 damage per second. In terms of raw damage, this isn't a nerf. The extra damage and blast radius compensate for the lower reload speed. It'll take some time to get used to, but in my experience on the test Server, it hasn't gotten any weaker.
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They didn't touch the impact force as far as I know.
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To be fair, they did add extra damage to the shots. At M4, the standard shots deal ~10 more damage, while the critical damage has been reduced by 20. If you can get at least 2 shots onto your target, the loss in critical damage would be made up. At least that's how it's supposed to work- it seems to be weaker in gameplay for some reason.
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