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GumaTurbo

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  1. Twins are indeed not very demanding, but if the questione is: "which turret is easiest to use and get results" it has to be Rico.
  2. GumaTurbo

    Let's Discuss Hammer!

    ^ I agree, Rico is current OP turret. Bought Hammer M1 for my alt last sale, I can compare it to Thunder M1, and.... meh. I tried to compare both in several battles, changing turrets mid-batlle. Thunder was better in every situation, DM, CTF, CP, TDM - better range+AoE damage (that is not split between opponents)+possibility of indirect damage and not that much slower reload made Thunder twice as effective as Hammer every time. Of course there is remote possibility that Thunder is also OP... :rolleyes:
  3. GumaTurbo

    Let's Discuss Isida!

    ^ Thought the same. It gains more from DP than any other turret. And it works very nicely in "limited drugs" environment. But recent experience changed my mind. Believe me, I have used Isida as my main turret for some time, and "unlimited drugs" proved that its not the weapon of choice for full drug war.
  4. GumaTurbo

    Let's Discuss Isida!

    Isida is (make it WAS) my favourite turret. But recent event with unlimited drugs opened my eyes. When everybody had free access to unlimited first aid kits Isida suddenly became useless. While I was attacking everyone (literally everyone) waited until I burned most of ammo, then... first aid, I'm out of ammo, with dodging as only option. While I was healing... err who needs healing when everyone has first aid kits? My old, dust gathering Twins M1 proved ten times more succesfull. If (as I suspect) drugging is much more prominent at higher ranks, than I have to rethink my grand strategy.
  5. Rico player I pressume? :)
  6. GumaTurbo

    Let's Discuss Twins!

    According to Wiki MUing does increase projectile speed, probably it increases with damage (or impact force?). But top speed is still slower then M0 Rico.
  7. GumaTurbo

    Let's discuss Vulcan!

    Vulcan as it is now is probably weakest turret in game. Long range it's weak and easy to avoid. At medium range it could be dangerous when there is nowhere to hide, and that's rarely a case. At short range its hopeless, I suspect even Shaft could kill Vulcan using arcade shots and circling around. Excuse me, achieving status of "difficult to kill" with help of two other tanks and repair kit is hardly a merit. Combination of time needed to start shooting + time needed to deal damage makes it easy to get close to Vulcan (or just get a few pot shots from cover). Then gyro effect makes it easy to get out of firing cone. Ok - maybe M3 Vulcan is strong enough I don't know that, but M1 and M2 I've met so far were disturbingly easy to kill. Even better - they were easy to ignore.
  8. GumaTurbo

    Let's Discuss Shaft!

    Got to try that. But my previous experience with Shaft doesn't give me much hope. I will probably get mad after 4th death and change to other turret. :D
  9. GumaTurbo

    Let's Discuss Shaft!

    Ok, you got me there. How do you use Shaft in ping-pong??? I've seen that once (I mean shaft in ping-pong) and it was sad to watch. Even at Combe, which is (arguably) more shaft-friendly, shaft is more slow-moving target than a threat.
  10. For me, there is obvious cause/effect in latest changes: 1. To make game more dynamic predictable drops were introduced. Unfortunately that also indtroduced new kinds of crystal boxes -> suddenly nobody is playing, everybody just collect boxes. 2. To improve that situation crystal boxes were removed from play altogether. That took one of advantages of light hulls (ability to collect boxes) and gave advantage to campers (they could get even more crystals now, thaks to to high score) -> everyone grabs their Railguns, and (especially) Shafts. 3. Again, to bring more dynamic, and get rid of campers, Shafts are being nerfed (ok, not precisely nerfed - just they ability to camp is diminished)... What do you think will happend next? - Railguns will take Shafts place as campers and will be nerfed as well? - absence of Shafts at defence will change balance in CTF battles = more freezes and firebirds? Let nobody be mistaken - I do think those changes are for better (no crystal boxes + less campers), but, as we all see, each change brings new problems to the game. BTW - if we want Shaft to be "no-so-much-camper-weapon", they could use some boost to help in dynamic play. Faster turret rotation? Quicker arcade shot maybe?
  11. While I like the update, I have one question: Was really Shaft so overdominant in high-ranked battles that it needed a nerf?
  12. GumaTurbo

    Improving the game!

    Great changes, especially forced timer at battle creation, as timed battles are much harder to raid. Good job.
  13. Note that not all hulls/turrets have their modifications spread evenly. For example Wasp have a huge hole between M1 and M2 - 12 ranks. Hornet is much friendlier in that department. Likewise Ricochet - M2 at First Lieutnant, M3 at Commander - 11 ranks! Isida and Railgun are better here. If you "like to go in close but have the option to go from afar too" you can probably forget about Shaft, there is no other weapon in the game less suitable for close combat. Probably Railgun is most "universal" turret, but (IMHO) is also hardest to master. Thunder could be nice if you can live with late M1 unlock. Having said that I agree with others. First try all the turrets and find what you like, especially if you are going to be stuck with it entire game.
  14. GumaTurbo

    Join the experiment with crystal drops

    WIth both my accounts I managed to catch 5 gold boxes. You know what? Current gold box system is MUCH better. :P
  15. GumaTurbo

    Join the experiment with crystal drops

    I like the change, but I see some problems with it: 1. If you drop out of learning curve, falling behind others with skill, there is no way to gain crystals without gaining exp (ok - no way without buying). And - with way battle fund is divided - you still gain more and more exp, with les and less crystals. 2. Similarily - several lost battles, a few battles that you have to exit prematurely and BAM - you have just gained a lot of exp with no crystals to cover future expenses. 3. From when "experiment" started I play almost exclusively in DMs. Any team play is too risky, as income depends too much on other players. When I screw something in DM its my fault, but I hate when we lose team match eventhough my play was good. 4. You say dropped crystals are added straight to battle fund. You are probably right. But now I have to play from the very beggining of match, to very end, at 100% of my skills to gain about as much crystals as I gained from battle fund + drops before. My exp skyrocets, incomes are more or less same as before. There is no conlusion to it. I still think that its better with no dropping crystals. But I feel those problems should be somehow "addressed".
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