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Everything posted by OKDad70
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Okay. I must have missed something in the Profile. That is what it shows now. I'm not sure where I made the error.
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Howdy Deluxe, I'm assuming 3900 includes one or more alternate accounts and time before the Profile went live. Good on ya! (Do be sure to maintain your regular life, of course.) Pedro, let's assume 2 stars per match, 5 matches per hour, thus 10 stars per hour. That would be 70 hours for 700 stars. Of course, if super good, stars will probably average close to 3, thus 15 stars per hour, so about 47 hours, or two full days nonstop. (Some players will do such things with a buddy at their place; switch off on the account for naps while the other continues playing.) I note the double star pass is not still in the shop. Interesting. For our consideration, a double star pass (at 4USD, with 50,000 crystals, seems reasonable for anyone wanting to part with the cash) would half the time. With dedicated playing, exiting as soon as battles were done, and clicking the Quick Battle without breaks would push the matches per hour to over six, again, reducing the time a little. Regardless, one 24-hour period for one person is doable, but would be rare, and hard on those most suited to such ordeals. Also, take note that Deluxe did not say he got it in one day. It appears to have taken him about two days. He posted his note at 23 Aug 2018 - 01:09. Stars stated at 02:00 August 21st. Impressive no matter how one looks at it. Let's give him his props. Credit where due. It was worthy of honor among gamers. I'll trust him to fulfill his other responsibilities in his own life while he's at it.
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Check page 15 of the stars discussion. Deluxe has the new paint already. (Deluxe, you can check, is a Legend 58; 2600 hours played since the Profile went live.)
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Vulcan is now an effective turret, but it is not what is was originally intended to be. Camping with it in a heavy hull lets it be an effective team asset, especially with a strategically minded Isida on the team. Two Vulcans coordinating can kill tanks as fast as Firebird. Vulcan has severe limitations for general purpose use. A lone Vulcan (regardless of hull) in DM is likely to place low on any map, especially the big and open ones. Are you satisfied with the answer I provided? "... called “Nuclear energy”. This drop will instantly charge your overdrive to 100%. We remind you, that overdrive is activated by pressing on the “Shift” button of your keyboard and it activates all supplies for you and all nearby allies. " Do you find room to interpret that quote differently?
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Wow, dude. Congrats, I suppose. I suppose at Legend 58 and 2600 hours, the hours for 700 stars wasn't a big deal. I assume you are first. There will be thousands, betchya.
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Thanks for the pointer. It confirms GS is useless. For players who refuse to use supplies, it will give a max sum for supplies, that will never be used. The score gives no way to sort the components. It doesn't even differentiate between light, mid, or heavy hulls. GS is sad. Put the "R"/"V" display back as it was. No. Riddle me this knucklehead, the nuclear energy box fills your Overdrive timer. It takes it from whatever it is to 100%. If you are at 100% you get nothing, nothing at all. It isn't a supply it is an energy charge. Really, are you seven? Think man, and grow up.
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I'm done with Vulcan for now. It just isn't what I wanted. You changed it too much. If you decided to beef the gyro, please make a big deal of it. I'll test it some more. Until then, I'll use Twins and see about maybe using my Thunder or Rico more. Vulcan is kaput.
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Vulcan: I'm getting used to it again. It is okay. It is still a bit slow in the kill, but sustained fire on a group of enemy can be very effective. DPS may still be a little low, but it is probably about right for overall game play. The overheat is still a bummer, but it is easier to deal with. I'll get used to it. The slow tracking is crazy. I don't want to buy the alteration. It will cripple the firing angle. The barrel spin-up makes the turret totally unresponsive in any tight circumstance. Again, I don't want the alteration. The faster spin-up and slower heating would maybe work, but the reduced dps would make it too slow to matter anyway. (Not to mention that the two alterations total 150k crystals.) Mostly, I want my gyro back. I don't want most shots from all turrets knocking off the aim. It is extreme. Slow turn rate makes targeting impossible. A good Smoky with perfect aim should knock me, but not a typical Smoky shot (without assault amo alteration). Especially, Ricochet should not be able to knock the aim of a Vulcan. Steady aim with the gyro was the whole point of the initial turret. It is why I saved in my garage and bought it. It is why I started my Sarek_V account. Neither is what is used to be. They are not the turret I wanted. Even though Vulcan was always intened to be midrange, it was an excellent tactical turret. Now, it is strategic only. Its close capabilities are frustrating at best.
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Don't add nuclear energy (overdrive) supply. One drop zone on a map is a nuisance, but can be useful. Having it as any sort of supply is bad. Very bad. Please don't make it a garage supply.
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1 Battery as mission reward? Please take the batteries out of the mission rewards. The weekly is enough.
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Too many battles are on Massacre. We need more maps and less Massacre. If we have to suffer with the MM system, at least give us more map variety.
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More maps for regular MM. If we have to suffer with the system, at least get more map variety. Less Massacre, lots less Massacre. Or, perhaps you can not drop M1 Mosquitos in it.
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You are obviously being sarcastic.
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I forget the time line, but they introduced the Vulcan, and I played it on the test servers. It was hilarious. One could spin a wasp like a top. They fixed the parms, and I bought the turret for my main account and started a new account dedicated to the Vulcan (It is almost to M2 now). Tanki gradually tweaked the Vulcan over and over and for whatever reason made it a mediocre turret without the defining gyroscopic effect that kept it on target against Smoky. Now a good Smoky shot can turn the turret 100°, taking seconds to retarget. I could fight melee, which is my wont. That is rather impractical now, but I keep trying. I may give up on it if the alteration doesn't satisfy me. One doesn't get used to it not being fun anymore. NO!!! Isida stink. The old Isida could get 65 kills in a 15 minute DM with for losses. Don't be lazy. Don't be greedy. Are you four years old?
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So, I'm forced to by the alteration for the Vulcan. Gee, thanks. :( In my experience, Tanki listens, but they often do not follow the majority of comments. What we see in forum may not represent what they are finding with their internal research. Tanki aims at the majority, particularly of the paying players. Simple fact, they have to make money. Sometimes money doesn't complement good game play. Give it some time, at least five weeks. I've seen complaints go on for months without changes that met the complaints, but I've also seen complaints answered with satisfactory change. We shall see. Consider the alteration for Vulcan. They changed Twins to include splash damage (and self-damage). I had to buy the alteration. Kick in the teeth, but okay in the long run. I cannot always see their logic. They seem to focus on new features, not good game play. I assume that keeps the funds coming in.
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Power indicater! Put things back the way they were. Power number is useless.
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Regarding the power rating, huh? Really, what is it telling me? Am I just supposed to see that the opponent is higher or lower? What might it actually tell me? He might have M3+ heavy hull with M3.0 turret. I'm guessing at this point, but it just seems the number is a sum of some values you have assigned to the light/mid/heavy hulls for each M+MU combination. I can't tell if turrets are ranked, but it seems it is a value assigned by M+MU also. It sums in the protection set, but it seems to only be by percentage, not something that might matter to me. Example regarding protections. If have Twins mounted, and the opponent is a M3+ heavy hull, M3+ turret, and three 50% protection modules, he will have about the highest score, but if he doesn't have Twins protection, he is still vulnerable to me, even though my score might be significantly lower for having an average protection set of 40%, but one against his turret, and a medium hull. I probably still have the advantage, even though I have a lower score. This looks like a very useless idea. Put it back the way it was. I at least knew what things meant. It was hard to look at, but I could when I needed too. Now, I can't tell what the sum means. It has no signficance in battle. It won't tell clans anything that I can tell. The power number seems to have no point at all.
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BTW, I don't see pass in Shop. Did they realize that was a bad enough deal to tick people off?
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Your definition of active is sad. Masacre is not a good map for assault. You seem to like it a lot. I don't. I was mining, fighting off red when they got through, but our team was killing them. I was mining. Because I had a dozen or so mines laid, I was staying back. It worked. Red captured zero flags. I was fighting anyone who came, but few made it through, thus, low kills and no deaths, and no stars. I actively supported my team, just from the rear. BTW, it was my Marshal account in a Legends battle. Y'all are goofy on some of this stuff. It is quite annoying.
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Sure, the Vulcan was always intended as a midrange turret, but it used to be effective tactically, even in melee. Not much now. I think I can redevelop the skills needed to be effective, but I don't see the potential for how I want to play. You ruined it for that. I'll give it some more time, but again, you have taken what was unique and made it just about the same as everything else. That really sucks. It tells me you aim only at the lowest common denominator and care nothing for the best players in your game. You can see my comments above, but overall, I agree. They will look, but I am pessimistic that things will improve. There are too many Vulcans in some matches now. I had three firing at me at once in my last. Tanki has a very bad habit of taking what is fun and making it frustrating, sometimes on purpose. I can't see any use to the power indicator. What is it telling me? Another complaint about MM and missions. I have a First mission. The system just dropped me into a CTF with just over two minutes remaining. Score was 4 to 3. Looked hopeless. I managed to capture two flags and assist on one in between mine. We won 6 to 4, but I was sixth place. Given I had two minutes versus ten minutes the players in the first three spots had, well, I guess life just ain't fair. I suppose I am honored to help a struggling team pull out the win. Point remains, MM doesn't work. MM is broke and needs fixed or abandoned.
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Sarek of Vulcan (Sarek_V) is M1 Vulcan-Viking. Again, I will have to relearn my tactics and skills, but it is a playable turret now. It is not the same turret I started with when introduced. The MM system has another flaw, that I suspect is not addressable, except maybe by prioritizing battle-fill-in. For whatever reason, in my last battle (Yorkshire CP), leading handily, two players from my team, the winning team, left the battle. The MM didn't fill in quickly, and my team's 42 points fell to 38, with the other team winning with 39. That is frustrating. Note, I had the highest score in the battle by far, like 200 points more than the leader of the other team, and about 150 more than the second on my team. Why doesn't the mission for first work in that case? I lead the entire battle to lose my mission reward by one point, despite having the first-place score. Stuff happens. I realize, but in this case, the "Take one of the top three place in the winners team" seems petty to lose. Is Tanki petty? (Of course, but still.) Overall, the firebird nerf and the Vulcan beef seem okay. That spin-up delay is overly long. It makes responding to a sneak attack impossible. Otherwise, it simply means better anticipation of when to start firing. I can develop that skill, but having no possibility of responding to immediate threats is disheartening. Also, please beef the gyro. Freeking Ricos knock me off target. With the slow turn rate, that is extremely frustrating and not consistent with the original intent of the turret. The high gyro was why I started using it.
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I wonder if the spin-up time is the main delay in overheat? :o
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Vulcan: Well, it is playable, but this is not the turret I fell in love with when it was introduced. It doesn't look like a buff overall. It certainly doesn't seem OP. I'll play more before I say much, but suffice it to say the overheat is still a problem, one just has longer to deal with it. The new burn mechanic ensures self destruct if you fire too long. The rotation slowdown and spin-up time cause more frustration, but skill might overcome that, maybe. I will definitely have to adjust my tactics. Why did you take away the gyro? (I know that was a while ago, but it seems even worse now.) A smoky torq'd my Viking 100° while firing, MORE THAN A RIGHT ANGLE! With the slow turn, I was off target for seconds. Crap!
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Nuc drop looks trivial. Maybe matter once in a while. Probably will cause headaches with people fighting teammates over it. So far it looks like it won't be added to garage supplies. I like that. I don't think having it in the garage supplies would make sense. I'm looking forward to using my M3.17 Vulcan, but I'm disappointed the gyro is not being increased. The gyro was the feature that made it unique, effective, and hard to use. (Slow turn rate is problematic, but tactical peculiarities can compensate, with skill, at least.) We'll have to see the actual parameters to guess, and then several matches of use before passing judgement, but I'll guess the overheat will still be some problem, and the damage increase will be noticeably more than needed. I will likely use it mostly on my M3+ Titan, but I'll run it on the M3+ Viking enough to evaluate. I won't use a light hull. (I reserve light for Freeze, Firebird, and Rail.) I hope the power indicator proves useful. I think it is a step in the right direction for team balance in MM. Regarding Isida, the increase for points for healing is good. I suggest increasing healing power and range and decreasing attack power and range. Isida should be healer. It is not appropriate for deathmatch.
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Easy Pass was 18USD for War. 10 containers is 14USD in shop every day, not counting specials. 10 containers for 400 stars with Easy Pass is still around 20 total hours of play. (In reality, if you played four hours per day, I expect you'd have over 400 stars by the end of the sixth day.) Easy Pass is not effective use of cash, assuming you have some you want to spend for containers.
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