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Everything posted by rothro3
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Contest [Issue 37] Continue the Story... Returns! [Chapter 4]
rothro3 replied to Remaine in Newspaper Archive
Inner Truths Part Four: Revelations How could I possibly help him find his son? I was amnesiac and my memory was as incomplete as a jigsaw puzzle missing pieces. There was no way I could think of that I could…wait…wait…The cot…A table…felling drugged…empty bottle…that smell... Pieces started falling into place. Something deep inside me said I had all the clues needed to solve this mystery, and yet I felt clueless. "Alright, I will help you find your son. And I have an idea about where to start looking for him." The man's face lights up. "Good, I was at a dead end. Every piece of evidence I had found led me here." Something about the way he had used was, had, and led mad me think he had been searching for a long time, but I had to be sure. "How long have you been searching for your son?" "Nearly three months." Devotion. There was no other word for that kind of dedication. For three months this man had been searching for clues no matter how faint, just to find his son. It blew me off my feet. I explained my plan to him, and he nodded in agreement. We both exited the shock and went around the buildings, one by one, searching for a hidden clue. After hours of fruitless searching, we regrouped in front of the only building left: my cell. Both of us were dripping like fountains as we entered the room. I reviewed everything my memories had revealed about this room. The strange thing was, the room seemed smaller than it had seemed from the outside. We began combing the room, searching for its secrets. I felt along the wall, plaster peeling off wherever I placed my hand. A deep gash caught my eye. Reaching into my pocket, I fished out a bill from my pocket and inserted it. The wall swung inward, revealing a staircase. I tramped down it until I hit a door. I opened it revealing nothing but inky blackness and a echoing voice. "So you have found me, but can you remember?" The boy I had shot stepped into the light cast by the stairwell. "I remember. You showed me this." "Yes, and now I will tell you: My father is trying to kill me." I was flabbergasted. "For what?" "Murder." -
Probably range or rotation speed, especially if you are using a heavy hull. Quick question. What do you think is better to MU on a firebird? Damage, or burning time?
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Review [Issue 37] A Major Collection - What to Buy?
rothro3 replied to Shedinja in Newspaper Archive
Nicely written. Good job. Even though I passed that stage a while back, there are some very helpful tips I might take up on. -
Contest [Issue 37] Continue the Story... Returns! [Chapter 4]
rothro3 replied to Remaine in Newspaper Archive
Good luck to everyone! -
If you are really good at pulling of double shots, then I would say Penetrating power. Fully MUed means you lose zero damage when shooting through other tanks. Impact force is good if you like to flip your opponents. Otherwise, damage is the parameter you can fall back on. Tip: When you get to the point of MUing your rotation speed, do one parameter, than play with it. If you want it quicker, than get the next one. Go till it gets harder to aim at long range, then stop.
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I just let them keep asking until they flood. :D
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I agree that smoky could use a buff on it's crit damage, but wasp is already balanced.
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My answer to this question is simple. If you only would drive your tank if it was facing forward, then only 1/4 of the time would you move, on average. If you drove backwards as well, you can drive 1/2 of the time, of twice as often. Huge advantage against noob druggers. :ph34r:
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I usually play on Polygon, Rio, or Serpuhov. For Polygon: The crowd control weapons, Thunder, Firebird, and Freeze work well, as the map is crowded, but I also find Railgun and Vulcan fun to use. For Rio: I find that Railgun, Vulcan, and Ricochet work well here, and the close ranged weapons such as Isida also do well. For Serpuhov: Railgun, Thunder, and Shaft are what comes to mind here, although Hammer and Smoky can do well here too.
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My thoughts after playing around with the rebalance are: Firebird: Still formidable, but could use slightly more base damage. Good update. Freeze: The update was needed immensely. Having Isida have more energy than Freeze was not cool. Great job ;) Twins: Pretty good, but maybe slightly less damage. Pretty good. Ricochet: Impact force needs to be taken down. Too powerful. Decent update. Hammer: It was balanced before, but these changes will be readily accepted. Good job. Smoky: Not very noticeable changes, still will function well in balance. Thunder: Still too powerful at M2. Otherwise, good job. Vulcan: Nice to have the extra damage, and the barrel rotation will be useful. Good update. Shaft: Extremely good update. Needed very much. Hulls: The extra speed will definitely help their popularity. Well done Devs! Overall, a great update to the balance. Great job!
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Nice job Devs, looks good to me! 20 seconds was to short for Golds, and mining areas has become a much more feasible option. Again, well done.
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My current garage is: Turrets: 1. Freeze M2 2. Vulcan M2 3. Railgun M2 Hulls: 1. Hornet M2 2. Dictator M2 Paints: 1. Storm(for Vulcan's burning) 2. Jaguar 3. Alien 4. Tundra(with three MUs on Railgun protection). Currently I am satisfied with my selection of turrets and hulls, though I will probably buy a better paint soon, and maybe Titan M2.
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One exception. Vulcan M3 only starts overheating after roughly 6.5 seconds, so you are saying Vulcan M0 after burning for 4 seconds is the same as a M3's starting self-damage.
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First of all, thank you for your comment about the wiki stats, it was very helpful. However, I wish to point out that the burning parameters grow relative to the reload time, which also increases. As for your observation about the M0 heating, I found on the wiki that each increasing modification also has an increased burning limit. So, the M0 has an extremely low max self-burn, while the M3 has a huge overheating capacity. Please remember though, that the theory is just saying that if the M3 had only three seconds of "coolant", then it would burn the same as the M0 once burning commences. But as pointed out, The higher modifications have more "coolant" and can stem the lower stages of burning, similar to a Freeze effect on a burning Vulcan. I hope this makes sense. Rothro3
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I figured more people would see it if it was posted here.
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Theory for Vulcan's Self-burn Many people(including me) have noticed that the overheating of Vulcan increases with the modifications. It puzzled us that it would be this way, rather than decreasing as you purchase higher gun modifications. Here, I will present a theory for why this might be the case. This theory is that Vulcan's overheating is the same over ALL modifications. What? Now before you start yelling at me, let me explain. As Vulcan's modification gets higher and higher, the time for how long Vulcan can shoot without overheating increases. We can assume that if the burning is the same from M0-M3, then simply put, Vulcan M3 only appears to burn more intensely because it has a larger shooting time before burning commences. What do you think? Feel free to discuss in the comments. Rothro3
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I would say reload time. When coupled with damage, I would think your damage output would increased noticeably.
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Just bought storm. :) Probably Firebird, in my opinion.
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I am planning on purchasing M0-M2 Vulcan on the turret sale, do you guys think it is worth it?
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Contest [Issue 34] Continue the Story... Returns! [Chapter 1]
rothro3 replied to Pathfinder in Newspaper Archive
The Last Assault "All hands on deck, the Iron Clover approaching on starboard", Admiral Fuldruch bellows, "Trim the sails and load the canons." Wiping water from my eyes, I catch a glimpse of the pearl grey sides of our sleek opponent, masts erect and Jolly Roger fully blown out by the blusterous wind, illuminated by the fleeting flashes of lightning. Captained by the abusive pirate Hundril, the Clover has been a terror for any port in the southern oceans. A sharp whistle and a resounding splash announces the onset of cannon fire, though most shots fall miserably short due to range. Together, me and my shipmate Gestro load a weighty nine pounder, while the torrential rain pours downs. As the ships close together for battle, I listen for the order. "Fire!" One by one the deck guns fire. Crashing into the Iron Clover's hull and savagely ripping apart barnacle covered timber, Retribution's cannons punch multiple holes in our opponent's keel. As Gestro and I frantically reload our long nine, retaliation from the Clover strikes. Crewman go flying overboard as Clover's tens and sixes strike us midships. Razor thin wood flies everywhere as a cannonball splinters Retribution's main mast. Heeling backwards, the stately mast plummets directly onto the stern cabin, smashing the woodwork and glass, although fortunately it misses the tiller. The sudden uneven distribution of weight lifts the bow clean out of the roaring waves. Nimble as he is, Gestro overbalances and falls to the rain-spattered deck. Luckily, I grab some overhead rigging, swaying as the ship rolls back and forth over the waves. Lightning flashes. Thunder roars. Hanging by one hand, I manage to snag Gestro's jerkin to prevent him from tumbling down the slanted deck. From my elevated position in the forward rigging, I espy a dark blotch on the cloud-shrouded horizon as lightning flashes momentarily. "Land ho!" I scream, attempting to be heard over the roaring blasts of the cannons. Fortunately, Admiral Fuldruch manages to hear. As the next strike occurs, he sees the island. "That will be our destination, Ruby isle, the last remaining pirate fort in the southern oceans. Hoist the sails and make for the isle", He says, swinging the tiller toward port. "We can outrun the Clover, damaged as she is." From my elevated position in the bows, I can see that Retribution is outpacing the bulkier Iron Clover, headed smoothly for the misty isle ahead. As we near the island, another pirate ship, the Waverunner, owned by the ravenous corsair Auldo, appears out of mist. One flash is emitted from its starboard side. The deck violently explodes beneath us, shattering the keel and splitting Retribution in two. I fall toward the billowing waves and heaving waters of the southern seas, into the icy, unknown depths, still clutching gestro's jerkin in my shaking hand. -
Uhh…Simon? Typo?
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Good sale. Appreciate it!
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My last minute entry :D http://imgur.com/gallery/HP8r96J/new Hope you guys like it!
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Master Mentors Needed! _____________________________________________________________________________________________ Good day Tankers! We all know that it is very difficult for new players to learn skills and tactics. Most of the time players don’t start to really excel at their chosen combination until they are past the Warrant Officer ranks. Right now, we are working on a system for mentoring these lower ranks. How will the system work? Read on to find out. We will soon be implementing a system that will allow lower-ranked players to be taught skills by higher-ranked veterans. From the rank of Recruit to Master Sergeant, there will be an option to pay crystals in exchange for mentoring from a high-ranked player. In signing up for mentoring, the applicant will be asked for their language, how long their mentoring round will last, and a turret-hull combination to learn on, for instance Railgun-Hornet. The system will then search for a mentor who is online. Once found, the mentor and student will be taken to a training map where the student will be able to ask questions about the game, learn skills and tactics from the mentor, and generally become a better player. These rounds will be almost like the parkour format, as no experience will be given for kills and no battle fund will develop. These battles cannot be created by players; only the server will create these unique one-on-one battlegrounds, and only for mentoring. Once the given time expires, the fee will be extracted from the applicant and given to the mentor. The applicant may leave a +1 or -1 rating, helping to determine which mentors are the most helpful. Now all you high-ranking tankers are probably asking, “So, what does this do for me?” Well, we will soon be enlisting many of you to help mentor these up and coming tankers. We will open applications inside the game for mentors soon. The system will accept mentors with the following criteria: 1. They are at or above the rank of Major 2. Clean language. 3. They must have competent skills, tested by a staff member to assure their abilities. Also, the system will ask for your first language, combinations you are good with, and availability (how often you get on). All these things will help pair you with applicants requesting mentoring. You will be considered active if you are logged into your account. In the case that an applicant has requested a mentor matching your criteria, you will be sent a notification asking if you are available and telling how long the mentoring round will last. If not answered within thirty seconds, the notification will be deleted. Keep in mind that in addition to the small fee from the applicant, mentors will be given extra crystals if they are given a good rating. Also, if the mentor attains a certain amount of +1s, they will be given a multiplier to increase their wages. Hopefully, this system will help lower ranks learn skills to help keep them playing! Rothro3 Words: 496
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Good guide. I never thought much about the basics of the physics engine.
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