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Rohrmeister

Tanker
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Everything posted by Rohrmeister

  1. Wasp (+/-) please restore cornering characteristics (adding _turning_ acceleration). Please balance wasp/hornet/Thunder to give a 75% chance to survive 2shots by thunder (so thunder maybe needs less demage and faster reload) Hunter (++) weight suits good Dictator (-) turning was already fast enough, set it back please Rail (+) recharge good and still _not_ OP Freeze (+/--) a tactical gun was transformed into a poor firebird-copy (- !!! -) Rico (-) according to a rico pro I know: "he feels sooo overpowered now" Thunder (-) Kills wasp and Hornet in 2,8 seconds Hammer (--) Angle still to narrow -> Reload is the wrong parameter to change Isida (+/-) Please Increase vertical cone; horizontal cone just requires more skill -> more interresting gameplay Unfortunately people seem to mix up balance with fun-based-popularity with equal-diversification . See spoiler for details on turret/hulls commets + Change suggestions!
  2. Wasp is now a 2shot kill yb Thunders. This means I die 2.8 seconds after the first hit. Pls give more hitpoints or balance thunder back to iriginal deamge and reload time. Additionally the weight leads to a slower turning accleration.. please incrase turning acceleration as well. ---- Players - Take the poll that is linked at the bottom of the startpage of this thread! Most likely not all comments here will be read.. but the poll they will look at.
  3. eeeexactly !! Three tumbs up !! Playing Freeze was a special kind of gameplay. Not only about the flag, also about enemies.. freeze them and let your teammates finsh them off. Totally differetn to pure standoff shooting fights At least Freeze gameplay is now runined.. Isida should get a larger vertican angle so it works fine on ramps and on edges. This was unique and never a problem.
  4. you can start your legal action by reading their terms and conditions, you have agreed to by registration and by a login when they changed it recently.
  5. yes I even kill most of them. When the aproach I already turn and shot them.. the freeze my I keep turning. Especially as they waste 25% of their energy during the aproach without doing considerable demage :p Only chance they have is "100% come out of nowhere" or they rush into my tank and lock me from turning. Playing it myself feels noob now.. -.- it will also make you turn slower and effect your acceleration. You get less agile.. dodging gets harder .. In fact all things that are "cool" about having a light hull are.. done -.-
  6. no.. just looks like it on first sight.
  7. Freeze was - Freeze was always underpowered in M3 Freeze vs M3 hulls - So it ended up as a highly tactical team weapon -> the Freezer rushed through the attackers and slowed them all a little, the rest of the defenders killed them. So the attackers had to kill freeze first for a successfull attack.. this have been very interresting games! Freeze now: - Freeze can compete with M3 only when I rush into them like a noob and stop their hull from turning (as now heavy hulls turn faster and their turning is not really slowed down) (what a boring thing -.-) - I can not chase down a flagrunner as on long range the weapon has next to no slow down anymore As the energy consumption is increased, I can not afford to give 1sec blast on med range to slow them down, move into a good position and kill.. I have too less energy. All my energy have to go into killing.. or else he survives. - I can not even slow them down a little, move into a good position for a longlasting close range kill.. freezeing them out of a bad position/range consumes now to much energy. When a freeze attacks me now, I can most likely get rid of him, if I learn how. This weapon looks now overpoweed at first sight, but if you get used to it Freeze itself is soo doomed..
  8. 1 Minute would be great for parcour and for M0 ranks (they need to learn and try out weaponary). 5..10 minutes would be cool for the rest.
  9. which hull do you use?
  10. Wasp - increased acceleration not noticeable. - turning acceleration may decreased due to higher weight? Wsps _get_into_ turns slower (but final turning speed seems same). - dies after the thunder has reloaded (2shot kill) - still dies after hammer has reloaded _across_half_the_map !!! Hammer has full devestation on more then mid range. So most weapons are stronger now.. and wasp stays defenseless? You really push wasp users into XP/BP only.. ..and you know that I don't see a reason to _purchase_ other turrents then? ;) ;) I know a light hull is supposed to die faster. Fair tradeoff. But now you've overshot it :p
  11. Thunder balance is not so good. A Thunder M3 can kill a wasp M3 now within 2.85 seconds (1shot, reload, 2nd shot = kill) (comparism: a Firebird takes 2,3sec. but has to come close. Thunder can do this on range) .> please change either Thunder or Wasp. As I see the need of giving most weapons more demage, then please increase wasp's and hornets itpoints by a little to make it drive longer then 2,85 seconds.. (And dont tell me, a wasp can dodge because so fast - this applies to M0 and M1.. But my M3 the aim of the players became so good, that they hardly miss shots, no matter how fast you go, brake or turn. And it is good that we are all better. But equipment has to change acordingly)
  12. This distracts even more then the crystal boxes did !!!! make 5..10 minutes. Now everyone keeps changing, changing, chagning... noone does teamplay :/
  13. Bad Update for Freeze Today in Noise: MAybe by time of writing the Mammuth of the little story is still agile on the map, while freezers are useless :P
  14. No matter if you personally think it is fair or not - technically it is still lag. And if it happens very, very, very often you, then it is up to _you_ to purchase a better internet connection. And if you want a dedication for life, then plesase learn something meaningfull in schoon and invent faster routing and transmission methods for the internet ;) So don't feel offended.. it is simply the truth.. and truth is not always convinient ;)
  15. Proposal: Fast changes for starters + more waiting time for tactical experienced players: 2 min. after picking an M0 (they have to learn a lot) 3 min. after picking an M1 (you should know already what you do) 4 min. after pikcing an M2 5 min. after picking an M3 - not funny if all guys are busy weaopn changing (paints as well)
  16. Rohrmeister

    Open testing of changes in balance!

    So.. how it this planned to be continued: - How long do you plan to keep the testservers open? - After you'Ve checked the feedback and made up your own mind.. - Will there be a second free testing with adapted parameters - if will you go directly online in order to collect real battle stats and feedback? thanks in advance, Rohr
  17. Rohrmeister

    Open testing of changes in balance!

    I'm no Viking user. Can you pls explain your point in more detail? What was a key feature before, that makes it useless now?
  18. Rohrmeister

    Open testing of changes in balance!

    "ineffective when you have a paint" <- the other turrets have this problem as well. But I have to say that I saw a lot of anti-hammer paints in the field <- which is just a further indication how overpowered this weapon was. I stick to my clam, you have not convinced me. Lets see what the developers do about it. Most likely we will have a multi-step-process anyways.. with adaptations now and then a surveilance period before the results in real battles on the battlefield will be considered.
  19. Rohrmeister

    Open testing of changes in balance!

    As the demage of many weapons has increased now, would it be possible to adapt the auto aim mechanism: M0 .... strong auto aim -> newbies have an easier start | M3 .... less auto aim -> the Pro's with stronger weapons need skills
  20. Rohrmeister

    Open testing of changes in balance!

    Hammer should maybe get an even wider horizontal angle. The 7 degrees are not enough considering damage and range. Isida: The new horizontal angle is nice, pls leave the vertical angle as it was. It was a unique feature of Isida to attack upwards/downwards with large angles. I hope the range is not too much now.. lets see. unfortunately real competative tests on the testserver are a little bit hard, as everyone just uses M3+ - or is doing parcour :p As if most guys there just enjoy the feeling to be a Generalissimo, instead of testing the game balance :p :p
  21. Rohrmeister

    Open testing of changes in balance!

    Pretty sure impact force. In the english wiki the (already outdated) figures of impact force read: Impact force | 2,9529 | 4,6353 | 5,4000 | 6,6235 | 8,0000 (from M0 to M3+) (..then it was nerved a little) So the size, range and relation of the figures matches well.
  22. Rohrmeister

    Open testing of changes in balance!

    Then I can't help you out, sorry. If the words "difference in hands on!! experience" are cruicial to your question to be understood, then maybe you like to use the the next time in your initial question. So you'll get better answers ;) good luck with your hammer!
  23. Rohrmeister

    Open testing of changes in balance!

    If you smokey users could choose - smokey with more demage + less critical demage as proposed by tanki - or smokey with old parameters but more sligthly more reload time what would you choose and why?
  24. Rohrmeister

    Open testing of changes in balance!

    I don't feel rail is OP now. Long range: This -1sec reload has no big effect. A railgun can not make use of it's full demage per second potential on long range. There is not always a target in perfect shooting position when the reload is finished.. so most of the time rails will wait longer then reload for long range shots. Close range, mid range on open field There this -1 sec has a big effect. But on this scenario rail was underpowered due to the long reload anyways. So.. it's ok.
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