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Everything posted by Zenyth
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Review [Vishesh] Artillery Turret par Prathamik Vichar
Zenyth replied to Zenyth in Hindi Samachar Sangrah (Hindi News Archive)
lol thanks -
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im leaving the clan or you start training again
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but most of it is under the sea :P
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really? don't let the training stop...
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PREACH :P
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[Forum Game] Give A Title To The Person Above You [GATTTPAY]
Zenyth replied to FLAME44444 in Archive
Stephen_Warlock -
It is forbidden to do this now, can get you banned.
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If a lot of people end up liking and disliking this experiment, you could keep it as a PRO battle option, something like Smart Cooldowns v2. :) Time to test it now.
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Someone voted Uglifruit. :o
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will try to submit some cool questions for the livestream, great idea :d
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This just like the TX supply cooldowns system and I'll be glad to experiment with this in TO too. Let's see.
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What 'fruits' have you tried among these?
Zenyth replied to Zenyth in What 'fruits' have you tried among these? Archive
I've only tried Passionfruit, Jackfruit and Kiwifruit. Source - Wikipedia -
Contest [Ank 5] Striker se Dhamaakedar Khel
Zenyth replied to Quincie in Hindi Samachar Sangrah (Hindi News Archive)
Yaha par hi apna video post karo. :) -
relatable well done
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good attempt the advice appears to be for DMs in general and doesn't go map-specific enough try writing more deeply and explaining the map's areas DM-wise; and where one should operate or what one should do if one is using a certain turret in Polygon DM more pictures would be advisable
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Review [Vishesh] Artillery Turret par Prathamik Vichar
Zenyth replied to Zenyth in Hindi Samachar Sangrah (Hindi News Archive)
We have answered this problem time and again. By using phonetic Hindi we can reach out to a larger reader base and it is also easier for us to write. By doing so we are in no way disrespecting the language at all. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Zenyth replied to theFiringHand in News Archive
the time between shots is in fact decreased, the time between clips is increased.. #triggered -
[Special Review] The Patch Update #441 Analyzed
Zenyth replied to Zenyth in [Special Review] The Patch Update #441 Analyzed Newspaper Archive
It was yet another regular Tanki Wednesday until news spread that three turrets were going to go under the knife shortly. Soon enough, we saw Hazel-Rah head out of the operation theatre bringing along what appeared to be the new avatars of the trio - Hammer, Isida and Shaft. It was about time for all of us in the newsroom started working full steam ahead on another review. Read on! Hammer Hammer probably bore the brunt of this change (although realistically there are quite a few things which are directly positive in it), thanks to a new ability added and several other things tinkered with. The reason for the implementation of the changes was cited as the much-debated powerful nature of the Hammer, maximized in recent times following the introduction of its M2 alteration. Let's look at the said changes one by one. Change in Reload Speeds Both the reload speeds that are associated with Hammer have been tweaked, in opposite fashion. The reload time between each shot has been decreased by 0.01 seconds at M0, upto 0.1 seconds at M4 (1.8 seconds currently). Pretty insignificant but counts up to nearly half a second if you use High Capacity Drums with a M4 Hammer. ;) The reload time between the full clip (magazine) has a more noticeable change, although an unfavourable one. This particular reload time is now larger than before (5 seconds at M4), a full one second more than the previous value irrespective of modification. This dip in the reload speed of the clip (that rhyme :ph34r:) is bound to have adverse effects on the ability of Hammer to sustain itself in the crossfire once a full clip has been unloaded. While the ordeal of having to reload for longer can be agonizing if you wish to stay in the action, you can always find ways to slip back and forth from the chaos up front and time your movements with the clip reload. Decrease in Number of Pellets I would classify this as a nerf, but hey, if you're the one with masterful accuracy with this shotgun then you could probably feel good about this. You'll definitely be getting better rewards as compared to your lesser accurate Hammer counterparts than before. The number of pellets is now almost 3x lesser, reduced from 21 pellets per shot to 9 pellets per shot. However, the impact force and damage per shot remain the same. This is because the actual impact force and damage per pellet has been increased to compensate for the decrease in amount of pellets. In fact, if the wiki isn't wrong, the damage per shot has been actually buffed minutely, so damage and impact force aren't such a factor - except you lose out more even if a single pellet misses target. ;) But then, what is? Hmm? Accuracy is. Point to be noted is that the pellet 'spread' cone is still the same, which means that the only change is that the pellets will just be less dense and harder to aim with. Aiming correctly for rapid reactions will be testing henceforth. The margin for error is certainly lesser now, and each pellet does have even more importance. Ricocheting Ability of Pellets This is something new. Hammer's pellets won't disintegrate on impact with walls and other props, but will in fact rebound from them. They do not ricochet on and on like a Ricochet's projectile would, the limit is just one rebound after firing. This new function has been added so that the Hammer becomes more similar to a real life shotgun whose pellets would normally bounce off walls and steel. While the one ricochet limit prevents this new function from having any continuous influence. It does get you a perk in certain situation - for example, hitting your opponent when a dead tank or teammate is blocking your vision. Be careful while using recoil when flipped sideways though, keep your angle offset from the vertical to avoid causing self-damage and similarly while emptying your clip on a wall. An increase in the angles of auto-aim, both upward and downward directions by 2 degrees and 3 degrees respectively also accompanied the above changes. It'll probably help you out a bit more since the the number of pellets is lesser. Expect lesser instances of pellets hitting props when you try to shoot enemies below or above the surface on which you're operating. Impact on Alterations Firstly, Slugger, Hammer's M1 alteration. Slugger reduces the horizontal and vertical spread of the pellets by 50%, making the distribution of pellets even more dense and therefore, may make the task of aiming your shots too gruelling for your liking. The plus points would be ensuring that your shot's outer pellets don't land on nearby tanks or props, and managing a more accurate shot in narrow areas. Of course, another major advantage would be at longer ranges than normal, where your shots will deviate lesser from the line of sight. :D Secondly, we've got Hammer's highly-favoured M2 alteration, High Capacity Drums. I would still suggest this even though it lengthens the already-high reload time between clips. Simply because it helps you get kill streaks and get you at least 2 kills per death in certain situations. So, if you can't cut the mustard with the normal Hammer after this update, you could surely try your hand at Hammer equipped with this alteration. Additionally, what is supposedly a new minus point for this alteration, it also increases the reload time between shots by 10%. Isida Isida had its vampire-like health-sucking abilities straight out confiscated in this update in what is the another major transformation to this short-ranged turret. This will have widespread effects on Isida gameplay without doubt, from a further decrease in the power of Isida train drugfests of the past to the obsolescence of the name of its M1 product kit. Let's look at what changed, exactly. Removal of Self-Healing Function Yes, Isida has been stripped of its so-called second utility of 'vampirism', where it used to heal itself while attacking enemy tanks. Despite the reduction in percent self-healing in the last big balance update from the erstwhile 50% at M4 to a uniform 10% throughout all modifications which made all Isidas suffer a setback, the common tactic of gorging oneself on weak, vulnerable tanks while going from base to base was still strong. It's believed that the self-healing function has been removed to contain the use of such clever and overpowered tactics. But nope, this doesn't exactly mean that Isida is useless on the attack front, compensatory changes were made to fill the void left by the removal of self-healing. :) Separate Energy Pools Erstwhile Isida's 9 second energy pool has now been done away with and an all-new mechanism of separate target-dependent energy pools is now here. Using your Isida to heal teammates now consumes 100 energy units per second (eps), while the value for attacking enemies and pressing space bar without a target in front is 200 eps and 50 eps respectively. At the same time, the total energy is unchanged at 1000 energy units. What this means is that your Isida can heal continuously for 10 seconds, attack enemy tanks for 5 seconds and last 20 seconds when aiming at a non-existent target, at a stretch. It's believed that this distinction has been made to underline Isida's medic role as the more important one. Even though both Firebird and Isida can attack enemies continuously for 5 seconds, Firebird reloads twice faster than Isida and hence the Isida, in many situations would be better off supporting another teammate or healing key tankers somewhere else (of course, this is very situation-specific - there are instances where attack is the right choice). While being a 'fighter' for your team is harder because now you can damage enemies for only 5 seconds at once, the following change makes it easier, somewhat. Increased DPS and Narrower Attack Cone Yes, that'd be the buff I'm talking about. Isida now has the highest damage per second (DPS) among the three short-range turrets. At M4, this DPS is 80 hp higher than that of Firebird/Freeze and that is a pretty large gap, if you multiply it by the 5 seconds that you'll be dealing this DPS for. It possibly makes up for the lack of any burning or freezing effect. ^_^ So, why not use Isida more in offense? The thing is, in Freeze and Firebird's case, their quicker reload time throws its weight behind the punch they pack whereas Isida's reload is a whole 2 sec and 4 sec higher respectively. Not a mere trifle, mind you, as you aren't attacking as long as you can possibly heal. The overall productivity is still less if you're an attacking Isida, at least if you're using a hull above Viking. Turret Firing time M2 M3 M4 Isida (healing)103184.74258.85040 Isida (attack)52635.33541.24200 At the same time, your Isida can encounter a bit of difficulty because of the decreased cone angle. The 3-D conical area in which the Isida beam can direct nanobots has been reduced. The cone angle is now 15 degrees, down from 20. I saw visible effects of this while playing with Dictator in Noise CTF, caused discomfort on the slopes. I'd advise all the Isida-Dictators out there to avoid such maps even more now. Impact on Alterations Isida's M1 alteration, Broadband Emitters, did not undergo any change due to this update. However, it does become more meaningful as it triples the now-decreased cone angle to a staggering 45 degrees. That is pretty big, and I suppose directing the beam with this equipped will be like a five-finger exercise. On the contrary, the M2 alteration called 'Support Nanobots' has been totally restyled to be in agreement with the patch update. Support Nanobots now gives an additional 5 seconds to healing energy pool, which will total 15 seconds with this alteration equipped. For this advantage you have to trade off 50% of your DPS, which can be a major blow if you prefer to play an all-round role for your team. It is a disastrous choice for DMs (obviously :P) but can work out well for a full-time medic, like the one who stands behind the team's Vulcan. Shaft The third and final 'victim' of what could be referred to as a lengthy makeover, Shaft. Personally, I view it as a buff for Shaft albeit with the presence of nerf-like factors. Shaft now has a license to 1 shot KO all medium hulls of the same modification mixed with various other significant changes. The overall effect will hopefully, eventually, make Shaft a more effective sniper as intended. Max. Scope Damage buffed OMG YES!!11!1!1!!! :o My prayers have borne fruit. Shaft's scope mode has received a boost and can now one-hit obliterate all medium hulls of the same modification. It also means that it can one-shot light hulls of the same and the next modification with a lesser charge when compared to the full energy level. The boost is also enough for a Shaft M2 to one-shot M1 heavy hulls now, so I expect it to be quite useful. While a M3 Shaft will need a complete energy bar to one-shot any medium M3 hull, it isn't the same case down the ladder. M2 hulls like Hunter and Dictator, owing to their inferior health compared to M2 Viking won't need a full charge for a one-shot kill. Regardless of modification differences, this change turns into a major advantage if you're among those patient Shaft users who hold down space bar till the end, hide the laser and lay in wait of potential prey. Changes in Scope Reload The reload speed of M4 Shaft has been taken down from 166.67 eps to 125 eps. Shaft will now take from 8 seconds at M4 to 10 seconds at M0 to reload between two consecutive scope shots. That's an entire 2 seconds longer than before, which is understandable because at the same time the scope damage has been increased too. Arcade shot's reload time does not suffer because of this change, because the energy requirement for an arcade shot has been adjusted to nullify the increase in reload time. Along with this, the energy consumption per second in scope mode also has been decreased considerably, and as a result it now takes you 4 seconds to get to the full power in scope mode, instead of 3 seconds previously. While the increase in reload time in general reduces your active time on the battlefield, it can be dealt with by using proper cover and slipping back from lookout positions while reloading. However, the second change changes things when actively engaged with enemies. ;) I personally think that this change will be problematic for the quicker, mobile Shaft users who generally rely on 'quick-scope' shots and arcade mode shots only. The increase in power-up time means that if you cut short your power-up time, you will be dishing out lesser damage than before and that will make its presence felt when you try to deal damage in a short time-frame, such as shooting at a flag-holder when he's metres away from a turn and about to disappear from your scope. I would use Shaft more and more in open zones after this change. Arcade Damage Dropoff Arcade damage has been adjusted to avoid instances of overpowered damage at large distances. The arcade shot now deals more damage at close quarters but loses its intensity over range, similar to the likes of Thunder and Smoky. The earlier values of arcade damage appear to be approximately the average of the maximum and minimum values that currently define the arcade damage. Beyond the minimum arcade damage range, Shaft deals 50% weak damage, similar to Vulcan. In my opinion, this is a good change, and will encourage the use of scope mode even more when eyeing targets at fairly large distances and similarly give Shaft more safety up close with the increase in arcade damage at small distances. Changes to Sight and Zoom The sight and zoom functions of Shaft featured three changes in the patch update. First of all, the changes to field of view (FOV) at maximum zoom in a previous update were partially reversed - increased to 20 degrees from 15 degrees at full zoom. In the second change, the turning speed when aiming in the scope mode was considerably reduced, by 33% at M4 to be precise. It is indeed a negative change, but it may be grist for the mill when trying to focus on an enemy's tank in narrow space (many a times one can over-rotate and hit a wall when aiming at a distant target). The third and final change was basically because of the decrease in energy consumption per second. It causes a slower zoom speed now, and the scope mode stops zooming in after a longer time interval. Changes to Alterations Shaft's alterations didn't get restyled but most of the patch update's changes affect them. The M1 alteration, Assault Emitters reduces reload speed by 20% (thereby increasing reload time by 20%) and increases the minimum arcade damage by 25%. Given the arcade shot's damage variation now, the average damage per arcade shot will now go up if you have Assault Emitters equipped. The more 'affected' of the two alterations is the M2 one, Heavy Capacitors. It increases the power-up time while in scope mode to 200% (double the usual 4 seconds) or 8 seconds. That is pretty high, and I would recommend this for only camping Shafts who play the role of locking down zones and killing tank after tank to contribute to defense in team modes. Wouldn't recommend this for DM at all. The bright side is that you can kill M4 medium hulls with one scope shot and only one good arcade hit when using a stock M3 Shaft. In what appears to be a crescendo of patch updates and balance corrections, we're witnessing the game change and transform in a multitude of directions. Buffs or nerfs, it is undoubtedly change and you need only embrace it. What do you think about the changes to these three turrets? Let us know, comment below and leave your opinions!- 23 replies
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agree about the opinionated approach but good could've mentioned about DR format I have this combo on LZ and it's enjoyable how my High Caliber Ammo alt turns this into a killing machine
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Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Zenyth replied to theFiringHand in News Archive
hhh why are people counting reload speed in seconds (speaking of hammer) it is the speed at which you reload therefore a higher value means you will reload faster which means reload between shots had a buff and reload between clips had a nerf -
[Special Review] Flash Flood: First Look at Artillery
Zenyth replied to Blackdrakon30 in Newspaper Archive
I think Artillery will have a max. range greater than 45 props :huh: -
Decided not to MU anything to M3 Bought 4 supply kits, Stable Plasma alteration and Wasp M2 instead. :P
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I was expecting a sale on some other paint like Pixel Heart or First Love. (Nearly everyone has In Love by now :lol:) :P
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