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Everything posted by Spit_Fyre
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My sarcasm detector just beeped. Sorry if my views offend you, but I feel isida is comparable to fire/freeze only in terms of range. But like IAW and some others here say, I agree that isida isn't currently fit for DM. Mainly because it isn't designed to be there in the first place. If the devs wanted to make a niche for the isida in DM's, then ofcourse, the healing ability needs to be removed and the self-heal boosted.
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Too symmetrical. That must be it.
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Yeah actually the bloated self-heal was the biggest factor in unbalancing the turret and the game. Increasing isida's damage in lieu of self heal is the way to go.
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I get into a stadium battle and rush to the enemy flag. I drive back and forth a few times over the damn thing but can't seem to pick it up. After a short eternity, I realize I'm trying to pick up my own flag. Derp.
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Yay!!! A continue button! This should go far in sorting out the unbalanced battle starts. In my view almost all these changes are in the right direction :) Some more I think that need to be considered - 1. Ricochet DPM is currently low. This is because after 1 clip is exhausted, the ricochet is helpless for a little while. 2. Thunder is going to gain even more ground in comparison to other turrets. It's versatility is already high now.
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I think we just had a cross connection with thought waves.
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Loool. :lol: Don't forget the isida bums always calling out for - Isida! IzzzzIiii Isidaaaaaaaa!
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Real nice imagery at the start - ravenous ghost of a thought floating over the bed. Damn. That's scary.
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I'm reminded of this - "All the world's a stage..."
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Table showing the following stats for every turret - Average damage per minute Number of shots required to kill a heavy hull (with and without protection) Time to kill a heavy hull (with and without protection)
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valid Stickers, symbols, decorations on your tank
Spit_Fyre replied to nuclearpuppy in Ideas and Suggestions
Clan logos will be good! Atleast I'll know for sure when to leave a battle :ph34r: EDIT: If this topic gets merged with another ideas topic, and I am unaware of the transition, all of what I've said above stands nullified in relation to the merged content. -
Wow, a lot still happening here. I think it's better these discussions move to a separate topic. Guys, get PMing. This is getting too superfluous. Topic owner decides ofcourse.
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Just curious, are you a virgo by the zodiac? Or an upset leo maybe?
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To be honest, before the rebalance, the only thing that could effectively kill an isida was another isida. And "kill" in the sense like leave it depleted and useless and not actually dead.
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Okay, 5. Put on a double damage and count the number or light hulls you can one shot using thunder. Compare with smoky. 6. Get a viking of the same modification as your turret and flip yourself sideways. See which turret lets you get back on track faster. 7. Buy any of these turrets at M3 or get them to M4. Which one is more crystal efficient? 8. Measure how long you expose yourself to an enemy when you play each of these. Try doing the peek-a-boo tactic in 1.4 sec intervals and see how far it gets you. Compare with a 2.5sec interval. Fun fact - Have a bunch of friends lean on the edge of a map. Hit one with thunder and watch them all fall off like derailed train boogies. :D
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Can you elaborate the yes? If it's about more scenarios, I'm happy to oblige.
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I don't deny the need to aim. The aim doesn't need to be accurate is what I said. Looks simple on paper but in reality and out on the battlefield, it's actually an overhead that translates into more sweat. And 90% of the time, on 90% of the maps I play atleast, 90% of the enemies are under 90% cover :P or near some prop or the other. If not, there is the ground atleast.
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At what cost though? More shots just means more time and effort aiming. Neither does it guarantee accuracy. Thunder has a radial effect - accuracy flies out the window.
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Thunder. Hands down. Scenario 1 Scenario 2 Scenario 3 Scenario 4 Scenario 5
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OMG! I have the same phobia. More like deep water phobia. I love clear/shallow water though. And another weird one - feathers, birds, anything that reminds me of birds. Not applicable to cooked chicken! ;)
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Nice presentation! Btw, another pro - You can suck at aiming and still deal damage with thunder because it has a radial effect ;)
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Very true. They've been tinkering a bit too much with freeze though. Ironically it seems as slippery as ice.
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Anyone else think we should maybe compile all of these in a separate topic? Or make them all available together somewhere at a later point maybe?
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If I may summarize what you are trying to say, it's that 1.48secs is accurate when the user keeps the spacebar pressed down continuously after 1 clip is used up. Correct?
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Ok, sure. It doesn't have to be a numerical comparison. I'll try to come up with this one, since it's ambiguous and keep my fingers crossed that it'll be a just one. I understand the part about smoky. It's all numbers - through and through. Pretty straightforward, I'd say. While the others are more "slippery", -escaping the numbers game in a way. The ricochet fires 2 shots per sec. One more thing to consider - because the ricochet has a recharge/sec working away even as it fires, it's actually building up charge so the magazine is never really completely empty. So, are you sure about 1.48secs? I'd guess it's closer to 1 sec. This turret is so unique, it's stats were a serious pain in the you-know-where to chart.
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