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Everything posted by Baby_Sam
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Have patience. This issue will be fixed within a year or two because of egotistical reasons. Put yourself in their shoes. Do you enjoy admitting that you are wrong?
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It isn't 4 times as hard to destroy a PL than a BL, so that is too much. It should cap at 15 or so.
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This is about my second anniversary. This picture is from 11/30/2014.
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Was it here that Cooper ran the baseline Firebird/Isida/Freeze evaluation after the rebalance? Anyway, I found out that the Freeze killed the Friebird first because the Firebird ran out of ammo. I think the experiment should have been run this way. You line up Freeze/Firebird/Isida each against a tank (say light hull) and you fire at the same time, and see how they performed. You repeat the experiment against three tanks of medium hulls, and then against heavy hulls. That way, you see how each turret compares against a light, medium, and heavy hull. There should be a disclaimer that in a real battle, there are circling techniques, or sneaking up, hit-and-run, etc.
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I think the devs have a different way of evaluating their performance or updates from what matters to us. We may think a certain update is a piece of crap because it destroyed the game, but they may see it a strike of genius for some weird reason. It is obvious that our opinion has very low weight. Maybe the silent majority loves this deteriorated game.
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You do not need to work it out to the crystal. If you are off by 50 crystals, who cares?
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You don't have to wait for them. You can approximate it. The cost per step increases by a constant amount. Say the first step costs 10 crystals, and the second step costs 505 crystals (this is just an example). Step 10 costs 9 * (505 - 10) + 10. Also the value of the parameter at step 10 will be roughly the (max value - the min value) / 50 * step number + min value. It is only worth upgrading the first few steps for M0-2.
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I bought Hammer M3, and I was not impressed. It cannot kill most medium tanks without heavy upgrades. I think you should be better off with the Twins. Read the specs, (assuming the wiki is up to date).
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Leave your feedback about the new Downloadable Client
Baby_Sam replied to theFiringHand in News Archive
I am not sure. I thought it worked before, but I am not sure. Honestly, if it does not work all the time, I am reluctant to use the client although it is much faster. Thanks for following up. -
I always change those because the reward is not big enough for the effort. You are better off with smaller tasks unless it is an XT you are interested in.
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Maybe a little more correct. :P
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We want the devs to know that they screwed up although we know they'd never admit it in public. :P
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Wolverine848, don't be silly. What do you do when some tank has 50 percent protection against your turret (and probably DA), and you don't have protection against its turret? If it irritates you too much, you get protection against it. Otherwise, you live your life killing other tanks and all but give up when that tank assaults you. I am sure you've been able to live with that before, so why are you crying now? The point of Freeze is not to have a Firebird with a blue flame but without the after-burn. You have to know that by now. Now, it's silly. There is very little freeze effect unless the enemy tank lets you freeze it for five seconds. Normally, nobody does that, except those who think Freeze still works.
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Leave your feedback about the new Downloadable Client
Baby_Sam replied to theFiringHand in News Archive
The F5 works, but the reenter battle does not, so it is still unusable for me. -
Go for it even if only to try it out. You should know how it works. That helps you learn its strong points and weaknesses.
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Excellent point. I actually have not thought about it. That makes the net heating rate 0.2 - 0.05 = 0.15, and requires 7 seconds (which no single Firebird can sustain) to bring the temperature up to max (for M4). That still does not explain the short cooling time. In 3 to 4 seconds, the enemy tank reaches > 0.5, and that should require > 10 seconds of cooling down. I have not seen that yet. I see enemy tanks cooling down (incurring less than 1 DPS) within some 3 or 4 seconds. It feels that the cooling rate is 0.2 after the end of attack! Do you have an explanation for that?
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You already have a Rico. What do you mean?
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I think you are too close to M3 to waste crystals on M2.
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Actually, I did not forget the burn during the attack. It is mentioned in the paragraph next to last. The science behind the Fire is flawed anyway. In reality, what causes the damage is the heat, i.e. the high temperature, so the actual DPS should increase by the increase of the time under fire, starting from 0. When the attack ends, the temperature cools down, so the actual damage should be halfway when you stop firing, kind of like a triangle with equal two sides (I forgot what it is called). Actually, the after-burn should be greater than the burn damage because it takes longer to cool down than to heat. You are right though that the after-burn damage is wrong in the Wiki. I also noticed that the cooling rate is much higher than what is reported in the Wiki. So while it starts somewhere near 200 (or whatever), it is down to 0 within 2 or 3 seconds, while it is supposed to be 15 seconds or whatever. At any rate, the hit-and-run capability was seriously impaired. Changing the Freeze specs silently was disgraceful.
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I will talk about the Firebird, especially the after-burn: Amount of energy: 1000 Energy consumption: 200 -- That means you can fire for 5 seconds and then you will need to reload. Minimum burning damage: 1 -- This means there are no fractions. 1 is already 0 compared to a 3000 HP tank. Max burning damage: 30 -- If you spend 5 seconds grilling a tank, and then move a way, the maximum damage that tank will incur in the next second is 30. That means that you need 50 seconds of maximum burn damage to destroy a tank at half HP. Heating rate: 0.2 -- That means you need 5 seconds (all the ammo you have in a full tank) to raise the temperature of a tank to the maximum temperature. At 840 DPS, 5 seconds = 4200 HP. The maximum HP of a tank (that of Mammy or Titan) is 4000. That means there will never be a case where you have a tank at max temp. It would have been destroyed well before. If the tank has protection (DA or PM), you will need up to 10 (or 20 if both at max) seconds to raise its temperature to the max, and you do not have enough ammo for that. Cooling rate: 0.05 -- that means the tank will take 20 seconds to reduce its temperature to normal temperature and completely recover from the after-burn. Let's now look at the after-burn: Let's assume for the sake of discussion that you managed to raise the temperature of an enemy tank to max, which is 1. You have 20 seconds of after-burn effect. The maximum damage is 30 DPS and that tapers down to 0 within 20 seconds, i.e. the average for the 20 seconds is 15 DPS. Maximum total is 15 * 20 = 300. That is 10% of an M4 medium hull health. 10% is nothing. You used to grill a tank halfway through, and then let it burn to death on its own. Now if you do that, the after-burn effect is 5% of the enemy tank's health, meaning you can't do hit-and-run anymore. You have to stay there firing at the tank until it dies. If by some luck, you burned the tank over 90% through, you can move away, but that is risky, especially that you can never deal the max damage as some players found out. Another thing is that the after-burn effect is at work while you are firing at the enemy tank. It used to help you destroy the tank while you are firing at it. Now, the most you can get from it is another 300, which is 10% of the medium tank health (at M4), just like the Isida self-healing. Conclusion: The after-burn effect of the Firebird is much like the self-healing of the Isida--all but gone. It complicates the software for no real reason. You can ignore it for all practical purposes. Thanks for reading.
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I was involved in the closed Beta testing of Tanki X, and I checked out the OBT last night. I have to say that I am not impressed. The changes are unimpressive. You can quickly get used to them and their luster disappears. It is more performance demanding of the computer too. Remembering that the same impotent policies power it, you lose hope quickly. Moving to Tanki X and investing in it incurs extra risk that does not promise much reward. They will probably provide temporary rewards to entice people to move there, but we know how that works. I suggest that they invest 5-10% of the effort they are investing (wasting?) in Tanki X. That would make a huge difference in TO.
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Look at the rate of freezing. In the preview of the changes it was: 0.6→2.4 In the wiki it is back at: 0.6 Naturally, they did not mention it.
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How about removing the now-ridiculous self-healing altogether and making either the DPS or HPS 100?
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No-supply no-change battle to 999 captures.
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I disagree with you. Isida is weak as an offense weapon, but it is still irritating as a healer. You still need to take it out first because it complicates your offense on the tanks it is healing. Now, taking it out is easier because it loses health as you attack it. It used to attack you to recover some of that help, helping the other tank to kill you faster and then heal that other tank. Now, it's screwed because it does not have that much effect when it attacks you. In general, if you can take two tanks, you should start with the weaker tank, because then you only have one tank to face, but if you start with the dangerous tank, throughout your assault on it, you have two tanks assaulting you.