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Everything posted by N3tralRE
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On the bright side, Vulcan is a challenge to master for patient enough players. On the downside: it's not a Meta gun that you can pick up and charge into the enemy.
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Isida is a blessing (a curse for some), ain't it? Sure, some say Isida's still too powerful, but as you have witnessed, Isida's power is good enough and strong enough to help cope with TO's newest red-headed stepchild.
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Any battle I put my heart in and significantly influence. Doesn't always pay off, as I am only good, not GODLY.
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So, when are hacks and the dumb anti-cheat system going to be fixed?
N3tralRE replied to Strikechard123 in Archive
Tell me about it. Since mid-May this year, I've bumped into 4 fly hackers. One of them ultimately did not do anything terrible in Year 2042. Another one in Noise CTF tried his fly hacks to take and capture the Blue flag for his Red allies; it ultimately failed as he kept triggering the game's anti-cheat self-destruction mechanism. As for the other two, well...let's just say that in the two separate battles I encountered them, gold dropped! And the worst part? Both fly hackers stole the gold using their fly hax!!!111 Now, I know that I was capable of recording the hackers...but I ultimately did not want to break my immersion in the battle by scrambling to get my screen recorder set up. Additionally, I have come to realize that screen shots are a better, time convenient option. If only I realized sooner... -
Alright alright. I guess Isida's good healing is sufficient for offsetting the damage from scattered Magnum shots. Onto Magnum's OPness: While it has its downsides, Magnum is a distinguished, considerable force that strikes fear in the hearts of the down-to-earth folks. On maps with different elevation levels, Magnums can simply roll to the high ground and reign terror on those below, adding yet another hindrance to enemy advances. Moreover, I am a bit disappointed with the available anti-Magnum modules. Although a couple of Magnum modules are considerable (mainly the Griffon ones with Shaft and Magnum protection), I feel that there should be a Magnum module that also protects from Thunder or even Rail.
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Ahh yes...the Great Rebalance. Personally, I actually liked the Great Rebalance for bringing my favorite turret (Smoky) back to relevance. However, that's not to say TO nailed every update perfectly. I remember last October, when TO first implemented Premium Accounts and their precious EXP and crystal boosts AND a Premium Paint that used to grant 15% protection against every gun and mine (yes they removed it eventually, but regardless). While seemingly a fascinating thing to purchase, there is no doubt of the impact of Premium Accounts while it was said that TO was carefully threading the line between F2P and P2W, the fact that TO removed the Score Multiplier Passes (because they were "unpopular") in order to promote Premium has shifted TO towards a harrowing path that has made TO more buyer-friendly. Then the Modules Update. While it brought viable protection combos to greater relevance (i.e. M3 Lion T-A's 35% default protection from the same turrets Roger protects from), it has unfortunately molded the metagame significantly, with these new modules keeping Thunders, Rails, Smokies, etc. more frequently in check (I do wish there was at least one more T-module that protects against Magnum and Thunder). Of course, buyers will have an easier time getting 3 or more M3 Triple Modules. While having multiple M3 Triple modules won't always win a battle, it'll surely give a sizeable advantage. In short, while free players always have less available to them than buying players, there should be enough incentives for free players to keep coming and at least have a blast fairly often. Certainly, the two updates I mentioned hardly incentivize free players enough.
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Besides maybe a Magnum nerf or map redesigns, perhaps Tanki should considerably buff the Isida's healing rate to finally challenge the Magnum Overlords. Heh, let's add a crazy idea; while healing allies, an Isida tank can set up a shield that protects itself and its patients, absorbing 5% of oncoming damage (this shield's protection does not stack with two or more Isidas healing each other).
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Just wait; you'll get them no later than tomorrow.
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So Cedric: how come TO never publicly announces to the EN community when the test server is open for mass testing? On a related note, seeing these new upcoming changes to supplies, wouldn't it be a sound idea to do some mass testing with these supplies so that the TO team can get enough feedback for a smooth update?
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I take it you've ignored others' advice about Double Armor, and will continue demanding for Double (Health Points) Armor, no?
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So you define "armor" as your "tank's health", right? Think of it this way; Double Armor is an extra shield for your tank that can further protect you from damage. As an example, knights typically wear a set of armor for protection. In addition to that, knights may bring a shield to protect themselves from arrows, swords, etc. However if a knight loses his shield in battle, they only have their suits of armor for protection Similarly, Double Armor is a SECOND layer of protection that further supports your tank's Armor (hence Double Armor). Once Double Armor wears off, you will only have your tank's main layer of armor for protection. I hope I helped clarify things for you.
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Yeah, new symptoms of Overdrive are going to appear. Still, I'd recommend paying closer attention to the VLOG episode 137, where the devs have said they are changing how supplies work, including a nerf to the Repair Kit. In addition, the finalized Overdrive mode is going to be different from the last two versions we've seen in the TO holidays. https://www.youtube.com/watch?v=tDz-avxMj50
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It is a step in the right direction. With the health kit nerf, solo Rambo tankers will have to think twice about charging into battle. Particularly in team battles, these tankers may have to settle (unwillingly) for more coordinated play, meaning that Isidas will have greater responsibility towards keeping the team alive As for TO's decline, who knows. TO's gone through so many changes that alienated many tankers, and while the supply nerfs have some potential, certain folks will probably be alienated by these changes. Surely, there will be yet another outcry about how TO is dead.
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Feel free to do so; despite my attempts at being smart, I can get a bit rash and stubborn, making me trip terribly. Back on topic... @austen_pierce, I suppose the lower protection rate (a mere 20%) can dampen the reflector module's effectiveness, but it shouldn't reflect damage from all turrets. Otherwise, you end up with something like a Spectrum-B module, minus the mine protection.
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Hmm...where's the part about the reflector module? Anyways, equipping this reflector module (assuming it reflects damage from all turrets) would give its users an unfair advantage over non-users. Definitely needs a great setback to offset this module's OPness, like having a reflector module reflect damage from maybe 1 turret only.
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K (I guess I didn't edit my message in time) boss.
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Nice to hear some confirmation, buuuuuuuttt it would be nice to see some shared video footage of your experiment(s), including a statistical breakdown of the Titan and Mammoth hulls used for your experiment (verifying MU levels), the procedure of the pushing test itself, and the results. If there isn't any footage of your experiment(s), that's fine. Guess I'll search on Youtube or find a friend and experiment myself. P.S. Not saying you're wrong about Titan's superior pushing; I'm just wondering where your hard evidence is.
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There really should be a demonstration showcasing a Mammoth's pushing power once and for all. Still, RIP Mammy. Titan stole your HP, and all Mammy's got is its massive size greater than that of Titan (good for blocking, but makes for traffic congestion and a big hitbox).
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Valid Protection module inverts Isidas effect
N3tralRE replied to realbigred in Ideas and Suggestions
In case the "anti-Isida module" is never implemented, perhaps Isida's damage should be nerfed instead. Of course, this harms Isida's self-defense capabilities, leaving the question of Isida's healing. Should Isida be less effective at destroying enemies, the only way Isida can stay relevant is if its healing capacity still has game-changing potential. Maybe Isida could become more like the TF2 Medic class. -
Next you're going to say (something around the lines of): "TO is NOoobz! I quit TO because its too GrEEDy; WherE AER mMAH XrstALs!!!!????". No?
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On one hand, not everyone will win in a giveaway event (only several folks).
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Hit the nail on the head! It's too bad some of those who voted for Overdrive's permanent implementation likely haven't realized this yet. I can imagine their expressions once they learn firsthand the true terror of Overdrive team battles.
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Still, as egalitarian as giving everybody the ability to go into Overdrive seems, in practice, Overdrive-enabled battles will place more priority on effective teamwork and attention. Yes, Overdrive does encourage team play (y'know, giving allies near you an Overdrive), but if several of one's teammates decide not to bother with team play, then one should expect a crushing defeat at the hands of a competent team effectively handling their Overdrives. This is on top of the many things that can go right or wrong in the battle (i.e. a costly misfire). Basically, battles will still be the same ol' hit or miss that they've always been, except with more potential frustration when facing an untouchable team that pops Overdrive at their convenience.
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Bigger rewards for completing mission chains this summer!
N3tralRE replied to theFiringHand in News Archive
Godspeed, realbigred, wherever you go. Anyways, regarding bigger rewards, I find them to be a mere band-aid meant to gloss over TO's shortcomings. As much as these rewards help retain certain types of players, they pale in the face of TO's slow but steady decline of its player base, despite several years of patches and updates (needless to say, some of these updates have not been pleasantly received).
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