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Everything posted by The-Operator219
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Glad to see the combo I pulled up from the dirt and into the meta is this common.
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Try aiming by both rotating your turret and hull at the same time. It's helpful for heavy hulls and making quick shots on fast targets.
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category Ideas for Supplies and Drones!
The-Operator219 replied to Ilia.ArchangeI in Ideas and Suggestions
It's called "PRO battles".- 2,764 replies
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- supplies
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Must be if you make a new account there. I just use existing smurf accounts I've had.
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- Maps
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Yes, on the PC version. I remember playing through it when I first started. On mobile there's no tutorial at all.
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There is no tutorial.
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True. Also Firebird, Freeze, etc would be hard to calculate since they deal damage at such a high rate and Firebird has damage over time. Of course this is also another variable for the server to keep track of, so it may cause lag. Pretty much, it should only work with increasing the modification level and not micro-upgrading it. Of course it does get more efficient if you MU it. This would be neat, but I like it being a solid wall for enemies better. I originally wanted it to be solid for both sides but then I saw the flaw in how easy to abuse that is, so I decided allies can pass through it but enemies can't. Obviously this will cancel out most of the existing turrets, but if this gets added it would give Magnum something to be a soft counter too rather than just being a general support turret.
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What turrets are Magnum like or Striker? Splash damage isn't an exclusive feature. Gauss is just RailThundShaftgun, the only hybrid so far. The two aforementioned have unique mechanics that differentiate them from the others.
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Is Justin Beiber still relevant?
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I was thinking it earns points by the wall taking damage, since it's meant to be a barrier for enemies to destroy in order to progress. I also had two additional ideas for it: One is that energy-based weapons like Twins and Ricochet bypass it entirely, the other is the possibility of other walls being placeable by increasing the total possible number by one with each M level. (M0 means one, M1 means two, etc.)
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I don't know every rank, sorry. Also that was supposed to be 50k crystals. If you have a better suggestion for ranks and pricing feel free to chip in. Otherwise what about the turret itself? Too meta-changing?
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Turret name; Bastion Type; Short-ranged, defensive Unlock rank; M0 First Sergeant, M1 WO5, M2 Marshall, M3 Generalissimo Price; M0 500, M1 10,000, M2 30,000, M3 50,000 "Developed by the JSDF for use in area denial, the Bastion hard light defensive projector is a unique turret in that it is not a weapon; But rather a defensive utility that deploys a wall of hard light technology in front of the user. Such technology is complex in that, while allies can shoot and freely drive through it, enemies must destroy it to progress." Stats; Wall HP - M0: 1000 - M1 1500 - M2 -2000 - M3 2500 - M3+ 3000 Construction time - M0 3 seconds - M1 2.5 seconds - M2 2 seconds - M3 1.5 seconds - M3+ 1 second "Reload time" - M0 30 seconds - M1 25 seconds - M2 20 seconds - M3 - 15 seconds - M3+ 10 seconds How it works; When space is pressed the wall is immediately deployed exactly one meter from the turret's current position. It takes a few seconds to build itself, during which it is considered incorporeal to all players and cannot block enemies from shooting or driving. Holding space down will display a transparent diagram of where it will be placed similarly to the Engineer's buildings from TF2. After construction is completed the turret "reloads" such that this can't be spammed infinitely to be annoying. The wall itself should be a team-colored transparent barrier about the height of the walls on Highlands and does not change in size with any upgrade. The turret looks like the original concept for Isida with the weird looking three-fang thing. If the person who placed it dies it disappears like mines do. Oh, and if it wasn't obvious enough this is kinda useless outside of team battles.
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category Ideas for Hulls and Overdrives!
The-Operator219 replied to Ilia.ArchangeI in Ideas and Suggestions
What, are you saying the devs made a pointless addition to the game? Nonsense. -
Yeah, that was always why I chose Titan over Mammoth. Mammoth is just too big and slow to actually use it's bulkiness in any form. At best you're a distraction and at worst they just go completely around you.
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I mean, sure. If you managed to get there it's a good sign the enemy team is incompetent or your team is spawncamping.
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category Ideas for Hulls and Overdrives!
The-Operator219 replied to Ilia.ArchangeI in Ideas and Suggestions
All I'm saying that realistically, how often does a heavy hull like Mammoth get within ramming distance without the enemy being blind or them already being drugged up. I don't have a problem with either overdrive in particular, I just don't get why their abilities are inversions of their stats and characteristics. -
I think the two should swap their overdrives. Mammoth gets the panic bubble and Titan gets the ramming one. Titan has enough speed (especially with speedboost, and we all have at least 10k of those lying around) to actually use a ramming attack, so it would make sense for someone to use that to push through a choke or something. I tend to see Titan used offensively a lot more than Mammoth at my ranks and a little below anyways, not that Mammoths are that common at all.
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God forbid people actually use Mammoth who aren't Shaft mains or memeing. How exactly am I wrong there? Statistically Mammoth is defensive and Titan is fast. Naturally, it would make sense for a defensive hull to have a defensive ability, right?
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So like... What's the point in having the laser if they can lock onto you without ever showing it from behind cover?
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'Cept for Wasps. Also if you can't see overdrive meters how would you know when to use it?
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Once again, if it were on Mammoth instead it wouldn't be possible to drop it anywhere without the enemy team escorting it there. It even suits Mammoth better IMO.
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I once, for at least a week, played Mammoth-Rail until I had enough money to get a Shaft. On this very account.
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I kinda wish defenders got a better end of the proverbial stick. Attackers/cappers will always score more inevitably but you need both in order to perform.
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Rabbit, it would be super cute.
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Explains why I suddenly go from dealing 14-15 damage to dealing 300. At point blank it seems downright deadly, but it doesn't seem to have that edge when it comes to crowd control it used to have.
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