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Posts
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Everything posted by railguniz4noobz
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You have to factor in RK too, ricochet sucks in drug wars if it isn't a good map for it.
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Impossible, the server can't just perfectly translate every battle name.
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The problem wasn't damage, it's getting close to the juggernaut. You have to get to the juggernaut when it has no health and kill it or it will see you as a threat and kill you first. The reason freeze was so broken against it was the overwhelming amount of them combined with instant death if they get you from behind.
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Are you sure you didn't tell him to tell the devs to increase railgun minimum damage?
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DPS isn't very good for stealing kills, much less a low DPS turret like vulcan. It might just be the worst turret for JGR, right behind fire and ricochet.
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For maps with tunnels I usually just go in to see if I can get a free gold and avoid the dic pile.
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All of them. Then just play for containers to get all of the container paints and XTs. Should keep you busy forever.
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Do the developers have any plans on telling us what the orange nuclear box is about any time soon?
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At least nives has actually played the game, he has no say in what the developers do. If you want to be mad at anyone, be mad at hazel.
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Where did you get these numbers?
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I thought everyone could get XTs?
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... by abusing broken camping spots. The juggernaut needs less healing and more armor to make it a bit more consistent. People get anywhere from 0 to 100 kills with it because of how easy it is to heal when camping, and without camping you get just frozen and annihilated instantly.
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Iran? I could see a 4 sided stadium becoming a MMS map if they scaled it down a bit and added props in the middle.
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Turning speed isn't really that much of a drawback, worse case scenario you have to turn with your hull to hit a wasp.
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High capacity drum is required to kill a medium hull with RK, while reducing firing speed, on top of this you have to pray the game doesn't bug and force pellets to miss. Ammo is too much of a crippling factor for the turret to be viable at top tier, thunder is a little bit weaker but it also has range, splash and infinite ammo. There is no reason to use the turret over twins if you want short range, and no reason to use it over thunder anywhere else. In theory, the turret is balanced if everything goes right. Thunder is only balanced if everything goes wrong. Of course, most low ranks using the turret don't realize how quickly it loses its effectiveness once everyone starts drugging, and the whales with infinite supplies just plow through tanks regardless.
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1500 value. Seems reasonable.
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IGNORE WHAT MAF SAID, DO NOT BUY HAMMER You need both alts to even make it usable in drug war MMS games, you have thunder and viking so you'll be good until m3 kits. MU constantly without sales but don't use speedups, tanki seems to have decreased the sale (down from 50/70, 50/75 needed to break even anyway) amounts for MUs so it's always better to just MU. If thunder protection is too much, use firebird.
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Turret balance, MM Sandbox, Smoky XT and new paints
railguniz4noobz replied to r_Nives5 in News Archive
THE APOCALYPSE IS HERE! RUN FOR YOUR LIVES! THE FIDGET SPINNER TANKS WILL KILL US ALL! WHY HAVE YOU FORSAKEN US NIVES?- 305 replies
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1. Only a bad thunder user will get deflected by a smoky. You don't have to hold the space bar, you can even try to deflect them too, because they reload faster the impact hurts them more if they have a shot charged. 2. If railgun gets DP, hulls get DA. SB/DA first is more often than not the superior play, but most high tier turret users only care about kills. What advantages does railgun actually have over thunder at long range? Sure, they can do a bit of damage and hide again but how does this help more than DPS and instant shots? Campers don't even help their team that much, and once thunder gets closer to max damage range, it's game over. 3. People thankfully don't use shaft much because of how frustrating and unfun it is to use, but it has the single highest DPS charge and the ability to one shot a medium hull. If this turret started dominating games like thunder/twins/freeze it would be almost impossible to play CTF.
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Welcome to the club!
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This was an unfortunate defeat for the wolves, as they were supposed to win. It is clear that because I was placed in lions, my sheer tactical planning and skill was enough to destroy both factions despite my best attempts to let the wolves win. I ask that to make the next war more fair, I play as my own faction. All hail railguniz4noobz.
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The railguns are just xp/bp users afraid to actually attack because it might lower their KD and shaft is possibly even more broken than thunder.
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I can see your point, but thunder just does way too much damage. Thunder protection ALWAYS protects thunder users from their own self damage, for other modules you can simply switch turrets but there is absolutely nothing you can do about self damage. Thunder even autoaims to the back of an enemy to stop you from hitting yourself with self damage, it really isn't that much of a problem. Thunder even has more DPS than railgun past the minimum damage range and can't easily be deflected making it better than railgun in almost every situation, no matter the range. Also, freeze protection reduces freezing speed and maximum freeze, it's exponentially better the higher it is. 25% protection hulls don't freeze easily. 80% would make freezing impossible.
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To make up for the lack of brains in the development team? Modules are meant to be a strategic element to protect against as much of the enemy team at any given time, not a required garage element just to balance tanki's "favored" turrets. But people like you will still just slap on some protection and pretend the problem doesn't exist while the devs continue to buff these turrets because 50% doesn't allow them to steamroll through a team anymore.