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Everything posted by Desty
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8 hours and 13k experience later with Magnum, I will leave my review here. I mostly played DM with it because I didn't want to mult on ctf battles. Positive: I don't think I ever had so many triple kills with any other turret. Splash damage is very strong, I think I saw like 8k damage on gold with DD. Definitely gives unique approach to gameplay as you can shoot some extreme angles compared to any other turret. Also sneaky shots to tanks and they have no idea where it came from. It reminded me being recruit rank and trying to hit people without turning turret - good memories. Negative: As I understood, it took very many working hours to complete this turret, also it was released for y-tubers before and also tested around office, as we all saw on v-log - So how the hell you couln't fix no damage shot glitch before releasing this turret for public? Every god dam 15 minute battle, this happens at least 4 times, mostly on close combat. Shot made, proper impact force and no damage what so ever ...Second glitch, I currently have it on 42/50 MU, it should do 1137-2286 damage, yet I do 700-800 DIRECT hit damage often(1/15), doesn't sound logical right? As it does under min damage, one would hope it would do over max damage also? Guess again, 1/30 shots actually come over 2k damage and yet it should do 2286 on max. Absolute maximum I ever seen - 422x with DD obviously in 8 hours of gameplay... And I am only talking about direct contact hits.So basically 1 hitting m4 hull is nearly impossible with this turret(dd of course). Damage range is way too unstable and too long. The name of this turret should of been MULTER, it's easy enough to hide yourself in bigger CTF map, somewhere behind building where enemy never comes or is able to shoot you for example Serp map - there was one guy playing for 15 minutes, 3 kills, no deaths and score of 67, sounds like proper mult and yes, he was shooting all the time. Aiming is stupidly hard and most shots are just random while hoping for kill. In actual combat, there is no way to follow on screen ''helpers'' because enemy will be gone while you adjust your angle and power. For conclusion and for lazy people who doesn't like to read long stories: Positive: -Proper splash damage, saw 8k DD hit on multiple tanks. -Unique approach and some extreme shooting angles. -Possibility to 1 hit viking M4 with DD. Negative: -Close combat no damage glitch. -42/50 MU, should do 1137-2286 damage, 1/15 DIRECT hits will do only 700-800 -Same MU and 1/20 shots are 2k+ damage, also direct hit. -Proper MULT turret in CTF mode. -This will be even less popular than striker.
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I dunno dude, it's getting easier after 5.5h of gameplay, mostly on deathmatch to practise aiming. https://www.screencast.com/t/mrslUyNqhVh I kind of like it.
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Then you haven't played against proper shaft user.
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Did one random battle with it, so so hard to aim, but I guess it goes better with practise. +1 for this idea for sure.
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Tbh, judging from videos, damage is not that high compared to other high damage turret as shaft (3k at M4). It was just 1-2k on M3, so if you get it to M4, it will be around 1.25k-2.25k - not even close to 1 hit medium hull. Stealth camp and splash damage are deadly, but I guess we will see. I did play against one Artillery already(mohamed something), didn't look that scary nor unbeatable.
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M4 turrets: Shaft - 231,300 + 911,750 + 455,925 + assault emitter 50,000 + heavy capacitors 100,000 Hammer - 223,900 + 911,750 + 455,925 + high capacity drum 100,000 Isida - 235,600 + 911,750 + 455,925 + support nanobots 100,000 Striker - 217,150 + 911,750 + 455,925 Railgun - 226,250 + 911,750 + 455,925 M4 Hulls: Titan 220,000 + 776,500 + 388,302 Viking 204,200 + 776,500 + 388,302 Hornet 225,050 + 776,500 + 388,302 Protections: Badger T-A M3 - 250,000 + 900,000 + 450,013 Griffon T-A M3 - 250,000 + 900,000 + 450,013 Paints, Legacy modules: Eternity - 500,000 + 749,890 + 374,971 Africa - 300,000?(can't remember the actual price) + 900,000 + 450,016 Few other legacy paints worth together around 400,000 with MU-s. Supplies currently in garage: 142450 normal supplies - 7,122,500 38100 repair kits - 5,715,000 Total CURRENT garage value: 32,178,634 Unused crystals in garage(been saving for M4 Artilley): 2,101,450 Which brings total to: 34,280,084 NOT including used drugs, as those are used, no value what so ever, but Normal drugs used 92,838 - 4,641,00 Repair kits 31,870 - 4,780,500 I do have few alts, but those values probably only few millions. Note, I have bought mostly all my turrets/hulls during sales along with MU's. Only Rail and Hornet, I got lucky with MU's as MU system use to be different where you could MU specific aspect of your turret/full, for example damage/rotation speed/impact force etc. I MU-d only damage to maximum and health for hornet, but then they changed it to 50 step MU-s and rounded best MU to all. So if you had full damage, but nothing else MU-d, you would of gotten full M4 - lucky right?
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Streamers/youtubers who got it, did they get basic m3 or m4? Anyone know? Because 1-2k damange doesn't seem that good for M4. As I noticed from promo videos, this is one of these weps, that you need to make private battle and just practise countless hours to remember exact shooting positions, power/angle for hitting correct spot. This will be PROPER anti-camping turret. Also, is anyone else abit scared of this turret to be ''used'' not the way it is suppose to? Like Parkouring into some places, where no one can shoot you and just keep shooting everyone due to the fact, that it can be shot differently than any other turret ingame?
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Never lost a match when playing with Shaft in any map DM. But I guess this is individual, I see alot of Hammers, Rails and Twins in Poly DM.
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Yeh, I was so proud for my RARE M4 eternity paint which had 50 50 50 thunder smokey isida. Useless now ... If we think without protections, I would say thunder rail shaft, but since I have 50 against all of these, it's mostly rico and hammer. I have strong feelings against freeze also, due to the fact, that I am 90% mobile shaft user and shaft rotation speed is already stupidly low, makes it kind of impossible when freeze gets you. When you get more skills, this won't bother you as you learn to time your shots better.
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Really? I just figured that due to Hazel:
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Relax dude, that's Riddlers alt account. One of these people you should never take seriously :)
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Out of curiosity, based on what kind of data you can so confidently tell that this experiment is going well? Because this attempt didn't bring 34 pages of hate as last one? Because you got so much ''positive'' feedback in RU forums? I'm still trying to find out what is the point of these experiments, what are you really trying to accomplish? Can't be cap between buyers and non buyers, because this setup does't change anything(buyers/druggers still drug, people still hate unfair gameplay on normal battles, campers still camp and now even more). ONLY thing I could think of is to ''rebalance'' turrets/hulls again, due to the fact, that some turrets which are OP-ed with both DA/DD activated, are now UP-ed, so people will have to rebuy/MU different setups(just as paint seperation and alternations, hands down - ok updates), which means they will either play more to get crystals or pay more to get what they need faster. I still think that these huge game changing experiments should be decided by community. Make a Poll after experiment, display it when tanker logs into the game or display it under daily missions, so people would be more keen to actually vote. Because 80% of active players do not visit forums. It feels exactly that you are trying to change car's broken engine with differently broken engine.
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Gameplay in CTF: 1) Get light/medium hull due to the 30s duration of power up. Camp in DD or DA box drop location without touching your drugs, hope that nobody is shooting you. When box caught, activate DA/DD, get flag, hit speed and hope for clean run. 2) Camp on base/defend, hit DD, start driving to get the flag and killing enemies nearby, Hit DA, get flag and run because for that time DD is done and you won't be able to fight back against drugged enemies. Bravo, this is way way way better than experiment number 1. In my opinion: Good: -Lighter hulls will be used. -More tactical gameplay due to 30s duration. -Lesser supplies usage. Bad: -inbalanced teams will be more common due to respawn cooldowns. -Increase of people running middle of battle. -Clans will kill every normal match they join. -More camping, more long range turrets. End of day, I don't really see how this will change literally anything. Campers will still camp, word ''drugger'' will remain common and used, you can still buy your way to victory of every game. Why don't you just nerf power ups by 50%-75% and keep old smart cooldown system?
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What was this referenced for?
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Still OP as hell in DM. https://www.screencast.com/t/WkeM1RidN3 I so love 1 hitting m4 Vikings! Best update ever.
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If you are playing drugs enabled game, there is NO WAY to win 10/10 match vs druggers(even just 4). It doesn't matter how good your team is, how MU-d their turrets/hulls are or how good is teamwork. There is just no way to win it. I remember playing game few weeks ago when we won 10 to 8 CTF RIO. It was super intense game and so enjoyable. After game, two enemy team players started spamming hardcore, that we were biggest druggers they have ever seen. I stated out the fact that their team had igor, stef and peter, guys who are TOP 30 in this list. Point is, PEOPLE only see druggers in opposite team, what about your team? In high ranked drugs enabled battles, there are always always always druggers in every team.
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They will probably do it same way as striker. Release it and sale in a week or two.
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I started at 89975 when it first came out. Dropped to 89930 after few days of playing. Got premium, again, after few days 89941. This is not rating for me tho, I always always always join teams in CTF which are loosing, because I enjoy changing outcome of battle(attempt to do it). But time to time, everyone leaves from battle, which makes it dead battle. Therefore, this will drop my rating ALWAYS. Not hard to boost it tho, just play DM, win and it will go up.
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Was playing Serp yesterday, m4 shaft, DD and long distance shot did 134 damage! The guy had 46 against shaft and probably DA, but still, that is the lowest number I ever seen. I do agree with devs, shaft needed arcade nerf over distance(that thing with alternator was just crucial. I actually had quite many matches in Poly DM, when people left asap when they saw me), but I still think they should give back ability for multiple kills. I so miss that.
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Polygon: This the line you do not want to cross when shooting: This took probably half hour of practise to get it right every time: Also, quick arcade/snipe location, which I find very useful: Perfect location for shooting every Poly shafter should know:
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What you taking about? From both locations you can shoot roof.
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Am I only one who does not care about that decreased angle update that much? Out of interest, on which maps(expect madness, I guess? never liked that map), it actually changes things? +1 on that 3k damage! Never enjoyed more 1 hitting M4 vikings. I'll shoot some video soon about being mobile viking/shafter. I been loving this turret so much with viking - multi functional. Camp if you need, get flags and 1 hit those flag carriers even when they use health.
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Looks nice! Mastering this will take some time imo, but this will be extremly powerful weapon as you can see from video. Direct hit will be able to kill M4 titan/mammy?
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Kind of excited to test out this new turret. Got 1.6m crystals ready for M4, if only that would be enough. But I think(or hope) they will keep MU prices similar as others.
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Don't you consider 10% pretty positive?
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