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Everything posted by BlackWasp777
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As a wasp pilot i don't even invest in Rico protection, because even M2 Rico hits rock my M2 wasp so hard, that I can neither escape (it makes me crash into corners) nor fight back (I cant aim). And.. I am used to escape and aim back while beeing rocked around.. but Rico is simply the worst. The impacts come so fast.. and while the twins keep missing some shots and I have aslightly chance; facing a rico means I can literaly stop my ride and wait to be downed. But face it.. nearly all turrets with rapid fire loose impact force. Even smokys impact force (once of its two outstanding characteristics) is reduced. Rocking off your enemies aim was a maijor part in this game - was - as the future will not be like it was the last 10 months. All turrets loose their impact force (also the un-loved Vulcans) and the game will be easier and more striaigt forwards. Rico just goes along with it. Actually.. I don't know if I like it. Sure it will make my life as a Wasp easier.. but on the other hand I liked the challenge too. I see that Vulcan truely needed a nerf on impact as it shot an uninterrupted stream of bullets.. but a Rico has to a finite energy pool. A Rico without drugs is an enemy, that can be overcome like he is today. Rico comes with one of the lowest DPM values, while it has good TTK values. The damage it takes - especially vs. light hulls - is drained down to it's impact force.. on the other side the recharge takes a while once it is empty. Actually.. I dont see Ricos in the hands of so many tankers.. and if I see them, also the pros do not necessarily lead the scoreboard. all in all just those stats tell me, it does not feel overpowered if you take its overall battlefield effectivity into account.
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I truely see that those M0, M1 pilots that try out a wasp get anoyed of it. But meet an M2 pro (somone better then me, cause I am a noob :p) , and you change your mind. Camping works great with a wasp, because if someone spots you and comes to chase you down - you just drive away, backwards, shooting at him from long range. As a good camper you use your wall, and a wall has unlimited HP (even without drugs, actually and awesome fact). The main advantage between Wasp and Hornet is not speed.. it is agility. When you frive at full speed you are just a little bit faster then a Hornet (up to M3) but if you take a curve, a Wasp _drives_a_curve_, like on rails; where the Hornet driiiiiiftsss endlessly. So a Wasp can slip away and evade fast. Hornet on the other side has superior stopping and acceleration power, which makes it a fabolous dodger. A Wasp dodges by driving curves, a Hornet by pretending turns (it drifts anyways) and do stops and accelerations. As the tanki lag does it's part too, that stop-go-rock dodges or the classic hornet dance work great as dodges.. far batter then a wasp ever could. I often defend on larger maps by playing Wasp Rail. If the battle is drug-free, they sooner or later stop to come at my side if they are single tanks or teams of two. Three keep trying.. but they get seriously harmed too, as I dont wait in my campsopt to be taken out once they reach me.. instead I retreat a little, keep shooting, or I drive around my defense structure (house) and keep backstabbing them once they reach our base. A Titan could never do that.. they would get my flag while my titan respawns. Even if they kill me, I am fast enough to get my tank into a sniper position to snipe them at their way back home; which a heavy hull can not do as well. If they spawn bad, the flag is lost. Therefore Wasp defense is awesome. Usually it takes 10..15min until they realise, that they have to take me out and not just pass by me in order to make it home save
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all hulls faster then a hunter will loose speed, so your lost is maybe not so hardly perceived on the battlefield, because mostly you judge your speed by comparing it to others. I think you will be good of with a hunter (I wish I could change my M3 Viking to an M3 Hunter -.-). I would not invest into any other M3 turrets, if you have already one of them. The target in this game are M3 and thereafter M4.. and upgrading all your gear to M3 cost a lot of crystals. Usually it is better to play with one, max two M2s, and save up your crystals to get an M3 kit that fits you during a sale. If none of the kits fits you, then save up all you can and purchase during the Christmas sale your M3s. Just get a calculator and sum up the costs of your desired M3 gear.. calculate with 1 earned crystal per earned experience point, and then you have a rough idea what will work out in time.
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..and thats why the DD effect on selfhealing should be canceled. This would do the biggest effect on Isida balance.
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Do you think that turrets/hulls will become balanced with this update?
BlackWasp777 replied to Strikechard123 in Archive
I know, but those low ranked players can not line up shots. Actually the most gismos I play against can not either :P I remembered that ;) but acctually it was not your post I answered ;) As M3 are more common then M4.. I like to stick to them.. except we talk abnout something then I take your M4-based thinking into account of course ;) -
Well the damagePerMinunte will raise by 2% (less damage combined with faster reload). The wiki does not tell, that the splash damage is derived from overall damage.. so it should stay the same, but be dealt more often. So over all: less damage dealt per shot same gamage dealt per Splash 2% more DPM via normal damage 20% more DPM via splash (as you do 20% more shots - if you can make use of it) sounds posiitive, especially in a small map like polygon, where you are sitting somewhere besides and constantly shooting at the center, where a lot of enemies are close up to each other (if this is the way you play this map). ps: you should also calculate the time-to-kill for the alternated thunder; in the case of shooting Mammuts / Titans with rebalanced health and the most common protection values (I guess thunder protection is very common there)
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Do you think that turrets/hulls will become balanced with this update?
BlackWasp777 replied to Strikechard123 in Archive
railgun - +3% DPM.. you wont even notice that edit: for M3 -
Thansk for changin the thunder weak damage. But.. are you sure yo udelete the correct line? It reads now 50% weak damage.. and I thing the 9% it had before were far more reasonable..
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If they go on like planned, the viking will drive like a "big pancake version of a hornet" (loving this citiation :)) - it means it drifts. So if you like the manoverability of a Wasp, you might be better of with hte post-balance Hunter. It will be pretty versatile with good acceleration and cornering.. in my opinion this is more important then slightly more speed (which you lose in every curve by drifting) you will be able to deal the splashdamage more often, wont you? IS the amount of splashdamage derived from the max damage? I cant look it up now..
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Will that target searching missile avoid to hit into corners, if you hide behind them after it was shot towards you? I mean, full in-3d-path searching, from normal level in serpuchov, going down the ramps to the canyon where the DD drops, passing below the ramp towards the health box drop zone? Or beeing able to pass through the pillars in the Zone map? Making curves with a minimum curve radius of maybe 5m will allow tanks to dodge it behind thin walls, wouldnt it?
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So you htink it was overpowered.. hmm.. why dont you use it then?
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Lets put it that way: About 1 week ago the wiki article for Thunder contained 3 values for weak damage: - weak damage splash - weak damage 50% (seems unrealistic) - weak damage 9% (btw smoky has 10%) I noted that as I made some calculations on DPM for different turrets _& ranges.. and this looked strange. Today I checked the wiki, and they've fixed it. But the 9% weak damage value is gone, while the 50% weak damage was kept. I honestly doubt that 50% weak damage is correct. I think they just delete one of the entries, and picked the wrong one. It also makes no sense that the [min dmg radius (for splash)] is 0 (zero) meters. And I doubt that splashdamage has 25% weak damage, because it would mean the effect has unlimited range. But what I do believe, is that the wiki authors and editors have a bunch full of numbers that they receive from russians with maybe not very clear worded decriptions. If you ever tried to translate an russian wiki article (sometimes more data) to english via google translate, you might get an idea of the crude translations..
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Do you guys understand the change of weak damage from 0% to 25%? Usually (other turrets...) the weak damage is dealt to enemies at distances larger then [min damage range]. Like Smoky.. it can deal a certain about of weak damage beyond it's [min damage range]. This means the projectile has in fact infinite range (smoky projectiles fly until they hit a wall, even if 200m away). Will the Rico projectiles now also fly.. infinite? But they bouce.. will they never vanish ? :):) I would love to fill up a map with thousands of bouncing Rico Oranges :) nah, honestly.. what does that mean for a Rico? Will they bounce until they have used up their [min damage range] and thereafter fly with 25% damage capacity until they hit the next wall and disapear? The wiki team has not answered yet (but ok they are vulenteers - and they make a great job - so nothing to complain about!)
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..and this prgression is linear, it is no bell curve. For ranger further away then the [min damage range] the weak damage is dealt, which is usually a % of the max damage.
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according to your profile you likeTwins, and you have a Mammut M2 which means you have a usecase for heavy hulls. Why not save for the Cardinal Kit; that comes with Twins M3 and Titan M3?
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let me guess: you like hornets? :)
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dont worriy.. he will start a new account when the M2's pop up around him and he finds himself stuck and broke with an M1+15MUs ;)
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I see it like I_already_won.. Thunder is one of the most versatile guns all over the battlefield.. and I see the self-.hurting as a kind of balance to thunder, to prevent it from beeing overpowered. Therefore I asked if you would treat it away and your answer let me feel that I_already_won and myself are right on the balance aspect. Idea -> Alternation ;) I think the "giving up of splash damage - and therefore not hurting yourself any more" could be a quite interresting Alternation for a lot of Thunder players. On larger maps they can decide to stay with splash, and collect all those extra score and damage they do all over the match, which they probably dont even realise that intense. Especially the effect on small hulls is great or if they become great at shooting walls to hurt the tanks hiding close up. On the other hand such an alternation would open them up the possibility to handle themselfes better on midsized maps with less free areas to control. Such an alternation would really make sense IMHO.
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Thats actually the only thing that a wasp pilot can do, while facing thunders today on closer range. Beeing sure to face death it gives a little hope to harm you too ;) Would you trade in spash damage completely (splash = 0), if you could not be hurt anymore by your own shots?
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fire wasp? That the ultimate speedranking format.. why should tanki introduce a special format that helps players to rank fast and earn crystals fast. Hmm. Maybe a more wide aproach, that lets the players decide which hulls and turrets are allowed
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The overall damage with that alternation for Rail is _not_ higher; the description is just a little bit misleading (although it is correct.. you just have to do the maths to see clearly, that the average damage outpupt does not increase. This alternation will maybe proove worth it after the rebalance: then a Hornet/Wasp has a certain chance, to survive the 2nd hit of a rail without having any protection. The alternation will skip that chance. I see your point. Having a higher ranked account as well, I've seen those rico-viking players that can not spin their turret. I can tell you that this way has not much future. Becuase sooner or later everyone will have power.. and you will realise that the only things that count are to make use of your power (or to drug the s*it out of it.. but drugs became decently expensive the last weeks). So in the end.. every shot counts. Every miss can mean your death, if your opponent does not miss. As the impact forces on tanks will decrease, you can not longer rely to rock off enemies shots with your rico.. and you will face a lot of tnkers that can aim. I would really suggest you take the time to learn that. Now you are still in ranks where you can learn. Aiming with the use of yx (later also while driving) it still is one of the most important manual skills in this game. If you find it hard, then start a new account and skill up there. You will find gameplay on lower ranks more easy and you can focus on skilling up your aim. Using two turrets (rico rail, or rico fire maybe) will make you not memorise the time you have to push the buttons to reach a certain angle, but to aim visually and adapt quickly to different turning speeds. This way you will be able to transfer your learnings to your higher rank account as well.
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wait until that balance stuff is over.. and the "post-balance balance" was done as well - and decide then. If you are lucky you may play about 10 months with equipment that stays like you purchased it ;)
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I guess they learned that the grafics make the difference..
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The day I see this, I purchase 10 golds, and give them away in abitrary battles.. just to support this great decision
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yep.. me too. But I think I can forget about it, as well as you. Thats tanki balance: 1) make Equipment1 better then the other stuff 2) find out about it by noticing that Equipment1 is very widely used 3) dont balance power, but make Equipment2 clearly better then Equipment1 4) wait until players have purchased enough of Equipment2, be happy 5) find out that even more purchase Equipment2, and the desired equal distribution is endangered again. Be sad 6) make again Equipment1 better then Equipment2, and wait for the equipment distribution to swap back again 7) make almost everyone unhappy and upset with those frequent inbalanced changes 8) use this possibility to drive away non-paying customers. Paying customers are more likely to have a fool garage sooner or later, and might care a little less then free players. of course this is all fiction, and never happend like that. Just take it as a story, how a company should not behave ;) -.-
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