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NamesAreForNoobs

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Everything posted by NamesAreForNoobs

  1. NamesAreForNoobs

    Advice on improving my K/D?

    Supply order is the who what when where why behind every supply. Now that matchmaking battles are seven minutes long, with most players taking the first part of that time to load in, It's more important than ever to be as strong as you can for as many of those minutes as you can. Correct supply order has numerous overall advantages such as your double armor not running out while you're crossing the bridge, double armor not being on cooldown when driving through a popular mine zone, having a longer duration left on your double damage when you make it to enemy spawn places, or maximizing the value of supply boxes you pick up. The main goal of supply order is to come up to an enemy with one more supply active than they have. Doing that consistently alone, will improve the average K/D you are able to get, even when you are not focusing on it at all.
  2. NamesAreForNoobs

    Advice on improving my K/D?

    It's really not worth it to change your playstyle for your K/D if you don't want to. If you like firebird + light hull, keep it. The single best thing you could do would be to start thinking about your supply order more.
  3. NamesAreForNoobs

    IMPORTANT! Why won't you move Tanki X accounts to TO?

    If you spent money on TX, that's your fault. It is not important for anyone else.
  4. NamesAreForNoobs

    Gold Boxes - Who caught the most?

    From someone who played with MLMCORE, one of their main gold hunting methods was to plant alternate accounts in several different battles, and then to invite his main account and leave immediately upon hearing the siren. If there is are any decisions going on of who qualifies for this list, someone with experience gold hunting should make them. Or, have a list of which youtubers get the most golds dropped for them in the Duel map. I guess there's nothing wrong with that.
  5. NamesAreForNoobs

    My thoughts on the game coming from Tanki X

    I prefer this community every day of the week and twice on Sunday. Nice graphics though.
  6. NamesAreForNoobs

    Let's Discuss Hammer!

    Play around with stock for a bit, and see if you like the feel of the turret, and try to find some way that you would like the turret to be better, and then reconsider alterations for it.
  7. NamesAreForNoobs

    Gold Boxes - Who caught the most?

    Firstly, add @Festival, 3127 Gold Boxes. This person's gold hunting deserves respect. and I have 2397 myself :D
  8. NamesAreForNoobs

    September challenge

    People who have actually spent the time or money to get all the XTs deserve more than 20k.
  9. NamesAreForNoobs

    Let's Discuss Shot Effects!

    I'm tunnel-visioning on shot effects right now. But yes, it is silly to expect to get a shot colour from every epic container. More likely that just over half of epic containers are shot effects. And with that in mind, statement #2 is awfully generous, and I could kind of see that when I came up with it, but carried on anyways.
  10. NamesAreForNoobs

    Let's Discuss Shot Effects!

    Excellent! But also not excellent. Because if this statement is true, then the chances of getting shot effects are pathetic. I did some calculations, which I can post if you want, but I have come to the conclusion that for the type of player that I think the game is balanced around, there would need to be a slightly greater than 4% chance of getting a shot effect for this imaginary player to get an average of one shot effect per month. I don't think the chance of getting a shot effect is 4%. (This imaginary player I used was a non buyer btw) Personally 4% sounds good to me, I'm not sure about you. I don't think that 1 shot effect per month is the benchmark used by developers unfortunately, I think the real chance for shot effects is around 2%. Anyways, good luck to you on collecting shaft colours, whatever % stands in your way.
  11. NamesAreForNoobs

    Let's Discuss Hammer!

    It's not that much harder if you can rotate your turret in time. Hammer would have an advantage over those other turrets regardless of impact force if it is close range. Hammer's greatest adversary is Twins, and 7 pellets after 7 pellets aimed off-centre is its only defence. It's also important to leverage an impact force advantage against ricochet. With small values, I would agree with those changes.
  12. NamesAreForNoobs

    Let's Discuss Hammer!

    It's not entirely fair to slugger to include it in this because it has reduced rotation speed, and slugger is generally meant to be used at a greater range. It's still very possible to get a direct hit off with slugger in close range, and you could actually get the most out of your impact force by using slugger hitting someone off-centre. Good observations. Dragon's Breath is designed to hit people at contact range, and get bonus damage for it. Unfortunately it seems to get overshadowed by other hammer alterations at high ranks. You should be able to use it for quite some time still though.
  13. NamesAreForNoobs

    Let's Discuss Hammer!

    That is true, but myself I have zero problems hitting people up close with the regular pellet spread, and find it easier to capitalize on my impact force as much as I can, when pellet spread is reduced. I also prefer to only hit one enemy, because that way they are more likely to die, whereas if you waste pellets on another enemy, it is a 2v1 for longer, and you might not be able to kill them both with the 3 shots.
  14. NamesAreForNoobs

    Let's Discuss Hammer!

    They're clearly intended to be a drawback, On the alterations page on wiki it colours the stat changes as red, implying negative. When exactly do you find them helpful?
  15. NamesAreForNoobs

    Let's Discuss Hammer!

    You're welcome! Even though we had different ideas of what to do with the alterations, I still liked going over your values and seeing how another player would like hammer to be. I think what most players would prefer is a more stabilized usage of hammer and its alterations, as opposed to just one version everywhere. However, I do think duplet is here to stay, mainly because it is a proven way of racking up score and getting a higher star count, while the other versions of hammer are designed for other purposes that don't follow the Kills, Score, Stars, Rewards pattern. I would find it quite interesting to fight a 4 shot hammer, with regular shot reload, it might be balanced, my damage increase suggestion wouldn't have as big an effect to be sure, I think it is a good intermediary change to see how hammer would perform, and if the 4th shot is better or if it would be too strong.
  16. NamesAreForNoobs

    Let's Discuss Shot Effects!

    I mean setting expectations before using data. In my theoretical scenario, average luck would grant the player 9 shot effects, with good luck granting more. It would be very unfortunate if shot effects were set up that way. I've recently got freeze toxic and rico violet, my two first M4 turrets, from containers, so I can say I've got what I wanted so far. I feel like a lot of people in your position would be satisfied with having one shot effect for their favorite turret, if they have a paint to match. But since my other statement doesn't meet your expectations, let's simply consider a different one. "Players should be able to obtain an average of one shot effect from containers per month." Same question. Fair? Generous? Or uncharitable?
  17. NamesAreForNoobs

    Let's Discuss Hammer!

    As someone who has used crystals on all these hammer alterations, I dislike this. If I was a developer who wants crystals to be spent on all these hammer alterations, I would dislike this more. But as someone who understands that stock hammer is simply weaker than all of its alterations, I am interested. However I do think that the numbers are a little off. Stock Hammer would go from 3 shots in 5.4 seconds, to 4 shots in 5.6 seconds. At m4, that's an extra 1080 damage and one more punch of impact force to make up for the time. With no increase in reload time after the shots are fired, this would become the most hated turret overnight. High Capacity Ammo-Clip would get 5 shots in 7 seconds as opposed to 9, which is also really strong. In supplies off battles, hammer would go from already good to top-3. I also feel like it's wrong to punish dragon's breath or slugger with a shot loss. The entire purpose of those alterations is to make Hammer good at their respective, very specific ranges, and they already have drawbacks. If the goal is seeing new hammer playstyles, I wouldn't mind some dragons breath or slugger, myself. I understand the adaptive reload change in this scenario. These are super cool ideas for changes, but not for people without the hammer protection module. However they did inspire me to get thinking about how to balance stock hammer, so I'll fire some changes back your way if you don't mind.
  18. NamesAreForNoobs

    Let's Discuss Shot Effects!

    How about we set some expectations and then decide whether they are pathetic or not. Consider this statement for a moment. "Players should be able to obtain one shot effect for all applicable turrets from containers in the average time to go from recruit to legend." Note: There are currently nine applicable turrets. This statement implies that the player should receive, with average luck, nine shot effects, not shot effects until they have one from every turret. (Of course it is possible that the player would receive one shot effect from each turret just unlikely) If this statement were true, would it be fair? Or would it be too generous or too uncharitable?
  19. NamesAreForNoobs

    Let's Discuss Shot Effects!

    I also like firebird colours except for magma, and don't like magma except on Shaft.
  20. NamesAreForNoobs

    Let's Discuss Shaft!

    That amount of time means **everything** when you experience getting killed by it. I've never seen someone complain "Wow, Missile Launcher Hunter is OP I got instantly deleted and couldn't do anything.!" But looking at some other turrets, that complaint is all too familiar...
  21. Hunter is very well suited to blue team ASL, but it's balanced in some other modes. Nerfing Hunter OD could make it balanced in Blue Team ASL and useless in DM/TDM.
  22. +1. Saboteur Drone is already too strong so it doesn't matter.
  23. NamesAreForNoobs

    Let's Discuss Shaft!

    At what ranks?
  24. NamesAreForNoobs

    Let's Discuss Firebird!

    It's a good alteration and yes does deserve to be used more. Against Twins? I'll have to test when I get back home. Firebird's rotation speed should help out though.
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