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Everything posted by Tani_S
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What happened? I guess I need to watch it another time lol
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Actually I think that an Isida using Viking's Overdrive will be a balance problem, just because Isidas have the highest DPS and their energy won't be consumed (and get higher range) when the Overdrive is activated.
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My list goes like this: Magnum Rico Twins Isida Hammer Shaft Fire Thunder Freeze Smoky Vulcan Rail (unaltered) Striker
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99% is not enough ;) No, crystals from missions are not counted in the profile anymore. Obviously they changed it when they changed the efficiency rating. You can check the Share your rating topic for this.
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If we consider 50% modules and the averages of M4 on both sides and include an estimated overall critical shot probability 20% I would end up calculating that Rico will have a 20% better time-to-kill as Rico will need 12 sec (7 sec for full mag + 5 sec for shooting & loading the remaining shots) and Smoky 15 sec to kill each other.
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Pretty nice article :) I would basically agree with everything, except of Smoky, Twins and Rico tho. Smoky is too weak and Rico and Twins are performing too good compared to others (esp. with their M1 alts). I would classify Freeze as balanced too. I think there are also more Fire modules around than Freeze modules.
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There is a tendency for Magnum to be annoying :ph34r:
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Well the numbers can be adjusted, but he introduced some principles to show how the potential alterations could work. Magnum is very dependent on the Splash damage (as it is in sum huge right now) and removing it would be a serious disadvantage. A lot of people asked for some guiding help with Magnum and this can serve these requests. I also think that at the beginning it took longer to get used to Magnum than to other turrets. Nevertheless, you get an OP turret afterwards. Dropping down bombs with Magnum by tapping on space is easy, but you can't do this all the time. It is also a question how the aiming help would be implemented.
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I just came from a nondrug non-Overdrive Silence game. I was on blue and had Magnum and red gradually equipped 7 of their players with 35+ Magnum modules, 4 were Magnums themselves, Blue was just camping and so was red. I switched to Twins and nobody had Twins protections. I had an Isida behind me, but I couldn't do much either when I attacked. Games with too many Magnums on both sides and also equipped with modules are just boring. Magnums are too strong especially in the defense and close-range compared to others (despite lacking protection vs other turrets in cases like that) and yet the fund doesn't grow much because everybody has the same turret and protection against it. It was so dull and dumb that it was kinda funny again :P I left the battle of course...
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Magnum can shoot at enemies before they are able to uncover the hiding places when they are coming from flanks, like the plateau or the beach. So basically Magnum can still use hiding places in Rio. If we consider a 1v1 situation with a Shaft on the beach and Magnum on roof I would rather expect a Magnum to win, maybe due to Shaft's limited ability for vertical aim, Magnum could hide and that there are more Shaft modules available in the game, but Shaft is indeed one major opponent of Magnum. Using Magnum as a mid-range gun doesn't necessarily mean, that I shoot in straight fire, because I think I use an angle of 35°-45° and a power of 5%-15% most of the time, except of situations when I stand directly above the enemy base and take 0°/5%-10%. Rico is very strong too, but I don't think it is able to wipe out a base within seconds when it is not attacked. A little tip for Rio: if you are on the beach and face an enemy Magnum, then go under the palms. They are pretty effective in holding off the bombs from above ^_^
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I think Magnum benefits mainly from 2 two separate but connected things: the one thing is having hiding places and shoot indirectly. The other element is shooting from higher elevations than the others, so covering the roof is an important factor for Magnum domination. Magnums just need to drop some 5% bombs down with a 0° angle or for special shots with 65-80°. Yes, some players can attack the Magnums up there, but usually they are only a small number and Magnum usually has more firepower is able to defend itself and harass the full enemy base. If you can manage to get 2-3 Magnums together with one Isida on top of the middle roof, the domination will start. If you play with turned on overdrives and if anyone up there activates overdrive once the other team has not many overdrives active, usually the game is gone then. Some other Magnum players and me often are at the top places of the scoreboard. I do not use it so much to solely camp but also to advance forward in order to support an attack and basically as a mid-range weapon but with level differences in between. You can hit more precise while hiding because of the short distance and the level differences. If enemy tanks are coming up, you can also use your tank to throw them off the building or if you fail with it you can jump to the lower level, then shoot and kill him and return to the higher level, because he couldn't shoot to lower levels directly. Advancing and bombing down on the enemy base on sight feels like power levelling :rolleyes: This will depend on how much Magnum players are able to use splash damage, but of course you're right and that is a good option.
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Imho he was too confident about it being balanced, but well... in hindsight everyone could say this. What I find irritating tho, is that the game gets no hotfix despite that Magnum has a serious impact on the game balance. You can check the map list in the ideas thread about nerfing Magnum. To me i.e. Rio and Kolhoz are maps, where Magnums usually dominate. Then they tend to have about the same score level as Isidas, but also a K/D that is nearly as good as the Shaft players.
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You might want to have a look in this. Hazel pointed out, that Magnum is strong in some maps, but he did not perceive it as a problem at all to the overall game balance back in May.
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The optimal range of a gun in a game is not only dependent on the stats of the gun, but also if you are in the optimal range for the guns of the enemy. I.e. you might make a good/perfect damage with Thunder in close-to-mid-range, without suffering self-damage, but you might be in the range of a Twins that can kill you there much faster than you him. Remember that a lot of turrets deal random damage along the bell curve. Rico M4 has an average damage of 350. Theoretically you can achieve 400 (max.dmg.), but only in very rare occasions. Once you hit enemies that are located more distant to you than the range of maximum damage, these numbers decrease linearly along with more distance to the point where you pass the range of minimum damage. Once that happens the weak damage parameter comes in place, which is i.e. for Thunder 50% of the random damage (the value between min. and max. dmg.). For Rico, Twins and some others the range of minimum damage is equivalent to the maximum range as their shots die out there. You might also have a look in our Game Balance Visual topic, in which we made some analyses on the turrets and some of their parameters. The values are outdated, but the applied principles generally still work.
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I haven't read all of the texts in here, but it seems that the article, which the Wiki editor @Shedinja once provided, might be also of interest for you: Game mechanics of Smoky
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Okay, let's phrase it a bit different. If I read these parameter descriptions isolated then I'd say I understand them perfectly. What I don't understand is how these kind of descriptions should fit to the values that can be found in the parameter table. The situation in the game is this way, that once we jump into Shaft's sniper mode, we can still see a rather big portion of the map. This oberservable portion (field of view) slowly gets smaller until it stops to be further reduced. This reduction is dependent on the charge level. If we just read the description then we notice that despite of its parameter name the parameter FOV max (deg) is the one that it should show the value of the field of view when we enter the snipe mode, so it should show the biggest portion of the map. In accordance to that FOV min (deg) is described as the condition when fully charged in and with a narrow field of view. Now when we check the values, we see that a wider angle is issued to the FOV min (= minimum field of view, also per definition), which is not fitting together, because we would need to get a broader view once we hold down space then. ;) I assume somebody just misinterpreted that parameter name and thought it talks of the field of view with maximum charge instead of a maximum field of view. So either switch the descriptions or switch the values or lift my understanding please :P
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Is the mouse control thing not conflicting with the control of Magnum? I have heard of something that Magnum can't be used with mouse. I never got along with mouse controls...
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Ok, I believe ya if ya say so... I don't understand the descriptions of these parameters tho. Can someone explain it to me, please? :confused:
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FOV max should be bigger than FOV min (push ^_^)
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No H should be used for the Horn :ph34r:
- 113 replies
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What exactly is incorrect there?
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We'll see ;)
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I assume they are going to implement the matchmaking maps to the standard battles. Surely just speculating...
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Okay never mind. It's just how I perceived it at first, but if it isn't the case, then I am sorry. I wasn't fully serious anyway.
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