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Everything posted by Tani_S
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All those heavily upgraded tanks protecting the little Isida. Charming! :wub:
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I know - but unfortunately people don't get that they have to buy their equipment based on that what the future brings and not how it is on the present day. The same happened with Hammer with each sale after last Christmas. The devs already said, that the next balance changes won't be before the matchmaking system is implemented. Anyway, imho the top 3 OP turrets at the moment are 1. Magnum 2. Isida 3. Rico. On the lower end there are no clear losers, but it would be good if Smoky, Striker and the unaltered Rail would get some rather small buffs. Yes, Rail will not get changes as it is the benchmark turret, I know
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valid More camera positions(First person mode, etc)
Tani_S replied to Featherz in Ideas and Suggestions
Yes maybe you are right, the linked idea might be too ambiguous, as the title states one thing and the text something else.- 38 replies
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- new feature
- settings
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44.4 is only the pure shooting time for the M2 Isida. If you add the reload time, then it is far higher, because M4 Isida needs 84 seconds and M2 Isida needs 123 seconds to kill the tank :lol:
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(poll) Do you think the numbers of isidas change the outcome of a battle?
Tani_S replied to I-Hate-Druggers in Archive
The only counter to Isida trains is OP Magnum at the moment :P -
Yep, imho it's only a question of time that it needs to be adjusted.
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valid More camera positions(First person mode, etc)
Tani_S replied to Featherz in Ideas and Suggestions
It seems Hazel doesn't like this idea ^_^- 38 replies
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- new feature
- settings
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The last time when Vulcan's overheating was changed, it was nerfed, so it overheats rather quickly. But the repair kit update made Vulcan stronger again, because of its rapid fire. I think Striker's lockon memory was buffed from 0.7 to 1 sec a while back. Yet Striker is still not very common. Anyway those changes were officially announced changes a while ago and the numbers in the wikis haven't changed since then.
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The ping/fps were especially bad for about half a minute after you joined a map. Overall the performance was worse for me too when I played, compared to Flash. I bet there just still needs to be more optimizations done.
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What makes you think this way, were there silent updates in the game lately?
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Thanks for the quick fix! :)
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The paint preview doesn't work for the paints Chill Bro!, Tropical Foliage and Sky yet. It would be cool if the Flow paint preview was animated as well, but one can't have everything :P Thank you guys for implementing the paint preview option, it's very much appreciated! :)
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Okay thank you though :D
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Does anybody know anything about the point "improved CP mode" in the Development plans page? Did I miss something or do they maybe talk about the planned ASL mode?
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I agree as well. Rico was buffed too strong especially by those +2 projectiles in the clip (this change happened when Rico also lost some autoaim degrees). A small note on the side, an M4 Rico needs on average 15-16 shots for a Viking M3 protected with 50% while there are 14 of them in one clip, but anyway the effect of a Rico protection should be by far bigger. In my opinion and in hindsight it would have been better if Rico had only 12 projectiles in the clip as it used to have.
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:huh: Are you sure about this? Did you test it? Tbh i can't believe this at the moment...
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I like how you calculate the price of the alt. having the tankers day discounts already in mind :D
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In case you are relying on DPS figures, you should take into account that there are multiple ways to calculate them. In general I would take the average damage (of max.dmg. and min.dmg.) and divide it by the reload number. Some turrets only have a reload time (like Thunder) and some have a reload and a consumption time (like the energy turrets or shaft's sniping mode = 8 sec. reload and 4 sec. charge). One might take the average damage divided by sum of reload and consumption (which is the time of a cycle), to get the cycle DPS. The DPS of Twins is much higher than of Rail, because there the damage decreases over range a lot and it is not so easy to hit enemies with all Twins shots. I agree with Maf, and I also think that the XP/h ratio is a good indicator to see how effective you are with certain weapons. But this ratio is also influenced by the point in time when and with which MU level you used which weapon, because it also shows if you can compete with others or not. Another thing which influences it, is on which maps you play. Maps that are smaller or a have a specific design (like polygon CP) offer a higher fight intensity and lead to higher XP/h numbers. Regarding balance changes, Hazel said, that there won't be any as long as the matchmaking system is not released yet.
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Yes, imho talking about reload speed is irritating to a lot of people. Better talk about a lower reload time or a higher fire rate. As for Twins I am pretty sure that you can expect the same like for Smoky or Thunder, so it will shoot even faster :D For this OD they said higher rate for normal turrets unlimited energy and higher range for energy turrets For Vulcan I'd expect that you will have no energy limitation and by this no self-burning damage, as well as a higher range, but i'm not 100% sure. I'm curious what they will do about Ricochet, because from its mechanics it is a turret of both types. It has a reload parameter (measured by time) and is also an energy turret (energy limitation).
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It looks like your Magnum player can't aim properly. In my point of view Magnum is OP and it's only a question of time when it needs to be rebalanced. It is especially too strong vs. short range turrets, as they only have about ~5.5 seconds to come near to the Magnum and kill it (presuming both players have a medium hull). If there are dangerous turrets to Magnum then it is one of the mid-rangers (Twins, Rico, Hammer) and of course other Magnums and Shafts (because they can hit the barrel).
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Review [Special] A Test in Review: The Matchmaking System
Tani_S replied to Yisroel.Rabin in Newspaper Archive
This idea is simply brilliant! Let's implement this please! :) -
Yes, they did. Check this link.
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If the MM works good then normally Legends will play against Legends. If there are not enough of Legends then you will probably play with them. I don't think it will differentiate between Legend 1 and Legend 15 regarding the ranks. It still might don't put those two together in a battle, because the MM also looks on the equipment level of your garage and hopefully this includes the MU level as well.
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+1!
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