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Everything posted by Tani_S
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Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
Tani_S replied to theFiringHand in News Archive
It's funny when the people think your Twins makes self-damage and they drive up close and ram your tank, but you got the new alteration and you can put the brick on the space bar :lol: -
Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
Tani_S replied to theFiringHand in News Archive
I think that the dev's opinion tides also turned, when they announced the splash alt. at first and then introduced a non-splash version, because it is more bad than good :lol: -
Yes every missile is an individual thing in arcade mode, the only thing to consider about the barrels is then on which side the missile is launching. It seems that because of dealing a big damage that the reload is felt to be shorter. Striker seems to have an above average killing rate (like shaft), but because it is in general rather far away from the direct combat and the flags, it is underperforming with getting experience points compared to other turrets.
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It will be possible some day.
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Yes :P
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Never mind, in case you are talking of the arcade mode, you can forget this 4 missile thing and every rocket needs a reload of 1.8 and is shot individually. The time between a shot in arcade mode is a reload and between the shots of the rockets in salvo mode is a "pause".
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Whaat, wait at first I thought u were talking about salvo mode and then you "cleared it up". And now you were really talking about salvo mode?! lol
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Alright, no problem. For killing a Viking M4 with a Striker M4 you need to shoot 4 single "arcade" missiles and so you have to reload 3 times 1.8 sec = 5.4 sec. So in a weird Smoky comparison :P: Striker M4 deals the double avg. damage of Smoky M3 and has the reload of Smoky M0. So in 5.4 sec. it has an avg. dmg. of 3520. It has one of the highest dps of all turrets, but the thing is that it is difficult to aim and not getting dodged. Edit: made a correction :)
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Alright, thanks a lot for the answer :)
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So what purpose does the current rating system have if it is not used for rating battles? I thought the whole rating thing was built for rating battles.
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For M4 it should be 3 sec aiming time + 3*0.25 sec pause between salvo rockets + xx sec missile flying time = at least 3.75 sec.
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Here is an experience review and another observation on the Freeze M2 alt.
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The special paint for this Valentine that you have seen in the Vlog is part of the bundle in the shop. But we do not know the price for the bundle yet.
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90 % of 55,000, so it will cost 5,500 crys
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Practically that was done when they buffed Shaft's arcade mode over the snipe mode ;)
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Is it really possible for applicants to make requests to several clans to the same time?
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Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
Tani_S replied to theFiringHand in News Archive
Yeah why not, just make the self-heal -10 % :lol: -
^ Ok good. Thank you for looking this up! Yes, it doesn't seem that this has an impact at all.
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^A question for the EP per hour stats: Are you considering that players already got EP before the playing time was recorded with the introduction of the ratings pages? So you basically would need to cut off this amount of EP prior to this introduction.
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Are the crystals from the missions now still counted for the "earned Crystals" measure in your rating or not? I am pretty sure, that it was counted in the past time. I am also aware that the ratings on the normal player rating page, did and maybe still does not work due to bugs anymore. But what about the total earned crystals page?
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Another question on the ratings, would the measure "EP per hour" or "Crys per hour", so basically the play time, bring in an additional benefit? So could it be an influencing factor? Also what do you think from which K/D number on, it is harmful to have this high K/D?
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Was the dumping of the K/D ratio in the ratings formula the reason, to remove it also from the clan profile menu?
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IMO the vertical auto-aim nerf of Shaft was the strongest one of all the auto-aim nerfs in the past time. Not only by numbers, but rather because of Shaft's enforced inability to rock the hull while sniping (unlike Railgun).
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Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
Tani_S replied to theFiringHand in News Archive
All splash damage turrets have self damage. Splash and self damage is the same. You cannot make the one stronger and the other one weaker. Yes, the auto-aim nerf is really too bad. It was one unique Vulcan feature to have a high auto-aim and now it is only standard (just like Thunder and Smoky). But I do think there is more to it, because it was a series of auto-aim nerfs and so it must be part of a broader plan. Maybe it has something to do with upcoming M3 alterations. The new Twins alt. is an M1 alt. On the one hand it's good that it's "only" 50k, on the other hand it is bad, because the other M1 alt. is a really good one and you cannot equip both at the same time. I also wonder when the M2 alt. will be introduced, because Twins is now (besides Striker) the only turret that has no M2 alteration. The impact force will stay the same. = damage per second I totally agree with you. I would also make the unique features stronger (the negative and the positive ones), in order to make the turrets more extraordinary. This seems to me like the continuation of the rebalance, which made the turrets to some carcasses, so without much uniqueness. Hazel's post showed, that he wants to make the turrets to be fun to play with, but these things are in contrary to this. I'm curious with what he will come up to achieve this in the future.
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