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Everything posted by Tani_S
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^should it be a distance turret or for the near combat like Hammer? I recommend you to make the clip reload time to about 5 sec. If an M3 missile would deal 330 dmg. it would take 11 shots take an m3 titan down, that's by far too many.
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Hailstorm sounds intimidating :wub:
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Patch Update #437 - Player Ratings plus additional fixes
Tani_S replied to theFiringHand in News Archive
:D I don't care about this, because I am nearly always playing on mute B) -
@Cortana You could also wait for Rico's (and Twins') splash alterations to be introduced or wait for the M3 alterations. Another option is the new artillery turret.
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1) Read the original topic post ;) 2) Yes, Twins is one of the best alterations in the game. I rarely demount it (i.e. when I play in really small maps like arena or so) and I have it equipped most of the time, because in most situations it gives your turret a better performance, especially in mid-sized maps like Rio, because you have a better range and you can aim a lot better.
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In the rating formula I would implement a factor that is affected if a player has won a game or not. For this I would calculate the average rating of each team (or as a better alternative the average team rating weighted by every team players xp points in the game) and oppose it with the own team rating. This means if a team with a rating of 2000, wins over a team with the same rating it wins a certain amount of rating points. The more xp a player was able to achieve in a winning game the more rating points are added on his personal rating.
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It seems so, that you are the 3381 best player in TO, at least for this week (it could be also an overall figure, but I am not sure). Thanks for pointing out the efficiency tag, which is equal to the actual rating if you divide it by 100.
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I think the pellet spread already diminishes Hammer's damage quite effective as it is now. An effective way of nerfing Hammer is increasing the reload time of the single shots within one clip. This can be very harmful for Hammer in my opinion and you can easily overdo it. I think another alteration that is worth the cost is Firebird's compact tank alt., which turns an UP firebird to a turret beyond being balanced and being about to be OP. Another reason why Hammer is considered as OP is that only few have protections, as it didn't use to be so popular as it is now and more and more becoming. Agreed, Rico is the turret that has a comeback (I saw a lot more in the past days than normally), but a rico player now needs a more active playing style than before.
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lol
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Huh, so if $36 is cheap with money, how "overwhelmingly expensive" would it have been with a crystal payment? #tankilosingtrust
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You are right, that you can only equip one alteration of the same modification at the same time, so the answer is no, as the mentioned alts. are both on M2 level.
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Patch Update #437 - Player Ratings plus additional fixes
Tani_S replied to theFiringHand in News Archive
The rating pages are down at the moment. -
Unfortunately, it is already over. The contest had a very short duration.
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When both m2 alterations are equipped on the turrets (m4), then Smoky has a crit hit of 840, Thunder's avg. dmg. is 704. IMO the Smoky M2 alt. is worse than Thunder's M2 alteration (dps decrease vs. keeping dps and dps is more important for Smoky than for Thunder). Thunder's M2 alt. has as an additional advantage a higher impact force per second, whereas Smoky's alt. has a lower impact force /sec, with each one compared to stock turret. Smoky is for attacking and Thunder is for staying in the back (though I rarely do that myself ;)). Smoky nerf mainly hit M4. I also think that players often don't use the full potential in playing both turrets, so for Smoky by better leveraging what it is known about the Crit shot mechanics (when does it appear) and for Thunder to use the splash more, just like Striker players have still potential to upskill. The question about balance for Thunder is not so easy, as you have the normal attack layer, the splash layer and the self-damage layer. So it has purposefully a higher damage output, but has to take damage too as tradeoff and the enemy tries to use it of course. The question is how much value has splash and how much has self-damage (that's why I also think that Vulcan's damage output is too low compared to its self-damage). On the one hand Thunder is more of a team weapon than Smoky (coz of slow reload), on the other hand it uses the high damage and splash for killstealing in DM. I haven't checked the stats of other smoky players, but my xp gather rate with Thunder is about as high as mine with Isida (tho I played before with Isida on lower Ms as well), which is around 1,400 xp per hour. I expect that Smoky's xp gather rate is lower. Maybe this measure points to a nerf for Thunder. So let's see if we get a nerf for Thunder, too. Consider that a damage nerf, directly affects also splash damage. Tho it is reduced by a lower self-dmg., but the splash is more important. The devs said, that they are reworking the functioning of the splash effect, tho primarily for the coming artillery and Twins+Rico alteration, but maybe it will have an effect on Thunder's splash and self-damage as well. Let's get surprised ^_^
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Well maybe not several barrels, but I am pretty sure, that it will shoot many small shots/pellets. There are also a number of things that are different to striker: turret is directed to sky and turns up & down only one firing mode no rockets big recoil probably much longer reload arc trajectory bigger splash damage It will be more like Shaft than like Striker -> more campy (but also behind walls) with reloading and charging up.
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Nice one :D
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I expect that the artillery will have several barrels and can shoot a lot of shots at once.
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Yes there will be a maximum number of clan members. The standard limit is 10. However, in clan system implementation phase 2, when the economy system is introduced, you will get the opportunity to increase this limit by fulfilling certain conditions with your clan in the game. As far as I know it adds to the battle fund a fixed amount of crys. It is probably dependent on what rank the player has, but I am not sure. The rating formula is unknown. The old one is known. The higher the rating, the better.
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:P I think it's probably both - the turret and the alteration. In the last days I noticed that Hammer's M1 alt. has a big influence for the performance, too. You are right, that turrets with more layers are harder to get balanced. The funny thing is that since the alterations are introduced, there are kind of a lot more layers for every turret and every turret change is multiplied by affected alterations.
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10k damage with a 30 m splash radius hitting the polygon point :ph34r:
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The only way how Thunder can fire faster than Smoky is when both Smoky and Thunder have their M2 alterations equipped.
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Patch Update #437 - Player Ratings plus additional fixes
Tani_S replied to theFiringHand in News Archive
Yeah, my eyes burned too :wacko: :wacko: I had to close it quickly :rolleyes: You're a genious B) :lol: -
Yes, this plan works very well for TO ;)
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