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Railgun High-Caliber Alteration Review.
Paddy-Tanker replied to Paddy-Tanker in Railgun High-Caliber Alteration Review. Writers' Corner
Railgun Overview: Railgun is a turret loved and hated by many, being a weapon with one of the highest skill-ceilings. In the right hands, Railgun can be an extremely versatile turret. Railgun dishes out high damage and impact at the cost of a long reload, and the need to charge up a shot for 1.1 seconds before firing. Along with its ability to deal collateral damage and have no damage drop-off, it can be a deadly force. High-Caliber Alteration Overview Once at the modification level of M2, Railgun unlocks its M2 alterations. High-calibre ammunition, and Shell Stabilization. In this review, we will talk about the High-Caliber alteration. The High-Caliber alteration costs 100,000, and costs 5,000 to rent for 24-hours. The High-Caliber alteration increases Railgun's minimum and maximum damage by 40%, and increases the reload time by 50%. This alteration allows Railgun to deal much higher damage at the cost of a longer reload. Gameplay While playing with this alteration, many may notice it feels quite similar to the old Railgun; very high damage, very long reload. At M2, a stock Railgun with this alteration will deal an average damage of 1260 per shot, with a maximum damage of 1687, and a minimum damage of 833. At M3, a stock Railgun with this alteration will deal an average damage of 1483 per shot, with a maximum damage of 1980, and a minimum damage of 986. While playing with this alteration, stock medium hulls of the same modification level are almost always 2 shots, with a slight chance to be 3-shots. Stock light hulls of the same modification level are almost always 2 shots, with a slight chance to be 1-shot. Stock heavy hulls of the same modification level are almost always 3-shots, with a slight chance to be 2 shots. With this alteration, a player using Railgun can deal very high damage per shot, but not without its cons. The +50% increase in reload time can be your worst enemy. The key to playing effectively with this alteration is to use the peek-a-boo strategy. First, find a place in which you can seek cover easily. Second, seek out a target (keep in mind that this alteration puts a massive dent in heavy and medium hulls, along with the chance to vaporise light hulls with a single shot). Third, pre-fire the shot behind cover, then pop out and hit a target. Lastly, retreat to cover, and wait for the long reload to finish. Repeat the previous steps for each shot. Try to change your cover spot every few shots, by doing this you can decrease the chance of an enemy easily seeking you out. Try your best to utilise Railgun's infinite range and collateral damage. By lining up targets, you can deal more overall damage, and increase your effectiveness in games Conclusion In conclusion, I enjoy this alteration. It adds a new feel to Railgun and is truly satisfying to use. Multi-kills will happen quite often with this alteration due to the increased damage. However, the increased reload requires the player to place their shots very carefully, and have a good understanding of the peek-a-boo strategy. A Railgun with this alteration wielded by a skilled player can be a be a force to be reckoned with. I, without question, think this alteration is worth the 100,000 it costs. -
category Ideas for Hulls and Overdrives!
Paddy-Tanker replied to Ilia.ArchangeI in Ideas and Suggestions
Fix the health of hulls in each class Some time ago, tanki decided to give the hulls in each class (light, medium, heavy) the same amount of health. While in some ways this was a positive change, it severely weakened some hulls. Take dictator for example, it is a part of the medium hull class. However, it is outclassed by viking and hunter. Since all medium hulls have the same health, dictator has nothing going for it. It is the slowest of the three medium hulls, and has the lowest turning speed, ontop of that, its size makes it an easy target. The only thing good about dictator is its weight and power, which make it good for golds, but thats it. If players want a fast medium hull they get viking, if they want a quick and maneuverable medium hull they get hunter, if they want a hunk of metal the size of a tower, they get dictator. Back in the day, dictator was great because it had a plentiful amount of health, now, it has the same amount of health as the smaller and faster viking. It just doesn't make sense. Dictator is just one example, but its not hard to see what I mean. If hulls in each class have the same amount of health, they don't feel unique, and some wind up being outclassed. This is why I think hulls in each class should have different amounts of health. -
In sniping mode shaft's impact is increased to about the same as a railgun of the same modification level. But it would be nice to have an increase in the impact of arcade shots.
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UNDERRATED is when you said in you post. A weapon should not be changed because it is underrated, only if it is underpowered. Although, it would be nice to have shafts penetration added back. Not sure about splash though, especially since we already have 3 other weapons that do splash.
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Recently XT skins were added, I think this was a great update, but me, and many other players are irritated by the fact that the skin looks the same on an m0, m1, and m2 as it does on an m3. All the current XT skins are based on the original m3 design for a turret or hull. To me, this is very weird. You have people at warrant officer 5, running around with an XT vulcan that looks as if its m3. Now, I know this isn't a big problem, but I think many people would appreciate it if XT skins on certain modification of equipment had its XT skin based on the original aesthetic for that modification level. So, if you have an m2 railgun with an XT skin, you would still have the bird beak and all, except it would be put on the original aesthetic of an m2 rail rather than an m3. Im sure many players would appreciate this change, and they would be able to identify the modification level of equipment even if it has an XT skin on it.
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"I am in this club".
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Anyone else having loading problems after the update? I open the game client, and it just sits on the loading screen forever, it never finishes loading. I've tried reinstalling the game client, that didn't work.
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Guide [Issue 29] The Ultimate Guide to Smoky
Paddy-Tanker replied to Thekillerpenguin in Newspaper Archive
Definitely, if you can get m2 smoky and viking at that rank its crazy. -
Guide [Issue 29] The Ultimate Guide to Smoky
Paddy-Tanker replied to Thekillerpenguin in Newspaper Archive
Smoky, m0-m1 eh. At m2 this little peashooter becomes a monster. Pair smoky with titan and you've got yourself a one man army. I've seen some pretty crazy stuff go down with smoky, its one of the funnest turrets to use. You've got good range, and the fire rate allows you to knock light hulls around like ragdolls. Also one of the best turrets to use in clan wars. -
Magnum is I weapon I feel makes a great presence in a battle. From its massive barrel, to the deep thunder you can hear anywhere on the map when it fires. I bought magnum m2 not too long ago, a I fell in love. In my lower ranks I had enjoyed the role of sitting back and supporting by team by picking down the enemy defense with shaft. Magnum plays a similar role, although instead of picking at tanks one by one, you can blow through the whole defense in about 2-3 shots. Though magnum is a weapon that demands skill. You need to have some experience with it to know what power and angle a shot will require. It doesn't matter if you have all the supplies and an m4 magnum, if you cant land shots you're not going to be a useful team member. My main tip for magnum is to fire at clusters of tanks. Try to utilize its splash as much as possible. ;)
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love it, keep up the good work
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In the v-logs they stated how striker and magnum are mainly not multipurpose, however, after buying magnum m2 at the birthday sales, there is much more to this weapon than people think. The main reason I bought magnum m2 was because once I get to lieutenant colonel my railgun m2 was just too weak, it didn't have the power that i needed and its damage was too inconsistent. The only time I really camp with magnum is when our team is trying to clear out a choke point, otherwise i'm running around blasting the enemy team to bits. The really nice thing about magnum is you can two shot a heavy hull of the same modification level, the chance of it happening is around 30% but its still possible. Another huge advantage this turret has is that many people don't have protection from magnum, which only makes it even easier for you take control of a map. I was playing on a silence game on red team, we had 3 m2 magnums on our team (Including me), the enemy team wasn't able to even get close to our flag, especially since magnum has a huge splash radius, since the enemy team would cluster up alot, it only took our magnums about 3 seconds to kill 5 tanks. Magnum is also not horrible for capturing either, if you get the chance run for the flag and if someone chases you just shoot straight up at 5% power and the shot will land on the enemy. This weapon has much more potential than people think and if they had a chance to try and get good at it they could enjoy it plenty.
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You think it's ruining the game, but its really not, you kind of people just spend time hating on the weapon rather than trying to find a counter to it.
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I pretty sure he means that the turret alteration will change the hull slightly, I don't know how tho.
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there wouldn't be much of a point to add 10% to the impact force, the point of this alt is to allow thunder to survive in close situations like smoky. Thunders impact force is already decently high to knock off the aim of enemies.