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Everything posted by Viking4s
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Russian live stream https://www.youtube.com/watch?v=OFfJsEHOBu4&feature=youtu.be
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It looks like they will add a new hull augment against "penetration", so it is a targeting Railgun more than Hornet. They kind of fragmented more damage mechanics, like they did for burn, stun, cold and now penetration. Hunter is indeed powerful. No plan to rework Mammoth or Titan's overdrive. ETA: Well this is ON! Hornet has been nerfed, but not the way player wanted. ? "Any tank with that augment won't lose its armor received from modules, supplies and other sources"
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category Ideas for Hulls and Overdrives!
Viking4s replied to Ilia.ArchangeI in Ideas and Suggestions
Why not, it would be different from Terminator. However, I think that the secondary fire have to be an automated and have a delay to compensate for the high power it would unleash. Because it is powerful mode you need to give a chance for the target to run away, don't forget that there is a huge splash damages associated with Magnum's payload. Either by reducing the speed of the shell travel or a long warm up/lock-on with a laser like with Terminator's Turret. The segonday mode is also able to produce self damage, therefore the jug so you have to avoid to use it a close range. I think it is something you need to keep for the Punisher too, higher power but you have to be carefull with it. -
category Ideas for Hulls and Overdrives!
Viking4s replied to Ilia.ArchangeI in Ideas and Suggestions
Mine is deadlier, no blind spot! XD -
category Ideas for Hulls and Overdrives!
Viking4s replied to Ilia.ArchangeI in Ideas and Suggestions
For your Juggernaut 2.0, you can call the super turret Punisher and the hull Doom. You are right we need a secondary fire with a lock-on system, so being crazy let's combine a pair of the massive Vulcan machine gun with Magnum (artillery). I proposed a slightly different Mangum mechanics that would accommodate the lock-on and the salvo mechanics that we have with Terminator. And a slightly different Vulcan mechanic to avoid the constant firing and keep the delay between firing. Primary fire: Vulcan machine guns x2 Both machine guns will always be rotating, but they would shot part-time one after another, so one cools down while the other takes over. It would shoot burst of bullets for one to 2 seconds each time you press fire, and it will have a slight delay like for Railgun. Overall it could deliver during that burst up to 2 000 HP at Mk4. Secondary fire: Magnum guns x6 (don't panic yet) or just one with quick reload. The lock on system would be the same as Terminator/RL with a target acquiring mechanics that start when you maintain pressure on the fire button. Then the 6 explosive shells will be released in a salvo sequences. The Shell would go high in the air and then fall down, as they travel they will have the capability to adjust trajectory and follow the target using wing tail control. The magnum gun would always be at 45 degrees angle, the targeting system will adapt the strength of the launch so they fall at the targeted range. Damage per salvo would be around 6 000 HP at Mk4. The Magnum gun would be like mini-magnum aka Mortar or Grenade launcher. > Mortar x6. The magnum would be more like mini magnum aka Mortar or Grenade launcher. 6 mortar launchers attached on top and center of the turret that will shoot one after another. Like below but way smaller. > One unique mortar with a revolving cylinder containing 6 chambers. -
category Ideas for Hulls and Overdrives!
Viking4s replied to Ilia.ArchangeI in Ideas and Suggestions
If it is a hovering hull it would have an interesting overdrive distinct from the jug, a strong offensive one. -
Creating new augment or buffing Isida won't make these players stay. Using decreasing players pool is a weak argument for justifying the creation of these OP & expensive items.
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Which is exactly what Tanki wants. There is no chance that Isida or any new turret will be healing like the Isida did in the past.
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category Ideas for Hulls and Overdrives!
Viking4s replied to Ilia.ArchangeI in Ideas and Suggestions
What about 2 Vulcans barrel? -
guide 5 Façons D'éliminer Un Juggernaut
Viking4s replied to DYNASTY in Les Archives du Journal Français (French News Archive)
Je suppose que Cyclone c'est l'augment pour la tourelle Stricker. Et je suppose que l'overdrive pour le bloquer c'est le tank Hunter. Cyclone avec Viking Overdrive ca marche aussi. Shaft avec Heavy capacitors c;est du tout cuit. Si le Juggernaute a un module de protection contre Shaft, alors utiliser Hornet Overdrive. Mammoth overdrive marche bien sur les petites carte come Bridge, ou celle avec beaucoup d'obstacle comme Wolfenstein. -
guide 5 Façons D'éliminer Un Juggernaut
Viking4s replied to DYNASTY in Les Archives du Journal Français (French News Archive)
Anything with Viking OD will work. ? -
guide 5 Façons D'éliminer Un Juggernaut
Viking4s replied to DYNASTY in Les Archives du Journal Français (French News Archive)
Y'en a qui finiront jamais de raller, pdr. Le truc c'est qu'ecrire des articles ca rapport des cristaux... Le mode team Juggernaut, j'adore. -
I posted a similar idea years ago (2016) in an old topic called New Supply: Flashbang Mine. Even made picture about it: the 4 second sequence (I choose blue color to not hurt the eyes) Even looked at icons for the garage (that was fun) If you are wondering about the 6 numerical key that was about smoke screen new supply idea (my very first post on the forum ?). Real life Smoke screen for tank
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The proposed augment are beyond the purpose and remit of the Augment feature. Increasing the price to compensate is not a good idea either, augment should be less expensive than a turret. Rework your idea to be reasonable and with a final price of 245k crystals or lower. lol, Self-healing without target Turret portfolio should no have redundant turret mechanics, one Healing turret is enough. There are already many features that allow health recovery: - Repair Kit (garage supply and drop) - Repairing/Healing drones (Sprinter, Lifeguard, Mechanic) - Overdrive: Dictator and Ares. If isida do not heal enough for you then use the following turret augment Support nanobotsHealth healed per second: +100% Damage per second: -50%
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guide Crash Course Parkour Physics: Newton's Laws
Viking4s replied to Person_Random in Newspaper Archive
I see that covid-19 did adversely affected some reporters, unless this is one of the rumoured "procrastination group therapy session". -
it is not fair for hunter that Hopper has 1/ an instantaneous stun effect 2/ an overdrive not affected by other overdrive (unlike Hunter that can be disabled by an enemy HUnet overdrive) 3/ A faster overdrive charge per battle point and per second!! - Wasp Hornet Hopper Viking Hunter Dictator Ares Titan Mammoth Juggernaut Charge per battle point % 0.6 0.5 0.7 0.5 0.6 0.7 0.7 0.5 0.6 0 Charge per second % 1 0.9 1 0.4 0.9 0.7 0.7 0.8 0.7 2.5
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I just looked at your profile, from what I can see straight away is that you have too many Turrets at Mk5: 5 of them!!!! and 2 Mk5 hulls, that's ok. You can't afford these, no F2P can that, that is a grave mistake. If you want to get better quickly you must focus your next buying and Micro-upgrade on one Turret and one Hull only! And buy it from the crystals product kit shop. Look for how many crystals are required for this kit and save as much as you can. Stop upgrading the protection module of the turret you are going to buy (as it is part of the product kit), so select right now which Turret is best suited for you because you are going to play only with this one for a while. Stop buying and micro-upgrading any hull and save crystals. Wait till you can afford Mk7 crystal kit combo. You are going to suffer but that is a necessary step. In battle stay beside strong players, or away from big fights, stay close to dictators and titans to benefits from there Overdrives and the large hull protection. You have Hunter so use it to protect flag, base and goal. As for now use Gauss with either Hunter or Hornet.
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It's not the wiki - it is the Help site. It is a kind of redundant info website, but it focus on players problems. This article as some out of date info to as it says 10 seconds burning and 4 seconds stun, while the wiki says : Burning duration: 9 sec Stun duration: 3 sec I opened many containers on several account and did not get any epic too. Dont; get to work out about it, you need to be very lucky or open 1000 of them. So just forget about them, focus on what you can get and that would be now the biweekly challenges with the skin containers and the augments rewards.
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Of course Magnum, one turret out of 13. --- on a different note I love this advice from the help site about how to Defending Against Hopper's Overdrive 1) Equipping the Heat Immunity Hull Augment 2) Using the Stun Immunity Hull Augment ok! both are at 4 990 No other solution for free to play players? Lol, most of the gif are with Hopper equipped with Crisis drone (very helpful).
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Do you really need the Hopper to get higher? It is not far from the GB max height. Reaching higher building in MM is not advantageous as it will be difficult for you to shoot close enemies, you would need to lean more. It could be useful for maps with high level (like Silence or Lost Temple) or over the dry river bed of Berlin. But there is not that many map like that in MM. As I said in the October B challenges this Construction augment is useless for Hopper. The heavy one might have been better for this hull in term of ramming and when competing against other Hopper.
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Same distance and same height. There you have it: - Lighter weight gained with Light weight construction augment seems to not affect the top speed. - Lighter weight gained with Light weight construction augment seems to not make you jump higher. This mean that top speed parameter and the weight are both fixed values that do not interact.
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I have no idea, there are many mechanics regarding weight, power and speed parameter that we do not know how they interact with each other. Hopper is also a brand new floating mechanics, what principle it follows? This hull augment is also full of mysteries. So you are down to observation. When used on a normal hull, it makes them more sensitive to push, recoil and impact force. Impact force and recoil is the energy that make hull fly higher in Parkour tricks, with it you can get mammouth on top of building. I do not know if it make then go faster (top speed), but it will make accelerate faster (shorter time to reach top speed). But are these 2 parameter linked? or both are fixed and independent? When the hopper had another hopper on top of it it could not jump, we can assume that it is due to the extra weight. So if you lighten your hopper with this hull augment we can assume that it would jump higher. You need to do experimentation to find out.
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Lol, light weight construction is for hopper?, the only hull that does not need it ? Good one oh boy.
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with covid, this is is the B plan ?️
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