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Everything posted by Viking4s
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i know, mate. I am with you on that, it is just you made bydo upset, you have no heart ? - Bully.
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It is a competitive game, the P2W does bias the outcome. It is about balance F2P and P2W, and TO might have pushed to far in the P2W. It is a team work therefore you will have buyer in your team too. Do your part. The more you level-up, the longer it takes to catch up with buyers. BUt once you got all maxed up the playing field is leveled. Or you can play xp/bp and everybody is on the same page regarding to equipment, but then no point buying other turrets and hulls - so no need of crystals.
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There is not one truth but many, and I did not see that one, so it did indeed surprised me, learning that players see MM that way. Yes a double fund in MM is indeed a power-leveling tool. Not having battle fund in pro-battle is a blessing from god, no grinding, containers, and stars that denature the spirit of the game.
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I may have lost you in the way. The whole topic is not unironic on its own way.
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yes you should be ashamed of yourself ? ? certain culture need to have sad funerals. you can't be happy with the death.
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How skins are linked to power-levelling? Containers are the sames as daily mission which used to be also in pro-battle. If you are looking for fun, then you don't need crystals (no more pressure on the equipment race).
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so we got it wrong, we have fun in pro-battle and powerlevel in MM? ?
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Ares amazing OD: 500 damages and 500 recovery per 1/4 second. When it explodes against wall and buildings: 4000 damages.
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lol, Hornet OD with Vulcan ? - TO teasing players. Ares OD a few more info: Go through tanks and only explode on buildings and walls. Explosion is 4000 close to center. Nearly half the N2 wasp bomb. Damage of proximity is 500 per quarter of second. It does take into account double armor (50% damage reduction). The most interesting thing is that it heals by 500 per quarter of second allies tank, including the Ares who shoot it! It was 50 in the test server Damage and healing. So you can shoot it then then follow it until your full health is restored ? It is basically a mobile breed between wasp OD, Dictator OD and Mammoth OD. 2 words: Over powered. No reason not to buy it ? If it charge as fast as Viking OD, maybe not such a good deal though.
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Developer’s Corner - Amphibious Hovering Hull (Triton)
Viking4s replied to Viking4s in Writers' Corner
Nearly released in the game: and the driving control - 6 buttons and no option to turn the turret (as now) -
Since I wrote about back in August 19, 2016 a lot of time as gone by: Amphibious Hovering Hull (Triton) I was thinking about a light hull, welp...
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At the start of the part about your "hovercraft" video it goes up like an elevator. After when you shot it goes completely berzerk, almost in a willie. You should add compensator so it doesn't overreact. If something similar, then Ares is already ballpark, that is perfect. ARES is more like this: a cross over between real hovercraft and futurist glider: - Going up and down is not good for gameplay, these gives too much leeway for the player, you make it more like a drones that a hovercraft, but event drone can go sideways, this specific is missing from our proposal. Ha, i got mislead because in your video, the spawning is from the above, so it doesn't go up and down. so in your model it should do the same, right!?
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The Driver Drone and Overdrive Charge: Not what it seems
Viking4s replied to TheCongoSpider in Archive
This is based on data from the wiki, the same calculation was applied for all the hull. Discrepancies with yours live-game value would be tweaks unreported (updates and/or another factor not shared by developers). The score from the wiki are as follow (I sorted them for clarity) Action Battle Score Experience Capturing a Flag (CTF) 75 10 Scoring a touchdown in Rugby 75 10 Capturing a Flag (ASL) 50 10 Destroying a Juggernaut 50 15 Participating in scoring a touchdown in Rugby 25 5 Participating in destroying a Juggernaut 25 10 Participating in the delivery of a flag 25 5 Participating in the capturing a control point 15 5 Destroying a tank 15 10 Participating in neutralizing a control point 10 5 Returning a Flag 10 5 We have difference with the Juggernaut. On the wiki, Juggernaut is 50 score points and ASL capping too, they should yield the same %. For Titan the charge score is 500, but all value from TO are actually 1000 fold so 500 is 0.5. 50 x 0.5 = 25%. You have 32 % - reverse calculation suggest a battle score point of 65. Jug ex-Congo Hull 65 Viking 32.5% Titan 32.5% Hornet 32.5% Mammy 39.0% Hunter 39.0% Wasp 39.0% Dictator 45.5% Therefore either wiki is not up to date or your value are already obsolete due to a recent update. -
Completing battles objectives give you score point. These score point are converted into % of charge for your overdrive. However the % depend on the hull. See below, first schart the number of score for each battle objectives completed (from wiki), and secondly the % of charge associated (calculated based on the wiki overdrive details). Action Experience Battle Score Destroying a tank 10 15 Participating in destroying a tank 5 5 Self-destruction 0 -10 Healing a player with Isida 5 13 Capturing a Flag (CTF) 10 75 Capturing a Flag (ASL) 10 50 Returning a Flag 5 10 Participating in the delivery of a flag 5 25 Scoring a touchdown in Rugby 10 75 Participating in scoring a touchdown in Rugby 5 25 Participating in the capturing a control point 5 15 Participating in neutralizing a control point 5 10 Destroying a Juggernaut 15 50 Participating in destroying a Juggernaut 10 25 And score and Overdrive percentage charge boost in % Charge ratio per battle score Capping CTF & RGB Kill JGR / ASL Flag Assist JGR, RGB & ASL Kill / CP Others Hull 75 50 25 15 10 Viking 500 37.5% 25.0% 12.5% 7.5% 5.0% Titan 500 37.5% 25.0% 12.5% 7.5% 5.0% Hornet 500 37.5% 25.0% 12.5% 7.5% 5.0% Mammy 600 45.0% 30.0% 15.0% 9.0% 6.0% Hunter 600 45.0% 30.0% 15.0% 9.0% 6.0% Wasp 600 45.0% 30.0% 15.0% 9.0% 6.0% Dictator 700 52.5% 35.0% 17.5% 10.5% 7.0% Enjoye.
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The Driver Drone and Overdrive Charge: Not what it seems
Viking4s replied to TheCongoSpider in Archive
So now score and Overdrive percentage charge boost in % Charge per score point ratio Capping CTF & Touchdown RGB Kill JGR / ASL Flag Assist CTF, JGR & ASL Kill / cap CP Others Hull 75 50 25 15 10 Viking 500 37.5% 25.0% 12.5% 7.5% 5.0% Titan 500 37.5% 25.0% 12.5% 7.5% 5.0% Hornet 500 37.5% 25.0% 12.5% 7.5% 5.0% Mammy 600 45.0% 30.0% 15.0% 9.0% 6.0% Hunter 600 45.0% 30.0% 15.0% 9.0% 6.0% Wasp 600 45.0% 30.0% 15.0% 9.0% 6.0% Dictator 700 52.5% 35.0% 17.5% 10.5% 7.0% -
The Driver Drone and Overdrive Charge: Not what it seems
Viking4s replied to TheCongoSpider in Archive
I calculated by using the charge in second of each OD and then use 10s for Driver 0 and 30s for Driver 20 (from the wiki - time reduction). Driver Speeds up Overdrive recharge time while destroying tanks. Recharge: 15s Overdrive Recharge Reduction: (10 → 30) s / kill -
The Driver Drone and Overdrive Charge: Not what it seems
Viking4s replied to TheCongoSpider in Archive
According to the wiki Hull Charge in Second Charge per battle point Driver MU 0 Driver Mu 20 Hull Class Viking 250 500 4% 12% Medium Mammy 143 600 7% 21% Heavy Titan 125 500 8% 24% Heavy Dictator 111 700 9% 27% Medium Hunter 111 600 9% 27% Medium Hornet 111 500 9% 27% Light Wasp 100 600 10% 30% Light Juggernaut 40 0 n/a n/a n/a Juggernaut OD charge is purely based on time. Dictator, Hunter and Hornet have the same charge based time: 111 second. But Dictator gets more charge for activity in the game. The biggest loser is Viking it takes 250 seconds on time and has the lowest charge per point (with Hornet). -
rename this topic the spam topic
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