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Posts
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Everything posted by enri_chill
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This was written before the reconfiguration of the hulls. Hunter and Viking basically switched strengths about a year or so ago. I loved the old hunter. Starting to MU my m3 hunter once again since M4 Viking is so unstable.
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After the M2 mod on the rails I started using rail prot all the time. I was one shot killed in my m4 titan and declared enough is enough. That being said my hornet (while using 44 rail protection) has been flipped by a rail more than once. The impact is definitely NOT reduced 44%. Just my experience fighting against rails.
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I have noticed this too. I know personally I quit using Rail and Thunder so much because most everyone had 40+ protection against them:(. It became better to use smoky, rico, vulcan, etc. Recently there has been more Rico protections and less Thunder.
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Whatever you were referencing in post http://en.tankiforum.com/index.php?showtopic=177128&page=344&do=findComment&comment=6541471
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It certainly should dish out more damage closer. The other tank might have had double armor activated. Then it went off. That's my guess.
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It is one of my favorite turrets, but it is also my lowest points per hour of usage by a long, long way. You can look at my stats and see which turrets generate a much better score on average. Shaft is at or near the bottom. It is hardly OP, but essential for team victory in most games. That is why I like to use it...changing a battle. Unfortunately in the new MM I don't always get to join the losing team and try to win.
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Do you use it in DM? How do you score? What about on the other games? I've never done too well with the shaft on DM...rico, twins, thunder, even smoky doped up all wreck!
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Have you ever played with the shaft much? I don't think it is OP. I have played with lots of the turrets. You can check my stats. The easiest to score with are twins, rico, thunder, isida. Shaft is very hard to score with. It can devastate the opposing teams in CTF and CP, but you don't get a better score for doing that. You just help your team win. It really isn't OP. It just plays a different role that not every one enjoys.
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When I kill the flag chasers so that my team gets the flag capture, the tank who captured it gets the bonus and doesn't even realize they wouldn't have scored without the support of the shaft. A good magnum player to soften defenses and a good shaft are essential to great teams.
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How did the format work out? Was it fun?
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I don't know about buffing striker...I have been amazed at how strong they are when well played. I personally laughed at the turret when it came out, but lately I have been getting lit up by more and more. Also I have zero protection modules for it. That is also part of the problem. What is your suggestion for the railgun's buff? What about the vulcan?
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I have spent over an hour trying to play one game. It tries to load and a minute or two later it says I have been removed from the battle due to inactivity. This has been going on only since MM began. Please do something. I enjoy TO but this is seriously making it a bigger waste of time.
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I see lots of viking twins, but definitely would hate facing a titan smoky more. Just my opinion. There is no doubt that twins is a pain to face on almost any map and any mission. Not so true with other turrets.
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M3 with rico, vulcan, thunder, smoky, twins...all amazingly solid
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I think you need to also add 1 heavy. Then be sure you have one close, medium and distance turret. I am working on getting my m3 hornet to m4 right now. Got the viking and titan m4. Love the titan with the right turret
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I loved viking until I faced more and more legend ranks...right now Titan is a better fit for my game...midrange and support. Viking is a lot of fun with it's speed, but it is very unstable when facing m4 turrets. Just my 2 cents.
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This is the key to freeze...it is not the best turret for a frontal assault, but hit an enemy from the side or back and they are toast (or an ice cube of death)! I hate m4 freeze with a passion
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I quit mu-ing at 16/20 on my smoky too. Just doesn't get the bang for the crystals. Have been experiencing much better results with rico, shaft, thunder, and <gasp> vulcan
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I'd start with viking...good speed, low profile, decent hp... On bigger boards like Highways, I prefer titan...lots of health, fairly decent speed to snag the drops... Just my thoughts. Also practice those arcade shots...they will get you lots of kills! Promise
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I think it is definitely worth it! I didn't think it was that good until I was in a battle with my m4 viking and kept getting 1 shot killed by a rail on drugs with the High Caliber ammo...very frustrating to play against.
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On forest the ramps and log cabins are actually very helpful with the Rico effect. But in general I agree! This is perfect advice!!! Rico is just a fun and creative turret! Not to mention once you mu it to 15+ at M3 it wrecks hornets and wasps in 3 shots.
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I am in a very similar situation except my 32 modules were mu'd to between 39-43...now where i had 4 or 5 protections that should have boosted protections (even if using a simple original crystal cost vs. new crystal cost) and then given me lots of batteries...over 1 mil crystals.
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I agree. I had 32 modules (counting 20 legacy many almost completely mu'd before the change to m1-m2-m3 modules). Along with that 10 m3s and 2 m2s all mu'd to at least 40 protection. Lots of crystals...now no batteries at all and no protections higher than previous. Hmmmmm?
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My 4.5 million crystal garage has become a 3 million crystal garage...my protections didn't go up at all:( It seems all they did was take the highest protection we had on a given turret (regardless of how many crystals spent/it was worth) and kept that amount and threw the rest away. Can someone help me understand the math? I am also assuming there was no credit given for the legacy modules we had acquired previously and mu'd.
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Does anyone know what the mu cost is for the new protection scheme?