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Posts
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Everything posted by enri_chill
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Just got the round destabilized alt for railgun...I understand the positives, but I can't figure out what the negative items actually means from a quantitative vantage point: Impact force: +20% Maximum damage: +90% Minimum damage: =1hp Any insight is appreciated...and yes, I should never buy an alt without knowing what it does, but I think this was the one most of you all were saying was worth the crystals:)
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On a side note, I learned how to turn my turret with titan/hunter and rico. Both are very stable. Get the Minus-field stabilization alt for the rico. It won't take long to get the hang of it. And it will increase your kills tremendously. The titan was much more stable for driving, turning turret and aiming than the other hulls (except the slow mammy) IMO.
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Thanks for letting me know that. That helps in a way...I am not a fan of DM...nothing but drug drug drug and drone drone drone...at least team battles you can be strategic...
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Agreed. I am at 13/15 after 2 weeks! 2 Weeks!!!! That is unrealistic except I had holiday time and hence more free time. Those are rare commodities. That mission should be removed or modified to include finish Top 4 on winning team, Top 2 on losing team (or something like that).
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Development Team, I rarely if ever complain. But since the missions have changed there has been an increase in the "Finish in the Top 3 of the Winning Team." Missions that revolve around finishing in the Top 3 spots on a winning team are just BAD missions. I can control my performance, but not that of my team. I am backlogged on missions that can't be finished by myself. Please consider changing these kinds of missions. Make them performance based for the individual. I am landing on games that are already underway and impossible to alter the outcome. I finish in the top spot or top few spots but the team loses. All that effort and nothing to show for it. If you can't choose your team, then don't make that part of the missions (regardless of weekly or daily). Or why not make it finish Top 3 of winning team or Top 2 of losing team. Something that gives you a chance regardless of your team or at least rewards you for sticking it out in an overmatched MM. Just my thoughts to make TO better! Thanks, enri
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My operating hypothesis is they were already developing a series of alts. So most turrets have lost their core balance and need to purchase an alt to regain part of it. For me, I embraced the overheating with the vulcan and bought the "rain fire from above" alt. I love it and think it makes the turret a valuable asset for any team battle. It was pricey, but totally worth it IMHO. I could have embraced the alt with a decrease spin up time and enjoyed a more responsive turret. As it is, I didn't so once I stop shooting (or spawn) I am utterly helpless except for teammates, obstacles and landmines.
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I prefer hitting and moving and not taking forever to get a solid charge...the extra time vs extra damage is a trade off I don't personally like. You may prefer being more static (i.e., camping), but I prefer movement, hitting quick, closing and finishing. Just a style preference.
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I have been getting a glitch where none of my shots are doing any damage whatsoever, except for my mines:) I will go to garage and try a different turret, but often even that doesn't work. As far as a glitch where full scope shots do arcade damage, I haven't noticed that. Did you see if they had DA or module on?
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Mine is at 45% and it makes a difference for me. If you have the crystals for it, it will be a help for sure. I don't know what you other protections are however. So you will be deciding to drop one. Consider that before you buy. I tend to enter most any battle with firebird, rail, and rico right now. Then switch around depending on what the other team is set up with.
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I wasn't able to afford that alt with other goals I had. I did buy the incendiary round however. I think that is a fairly good bargain for the alts. The unexpected benefit has been a "tagging" effect once the round kicks its afterburn on the enemy's hull. You can then track them for a while and finish them off.
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It was certainly OP when released, now it is not OP. The first day it was easy to get 10+ K/d ratio at high levels. Now it is back where the Vulcan was before all the trickery of Alts, afterburn increase, etc. If you do NOT have a fire module, then it is OP. But then again if you don't have freeze module or fire module or isida module, those turrets will wipe out any hull in a few seconds with no problems. Vulcan takes a very sustained time of fire (and then afterburn effect) to do the same thing. Same here. The only time I think it would help is hearing someone coming from behind (when they are ripping your rear guard apart) before they actually get to you. Sharing this more from the perspective of a shaft user at times.
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That is correct. Once you inflict afterburn on a hull (whether you are using firebird at close range or vulcan/smoky at long distance), afterburn will continue to roast the enemy's hull at solid damage.
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Does it charge a lot faster than the regular shaft scope shot?
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Thanks for the cautionary note!!! I went with the smoky fire alt and am enjoying it. It is great to track your prey...just follow the afterburn damage behind walls and you know right where they are going to be:) Makes finishing off folks very simple. Thanks for the warning!
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The only problem with your analysis is your math:) There is a 66% reduction in smoky's impact force. Your formula you used above would only account for a reduction of 33.3%. The proper formula to determine the m4/m3+ smoky impact with the autocannon alt would be 330*.34=112.2 impact force. In other words it has 30% less impact than the twins. I have faced the autocannon with my hunter and shaft several times. Each time the autocannon has been defeated when we see each other near the same time. The force is not so strong that I cannot land a scoped shot with the shaft. Facing m3+ rico, twins, or stock smoky is a different story altogether.
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Has anyone tried the light capacitors? Thoughts? Results?
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Having played with Vulcan a lot in the last year (I was a late adopter...jumping in at m3 during a kit sale), I love it. It was very underpowered, but playable in a variety of battles. When they lengthened the spin up time, added extreme burn effect, etc. I stopped using it. Went back to Thunder, Smoky, and Rico. After a few games during Halloween where I faced the Vulcan kitted up with the burn-you-to-ash alt, I decided to splurge and use the crystals. After using the m4 Vulcan (with alt) coupled with m4 Titan and 45% protection of fire, I will tell you that it is VERY playable and effective. There are a few smaller boards that it is suicide to use it, but I will normally go to garage quickly and go to Rico/Smoky/Thunder quickly if I land on those boards in MM. Sure, if the enemy has taken over the base when you arrive in the battle you will have 0 kills and 10+ deaths...but if you start out in a battle and have time to manuever and start your spin up on the barrel it can hold its own in battle. I even appreciate a little burn from firebirds as it seems to activate the afterburn on my spray of bullets. This might be more my hope than reality though. Overall, I enjoy the new alt and the changing game play dynamics on the new Vulcan. It isn't the most powerful turret, but it plays a unique role on team battles that is fun to fulfill. If you have the crystals, I'd get it for sure.
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And as the recipient of it, most frustrating :D Or perhaps getting frozen in the middle of battle from out of nowhere! :rolleyes:
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They might, but I don't think any tank could survive 10+ mines on top of normal fire from enemies. Even at 50% prot and DA...
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Got it. Sorry about that. I missed the original post and thought it was dealing with the new miner drone or whatever it is called. I definitely think the mining stuff ruins a game. Unless it is a clan war, at which time folks should know each other and create a strategy to overcome the barriers of mines. For the MM games, however, it is insurmountable due to lack of communication and defined roles.
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From the Russian wiki page Projectile stabilization The guidance system selects more predictable trajectories for projectiles. Each shot will cause permanent damage and maintain power when you break through. Backwire = 100%; Min damage + 50% ; Max. damage –25% You can then look up your turret's mu level and do the math. For a stock m3 0/20 it would be 703.53-1414.12. So with the alt applied you would do 1055.295-1060.59.
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But I believe there are a number of mines that do not disappear after the tank is destroyed.
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That is crazy!!!! Certainly would hate to be on the other team!
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I agree with GuidoFawkes in that I used them a lot before the update which nerfed them. Now they seem underpowered.
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I believe the crit is still good for all distance. A hornet at distance hiding and pelting core defensive tanks until the crit hits (20% chance) then moving up...is s fun proposition.
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