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Everything posted by LittleWillie
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Shrink Module Tiles in Garage Interface There really is not reason the Protection section in the Garage needs such a large tile for each of the 14 Modules. They should be re-sized so all 14 can be seen on one page. No more horizontal slider every single time I need Rail protection. Yes this is a small thing but software interface design is about the small things. The suggestion is made for the Protection section. But other sections could apply it too.It just shows up most often in the Modules section because [a] Modules are changed often now and you need to see all 14 modules when you do. You do not need to see hulls you do not own, for example. Drones will have 12 times eventually so they should move to the new one-page tile format too. There's just a lot of wasted dead area in the interface.
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I agree the TO player base is amazingly uniformed about the game they've been playing for years and years. But at it turns out it's just another player blaming "buyers" for everything. This is it in a nutshell. Buyers cannot buy a very large advantage over free players. But they can get it a bit faster. Or they can have a bit more variety in the garage. And we will see what the new Drone / Battery system does to the issue. But so far the bottom line is evry Free player can own a tank able to fight against the oh-so-dreaded Buyer Boogieman. Since drugs are a +100% effect and one MU step might be less than +1% by itself ... yeah, drugs are important. But once you have enough to use (see below) having more does not make you better. No one can have two DD supplies active at once. Right. Buyers can afford to be wasteful. Aside from that daily mission players can get all the drugs they need to play hours each day. What more can a free player reasonably expect?
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Annnnnd.... in today's Vlog 176 the "stupidest idea in a long time" is proven to be instead 100% accurate. #Issmofailagain,again You broached the subject yet claim you didn't, troll this thread constantly about MM... ...but it is I who is the one projecting. LOL & Cheerio. The rest of us are moving on...
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You've taken us down tangents too long to return to the original narrative. I am glad you are proud of your k/d amassed in a massive 28 hours of play at low ranks. I am glad you think this makes you a expert player. Your inability to express expert thoughts on the game prove otherwsie however. As does your 0.29 Cry / Exp Pt ratio, As doies your insistence you know the minds of ten of thousands of other players. Why do you spend 20 hours on this forum for every one hour you play the actual game?
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:"Forced" to buy Drones? LOL. For some reason I do not feel forced to any damn thing. TO announces a small little fun thing and of course some one on the internet declares it a Conspiracy. :rolleyes:
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Oh? Highways suddenly got smaller this week? That's why a Titan dared to defy Issmo CW and play on Highways? K/D has no bearing on MM you delicious bundle of delusions and dimiwittery. If it did I would see different results between by accounts w k/d ~1 and my accounys with K/D ~3.. But I don't because k/d is not a factor. This game is not a big ball of confusion to everyone. Some of us know how to use data to decipher performance. Hint: That does not involve looking for conspiracy theories under every rock and thinking you can red the minds of other players.
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Yes games are much more fun when it is impossible for players to perform novel acts. Highways is most fun when you know before you even join the game that 50% of the players will be heavy hull Shafts that camp and snipe That the few tanks who do try to raid flags or whatnot will mostly serve as sniper prey. It is better when each and every game on the map plays out the same exact way no matter what. If some player try to be imaginative, say using Freeze / Titan ... well it is better if it is impossible for imagination to bear fruit. Now that's gaming!
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I've never had that happen to me. OTOH I play Quick Battles often. If it happens that is just the sort of erratic bug one expewcts in most any Software v1.0. It is something that can be fixed to work as intended. One person using two online identities on the same forum is the defintion of sockpuppet. That is what you accused in Vik and myself. Vik is probably the most honest person on this forum. That means to himself and to others. So going after him is beyond the pale. Well we are saying mostly the same things. Your characterization may turn out ot be true but we do not know that yet. I agree going to the garage to toggle the drone is inconvieneint. OTOH that seems the sort of thing that can be oved to a hotkey eventually. I also agree there might be a "big gap" between lavish buyers and daily missioners. That is if the big gap is deifned by simple hours of battery nurn. OTOH if the gap is defined by overall benefite derived from drones the gap might turn out to be small. I have run my drone twice, OK? No expert here. But only once did it seem to make anything different. And then it was a matter of saving me maybe 5 seconds. This was no matter of deciding the course of the battle thing not by miles and miles. I look at the drones and I cnot see them having a very big impact during most of the time they fly around. If a full-time Droner gets little or no ROI on 75% of his Battery burn, then the Free player in theory can get the nearly the same ROI by choosing the moments to burn his smaller Battery stash. This will of course take considerable understanding of the system and skill in applying good decisions. For some reason I do not see that as a Bad Ting. I do agree though the average TO player is sort of like a deer in the headlights when it comes to things more complicated than On/Off switches for example. So I expect a lot statements Drones are, quote, worthless, end quote. For two years I have said I do not oppose Power ups in these sort of games. But the issue with TO power ups were that the DA/DD thing is overly powerful and overly simple. In a way Drones add a new way to extract more benefit from Supplies. The new system more complicated and nuanced than the old Supplies system by itself. Mostly I see drones having their n=biggest role in organized team combat like Clan Wars. Again, I cannot see oiw adding this level is a bad thing. Free players will still be able to play and win games in the basic MM system I am confident of that. If players have to buy some batteries to play in the upper aplications of the game like Clan Wars I see that as entirely fair. TO is still cheaper than the old Pac Man even if you DO buy Batteries. lol
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The Isida maneuvers to stay just inside its maximum range. Isida does full damage, Freeze damage and special attack is weaker at range.
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Absolutely nothing new here that has not been said, refuted, counter-refuted, and re-said 100 times already. There is not unique or novel angle on MM to warrant a separate thread.
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OK. I bought the fast spinn up alteration for my Wasp and I have been forcing myself to use it from time to time. Sometimes I leave it on at the end of the day. The next day I've snuck up on a shaft and am pumping machine gun bullets into his hull from 1 inch away and he. just. won't. die? Oh yeah... Sp anyway you start thinking of how to leverage some soft of advantage from this alt to make up for the flat out YUGE -25% loss of firepower. The longer time to overheat led me astray early. I was thinking along the lines that the heat would also not build up as fast once it got going. That is wrong. Once it gets going the heat hurts just as much just as quickly. You just get +50% more time before the hating begins. What you soon learn though is the fast spin up and spin down COMBINES with that extra firing time to give you good heat performance. There is little penalty now to spinning down and resuming fire. So you have t pay attention more. Longer bursts with shorter pauses can prevent the overheating pretty well. (There is less "dead time" when you are not shooting. That makes up some for the -25%. ) This was one key thought because I almost always run with Fire protection for self-heating protection. If Ithe alt keeps me frok over heating I can run a 3rd protection against the enemy. So this alt does offer potential here. What else is there to leverage? WEll, the fast spin up might actually be the way to go in maps like Iran or Wolfenstein. You go arounfd a lot of corners. With this alt you can round the corenr and react to what you see a wee bit faster. I also had a couple open-field close-quartes melees where the fast spin ups helped out. When you are clicking on the driving and dodging thing players just don't see that combo enough to anticipate the moves. Players do not expect vulcans to circle strage them, eg. This alt allowed some really quick moves. You can play peek-a-boo now. I was in a fight on Bridges in the lower level. I had killed a foe on a bridge from below but now a Titan/Smoky was bearing down. Worse Iwas already wounded with some supplies on cool down. So I ran like mad circling the big bridge support. I was able to snap-shot the Titan by popping around the corner and getting off a burst before he shot back. I know this was not something the Titan has seen before... neither had I. Anyway I bought enough time that a pal Isida arriced on the scene to finish oiff the Titan and heal me up :) So ... I have played with it and am finding ways that is is helkpful, sorta. This is a surprise to me but you can use it to fight and still kill at -25% DPS. On the other had most times ... would I hace won anyway w/o using the alteration? Except for the Titan duel I cannot say for sure the alt worked better. All I can say is, the alt jas shown me enough I will keep using it at times. I always rated it junk but maybe it has a role after all.
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By that standard every turret was "nerfed" exactly the same amount in relation to its power vs Freeze. Isida could never heal itself when under Freeze attack. So the Isida loss of Freeze removal does not affect 1:1 Isida to Freeze combat at all. 1:1 combat is affected exactly the same for all turrets against Freeze. Yep, Value = the integral of your MU over Time curve. Thanks for the comments on speeding up on 50/70. Yes it is +10^ compared to the full cost of the MU ladder. But using speedups is about +100% compared to using a string of sales. Do early steps at 100%, middles at 75% and wait for 50% for the upper levels and you will come in at about 65%-70% of the full MU ladder. OTOH using Spedups does work if you happen to have a new item during a sale. You can mu those lower levels and speed them up at little cost to the overall ladder investment. Your comment though has me thinking about being a bit more aggressive using SU now that I am in the m3+ world. In m0 to m3 you get teh early steps as fast as possible then you can wait for the last steps. The deadline is the next unlock rank and that can be a long time off. Saving 100k in speedups is more valuable than getting the last two steps a wee bit faster. Well it is always good to re-think past assumptions... TO's economy has been revolutionized in front of us but we are only starting to graps it.
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Guide [Issue 76] Mission: Possible - A Guide To Completing Missions
LittleWillie replied to Viking4s in Newspaper Archive
Scoring RGB goals is the hardest common mission now. The number of goals is usually about the same as Cap Flag missions but RGB goals are about 3x as hard to score as flag caps. There are two flags only one ball. Flags might be undefended but the ball never is (once it drops). Finijsh Top 3 is close in difficulty. It is not so much difficult as unpredictable. If you are on a good team destined to win. finishing top 3 of 8 is not so hard. But if you keep getting the weaker team.... Flags can be caped now in ASL which is usually a surer proposition. That is, if you get the Red team. Are you sure about the kill point distribution? Someone mentioned they changed that. Now the killing blow gets all the points. But I never remember to double-check that in play. I mostly just play the game modes and teh missions get done. If I have a box mission I keep an eye out for my type as I play. If I have cap flag missions that does force me to be forward leaning regardless of where the battle flow suggest going. And some missions are very poor matches for some maps. So despite MM and the new battle fund payouts you still are better off trying to get a different battle. ---- For me I see my three missions. I usually change one to improve my situation. I never, ever, ever pay to change a mission a 2nd time. If there is a DM I change it. I just hate the randomness of Spawn Lucky Match..er... I mean Death Match. If there is a long mission I might well change it especially if it does not pay Cry. This might be earn 1000 exp in ASL mode or the Finish Top Three missions. If these longer missions pat Cry not Supplies I generally keep them. If the above two do not apply I look to change the mission that pays the fewest Supplies regardless of its type. If I am going to Change a mission sometime I wait to clear another mission or two first. That allows me the chance to get a desired mission type. Yesterday I had three missions like this. 1000 Exp in CP earns XXXX Cry Some DM mission. Earn 50 Cry in CP battles pays XX Supplies I did the third mission which also worked on the first mission. I collected it then changed teh end mission. I got Earn 200 Cry in CP battle pays XXXX Cry So all missions got done on one mode in parallel and I have a net payout of over 5k just from daily missions. -
The reason to buy a Pro pass is fun. If you find the game in the pro section fun then the cost of a Pass is worth it. If you do not find them fun it isn't. I do not buy Passes but players who do assure me they earn much more than the cost by playing in lucrative Pro matches. DD/DA cancel each other out so there is no "Godmode" Op your own DA to cancel his DD and it is exactly the same as a no-drug battle. Learn to play the game you are actually playing by its actual rules, not by the rules you make up for yourself. Players who have time to play only 4-5 hours per month are always going to have a slow to sessile advancement path. That is true of any game with a progression ladder. No game is designed to optimize its performance for people whh rarely play. AS wolv pointed out anyone can do missions chains now. No matter how infrequently you play you will get rewards in more or less the same Cry/Exp ratio as people who do all three mission every day. You should red the comments made here by Wolv and others and try to learn from them. Your observations on the game are based on incorrect presumptions. Not sure if this is sarcasm or not. I do not see where MM failed. All but one player is a Legend rank, MM does not stand for Mind Mreader; it cannot predict which player will p play well and which will be a dud.
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No, it takes you to the mode you selected. Seems like your desperate fury to denigrate MM has reduced you to lying and to accusing solid forum ciizens like Viking of running sockpuppets. You're the new Make Railguns Like The Used to Be (or whatever his name was) the poster you see the name you don't read the post because you arleady know its a preztel logic mess.
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No it is not a binary choice situation in which a player either used Drones or is not ("locked out"). It is a matter of useage frequency, an unbroken spectrum running form Never (aka "locked out") all the way to Always (aka the $9 US per 12 hours played player). Between the two are any number of choices as to how often to activate one's Drones. Using a Drone does not man a 10 Battery burn for one game. Non-Buyers might learn how to pick their moments. Pop in a Drone for the 4 or 5 minutes needed when they can earn their keep, so to speak. Right not there seem to be no delay timers to (un)equipping Drones. With 20-25 / week coming from Missions and a similar number from mission Containers, that is enough for 8-12 "Drone Moments" / week. If non-buyers amass Batteries until their Drones are MU'ed te recommended 6-10 steps then then it is easy enough to imagine 4-5 "Drone Moments" would be possible each day of play. This is not the same thing as continuous play but it seems worthy enough of pursuit. Learning what the optimum frequency that works be personally is basically the puzzle we have to unravel as gamers. That's why I play games: to see how to make them work best. The Drones addition is interesting in that it's impact is not so easily seen. I agree that so far the 300 Cry Garage price for Batteries makes it hard to justify it from a cost comparison basis. But I have not looked at the numbers deeply. From a cursory look though there might be Drones that can produce more than 300 Cry / minute in terms of value. That is a full or near full MU though and under optimum conditions. It may be that if Batteries are ever available on sale they might justify the Garage prive ... some day. Great conversation on that you an BW777. Interestng to hear it might be a bug. I have logged exited thw queue only to rejoin to get game quickly. So I suspected something of the sort. The 3 minute timer would be a failsafe as said. If you get out of line at the movies then get back in line 5 sedoncs later the ine does not double in lenngth does it? Mo, you more or less get back at teh same point in line. So there is no risk to a quick exist and re-enter if one pauses a moment to think about it.
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No supplies games can be much more tactical in nature. A team might get a certain terrain weapon combo the other can has a hard time breaking. That can be a great war game experience but it generally leads to lower battle funds. There's the true culprit IMO for the lack of no supplies games. Drugs: Want an easier game with a higher payout? -- With MM I log on, check my missions, and click on the game mode I need. Almost always I am in a game in less than a minute., Almost always that is a fresh game. Sure sometime I wait a boit loner and dud games still happen more than you want. But it's clearly a better dal than the old way ... unless you are married to one or two maps. The option to eliminate a couple maps sounds like a little thing but my guess is it would make the MM process more difficult. By that I mean much more lag and game stat delay in exchange for very little gain. Players are expected to be able to play on a certain limited set of basic maps. That is not such a big expectation on TO's part. I'd rather see them work out errors on certain maps. AsSL mode is really poor on a few maps, Kungur, Maxxacre Osa. Brest was made much worse by turning the cetnter into an open fishbwl. And so on
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These are all good points. No doubt Trooper is easiest to use. The boost to 20 seconds at full MU does make it much more viable. -- I bought my 1st Drone for my Wasp/Vulcan account. It has everytihng up t max MU, >400 Batteries from containers already opened, and many many exp until the next m level unlocks. So I figured I could experiment. I was going to but Engineer because with the Wasp I can scoop up map drops. But at the last minute I went with Driver because as a Wasp it is nice to get the OD heals. And now I have byer's remorse. I think I should have stuck to my plan. Oh well I have 4MU in it now. Will wait for sale to MU again. I do not plan to use it much until it is at MU 8-10. So far I have used it twice during parts of two games., For 7 batteries I think I can say it once gave me my OD about 5 seconds before I;d have got it normally. If Frons are P2W it is going to take a lot of P 2 get very little W.
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Yeah, new scoring system or not it is no fun to be on a kill-spawned team. If my team is mounting an active resistance I'm learning to stick around. It is possible for comebacks. If your team is fighting hard the game's usually fun. And battle fund payout is usually acceptable.
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Of course it is. Such drama. It makes sense. It is much easier to heal a team mate than to damage an enemy. You can often heal teammates is complete safety. Teammates do not call in artillery strikes on you when they see you approaching. And so on. I really hope they never introduce those. I cannot see tem ever being balanced. And as you say not everyone who bought a Wasp did it to cap flags and fun away from pursuit, e.g. I suspect we will see many of these announced hull powers added to the game in the form the the Phase III and Phase IV Drone release. They get some use of their programming time. They can see ow the ideas work on a smaller scale.
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Yeah Striker in old Poly CP is like kid in candy store. Played last night after posting the above. It debunks several points of "Conventional Wisdom" expoused here: Striker is weak Savlos are useless (I launched at LEAST 10 good salvos making at LEAST a dozen kills.) Lower ranked players cannot do well against higher ranks.
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Hobbies are interesting until they aren't. Wishing you joy in your next hobby(-ies)
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Valid Lower healing rate when Isida heals another Isida
LittleWillie replied to BlackWasp777 in Ideas and Suggestions
I beat them because I was looking for them. I was not sitting at teh site they were tying for. I would hit them from the flank while they were focused on their attack. They were always looking for each other.It takes awhile to find one another on a map and get close enough to cooperate. IIRC they had a Hunter a Viking and two Hornets. I have Titan / Smoky. When I'd first see them it was usually a situation where a couple were close together, a third trailing roughly in Isida range of the lead two. The 4th was often a bit furtert behind racing to catch the group. Sometimes they'd be closer but in a string of 4 tanks they tend to string out some. Especially 2 mediums and 2 lights. So I'd hit teh trailer. He'd veer from impact and fall further behind.. the other 3 would have no idea. Now it is 1 on 1 and I eat light hull Isidas for lunch, I bat them around like a cat batting a mouse as they try but fail to keep their beam on me. Burp. So now I com behind the train and take the rear most under fire. He;s dead. Burp. But the other two notice me. But they are down on energy. Burp. Burp. Now they respawn strung out a bit in time and on various parts of the map.. They look for one another. They get in loose formation and attack. I see them. I aim for the straggler. Excuse me I feel a bout of indigestion coming on. (PS: Full disclosure I did not have to kill all 4 isidas myself to break u their train. I just had to make sure their efforts to coordinate were disrupted., Maybe I'd kill 1 myself or 2 not all 4 myself.(I think I did get all 4 once.) Just so long as the train never got going.) -
Valid Lower healing rate when Isida heals another Isida
LittleWillie replied to BlackWasp777 in Ideas and Suggestions
Every chain has its weak link and for the Isida train that's usually the one in the back. The ones in the front can't see him getting hit. Let's break it down. Two Isidas spend all game healing each other. Their 6 remaining teammates are left to fight the 8 enemies. These Isidas are basically mults. They are hurting their team by sitting in one spot and constantly healing each other. So why exactly is the Isida train such a big deal? It is a big deal because the Isada train can use aa window of time to rush at a defended location to seize a flag or a CP and escape before their ability to withstand a pounding runs out. Therefore another tool to defeating the train is to delay them just a bit. Once the juice runs low the Isida train is dead meat. This is how to beat a Rico with a Smoky. You gotta delay his kill by making him miss a couple times. Then his window of advantage closes and you take the initiative. I've played Isida trains on both sides of the coin. It almost always comes down to the players. I've been routed and have routed myself on both sides. -
Valid Lower healing rate when Isida heals another Isida
LittleWillie replied to BlackWasp777 in Ideas and Suggestions
So you are saying players who can think of good tactics should be cut off at teh knees because more stupid players can't learn to counter it? The Isida train is a TACTIC. Saying that explicitly means it is a legitimate way to cooperate it is not an exploit.. Tactics have counter tactics and that does apply to the the Isida train. Here;s a SS. The enemy team had a 4-tank Isida train. Golly they HAD to win right? It is IMPOSSIBLE to stop an Isida train. Help devs helllllp! But, but, but ....I took my role that game to bust up the Isida train. I went around looking for it and busting it up all game long. One tank, me and not 2 not 3 but 4 Isidas. Bottome line? Team wins, Isidas fail, and I have 9 kills 3 deaths.. So how the %#@%$ is the Isida train an exploit when it can be beat 1 on 4? Waiting ... waiting ... waiting...
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