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Everything posted by LittleWillie
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That's mostly the fault of the players. If a players has m1s and are fighting m3s that is on that player. The rules needn't mollycoddle poor strategies.
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There are more problems than MM is intended to solve but there are in fact problems MM does dress. I agree there are other issues in TO but MM deserves to be evaluated on what it is and why it is coming. Last night I counted how many games I did NOT play on until I found one worth joining. At the time there were about 30-35 team games being played. I skipped past 26 of them before I found one to attemtp my mission. What was that mission? Earn XXX experience in battle. -- The EASIEST mission to find a battle. But I still skipped past 2/3s of all the games in play because, some we full and the vast majority were blowouts with room only on the losing team. I chose to leave TO without completing any missions on 2 of my accounts. When players leave the game because it is so tedious just to find a game worth their time ... don't you perceive that as a problem worth addressing? Anyone running TO should be scared shinola-less. MM is needed. With MM I have at worst a 50/50 chance of joining the team that is not going to be spawn-camped that game.
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Even with decent skill it's in the average territory. But it is not a total dog either.... eventually.
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IMO the current system needs change. The new MM system wil bring aspect we do not like. But my guess is it cannot fail to be an net improvement over what we have now.
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Striker is actually better than portrayed here.It has massive splash damage potential. We all know splash is OP in TO. But it takes a long time to learn how to use it well. That long learning curve TO pointed to with magnum? We all know that was not true. But it is true with striker. Roughly one year after buying it I am still learning its quirks. Even after the learning curve the turret is not an overpowering monster. But it is a capable turret. I think if it just had a bit faster ROF it's be OK.
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Congrats Tanki. Instead of doing my missions. with a 3 hour pro pass to make it easy ... It is stil not worth the time to play when the only game available for that mission is to just be targets for magnums. Sure I can fight against them, and finish my missions. The point is, why? Even with a PA active it doesn't seem worth the time. You're offering me a game that's just not fun TO. Anyone home?
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You'll learn to do better on different maps. I am also a single combo player but I will lay most maps with each combo,
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I have magnum modules on all but my youngest account. But they are not always on the single most useful module. :rolleyes: I generally start with fire/rico/twins then adapt. After Marshal I will look into adding key useful combos. Right now my mix was selected to give me some protection against all the turrets.
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I think you will find the MM system will cast a wider net during low usage times. During high usage the MM will likely grab players all the same rank or very close. But at low usage times the MM will have to assemble teams out of a wider bracket. When that happens they will try to have the ranks even out across the two teams. As has been mentioned right now we see the same wide rank brackets. But now all the high ranks can opt for one team. Lower ranks needing a mission have to suck it up and take a pounding because that's what is on offer at the moment. The current system has many weaknesses so I support TO trying something different.
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category Ideas for Hulls and Overdrives!
LittleWillie replied to Ilia.ArchangeI in Ideas and Suggestions
Maybe make Wasp just a tiny bit less likely to tip over in a stiff wind. But there will always be those of us with a need for speed and so always light hulls. Cowabunga! -
I missed this when it was posted. You deserve props for the first line. :) You are also right about wasp/vulcan flipping easily. The answer to your question is: because it is fun to play and quite deadly when upright. I agree about the single shots from Striker. But aiming them is more accurate when you can use both turret and hull together to shoot accurately. By co-inky-dink I took this SS last night. The little tank across town (near the distant parachute) did not expect to eat missile after missile so it never moved. Opponents do not expect Strikers to be able to shoot them in those situations some get lazy. IMO Twins is more OP than Rico. They are more similar than different in most situations. But twins has two barrels and does not run out of ammo. If magnum wasn't around we'd be nearly as gripey about Twins. With Rico I usually have a chance to doge a shot or cause a miss, or he runs into the slow-shoot low ammo mode. Twins players just drive around shooting. Their impact force is ridiculous. As for the Smoky alts... I play 1.8 smoky accounts. It';s been months since I used the regular Smoky. :) +impact is my bread-and-butter. But LW shifts to precision targeting in some battles. Ppl do not expect to eat a 1800 pt smoky hit from across the map. The other account just changes to Shaft if it wants more long-range reach. Well add the above and your comment on Firebird and now you see why the Fire/Twin/Rico module is my go-to module. :mellow:
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Point 1: Magnum is not the hardest turret to master. Point 2: "Mastery" of this turret is not the point. The point is, 'mastery' is nowhere needed. The point is, with magnum any ol' weak player can turn in inflated k/d results game after game. And they can start doing that shortly after thy buy the turret. Yeah, there are a few players who have added actually good gaming skill atop the gross OP imbalance of magnum. But most of the players you see don't need skill. The magnum plays the game for them. That is the point. Lucifer sums it all up very well here.
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This is one of the points magnum defenders never seem to read. It must come up in an invisible font. Magnum is OP in large part because of the way the enemy team must scatter and dodge around even if they avoid the massive damage hits. Somehow. The turret causes issues even when it is missing. Well at least we got an insight into your uncritical defense of magnum. You hate shaft so much anything that can kill one of them must be a good thing. At least this is a form of logic. As fr the comments themselves: see above It does not take any particular skill to use Magnum very effectively. Quite the opposite in fact. Other peeps have already covered the learning curve excuse. Now let's be serious. No magnum user is ging to kill the Juggernaught. No one is going to give up their magnum for a mere dual rail / dual striker tank. As if. Let's see: But magnum. Equip magnum. Enter battle. play around some,make some mistakes. Enter 2nd battle. Register k/d > 10.
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My comment meant, you said Magnum is extremely overpowered. This is the point of magnum critics.
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I remember those days, and they sucked eggs. Every games was Poly CP. Good riddance. Everything he wrote is what "magnum haters" write so . . . ;) ---- There sure is a lot of predicting the effects of the new system we know nothing about. I think there's some jumping of the gun going on. One thing for sure is the current scoring system needs to be better. It is not going to get better if they never change it. I am very happy to learn they are going to try a new system. As for MM the current system pretend to offer a lot of choice. But in my experience there are only 2-3 games my level bracket that are full. The rest of the games are lopsided mismatches. But the choices persists through the 24 hours cycle. You come back an hour later and that the same three Silence games you did not want to play then are still there. So with MM too I am looking forward to when it actually arrives. I hope to find good games for missions easier. And maybe there actually will be custom games worth playing - unlike now.
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Damn Pedro you have the golden touch for paints. Thanks for all the formatting effort bro --- I got my 1st post-war paint: Rustle. But that's a nice camo pattern. I still have not opened too many of them. Been playing less since all those 200 kill day in the war. ---- As I mentioned on the report thread, I have been uputting off a report because the numbers are pretty stsable. And people wnat to see a different way to dsiplay teh results. That all makes sense so I will mull that over while I go voer our data sets. Details on the other thread.
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I am not sure what you all want but it is not a big deal to add different graph types. I'll re-read and try to do what's asked. ---- We have reached the point where we have enough data points that we can start to call our results pretty reliable. So some of the early report types are probably past their usefullness I have not been in a hurry to post the new report because the results are not shifting much. The big work (tedious) I have been putting off is going back to Day one and adding in who posted which data. (More current data is already recorded that way.) When that is done I will be able to let us say 'tighten up' our main data set. The best data comes from those people who report every week. Even the 2 mines and a speed boost weeks. But some players post only when they get exciting results. The nice thing about reaching this level of data is we can afford to be 'picky'. In technical terms we are reducing our sampling error. But as it takes a lot of squinting and triple-checking I have been putting it off.
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Some posters self-parody with every post. Dizzinessy from circle strafing wasps with mammoths no doubt.
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No.
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Sorry I mnuar have misunderstood you
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You sure are assuming a lot of detail. How do you know what score the Isida will and will not get? They already are a high scoring turret. I do not see that changing. Right now the game gives more points for capping a flag or killing a flag carrier. Sounds like they are just adding more way to get 'extra credit'. Some player play games with the idea of winning the game because ... you know ...that is why gaming was invented. I expect in future TO teams will try to win games. I see no logical connection to your conclusion DM is being eliminated as a mode. The MM system just does not assign a team for that mode. It might be what you are reading but it is not what is written. Yes, map choice is going but only for MM play. No, rewards for high performers are being increased not decreased. No, rewards are not being taken away from pro battles. I see downsides to the MM system too but I also see what I am offered now: Out of 20 games in, say, CP mode, there will be one game at my rank level that is not an utter lopsided blowout. There will be no empty player slots for that battle. If I have a mission what requires CP, my choice is usually to log out and not play TO. That is not a situation the TO company wants. I hope MM leads to much less time wasted looking for and more time playing in a full and active game. Hope.
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+Knockback alt can help you win against all turrets and it is definitely useful against multimples. But you must combine shooting with driving/dodging. In sort you trade in the crit hit damage for more defense. The impacts will make them miss at least 1 shot or go out-of-arc for a second. You buy enough extra time to kill them. Always try t get an angle on them s they are not facing you square on. Always shoot for the corners of their hulls. You are correct BUT the other day I did 1-hit a hornet twice with DD up and the slow-fire alteration. I can get 1785 on that. I got the twice right after spawning so I know he was 100%. That was memorable only because it is so rare. :)
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Twins Expert Guide The End As for the main / original post. I use Wasp Vulcan every day. It is great fun and very deadly when it does not tip over. Which it does all the time. It is hard to learn to use but well worth it after you do. Raad articles like this with a huge does of skepticism.
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^^^ I don't play Highways, Brest, or Silence because of Shafts and/or magnums. On those maps pother tanks are just fish in the barrel. Massacre is almost as bad, but I love the uneven terrain so I play it. TO loves certain turret ideas and creates maps tailor-made for them. Mane me one map players tell you to avoid because Smokys dominate it.
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It did not. But if a tank is in mid air then Vulcan's impact becomes noticeable. It's fun when you can catch a tank like that as it is rather unexpected. :)
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