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Posts
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Days Won
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Everything posted by LittleWillie
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Smoky can fire unnoticed as well as a turrets needs to in TO. Just because once upon a time Shaft could one-hit hapless victims with no laser does not mean there should be a turret like that in the game. There is already "too much" 1-hitting in TO. One hitting means the victim has no opportunity to do a damn thing other than die. "Strong" is not the same as "overpowered". Shaft is strong. It can kill a tank with one shot. My Smoky might take 5, 6, 8 shots to kill that same hull. That is strong. Removing penetration from fire and freeze has not has much effect. Almost every time there is a sliver of the sheltered tank exposed. If so the sheltered tank takes full damage.
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Why Mammoth, Dictator and Hornet are still worth using
LittleWillie replied to TakeAShower in Writers' Corner
??? Big tall and long Dictators are huge targets. Viking is low and can go "hull down" much more effectively. --- I use Hornet and Wasp every day. Hornet accelerates faster. No question. Viking also accelerates quickly, specially reverse. If you want to dodge, you need reverse acceleration. Mammoth is good for some turrets but if you are fighting at closer ranges with cannon-type turrets Titan's maneuverability wins out. Seems no one mentioned maneuverability so far in tie thread. -
Sorry I refuse to visit Luxembourg until y'all get that 1,000th square mile. :)
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My only point is to refute the players who claim Shaft is now underpowered or as some say, "worthless". It is far from underpowered, Heck I didn't fully understand the thing until last week yet I was able to rack up the kills with it. As I posted before, "I am not one calling for a shaft nerf. But it it ludicrous to say it is a weak weapon. It has massive strengths and with that come a few weaknesses. That is how it has to be or else everyone would play Shaft." I respectfully disagree. If you want to shoot with a chance to go unnoticed use Smoky.
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No they don't. They used to but that was removed some time ago. You can hide behind a teammate and be screened from the fire cone. That usually does not happen because if just a corner is exposed you will take damage. But if you are 100% screened you will not take damage. But you are right in a sense. There used ot be 4 turrets with penetration now there is only one. So Shaft was not the ONLY turret to lose that effect.
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That is an extreme case indeed! lol No that is not a generalization. That is an anecdote about one specific player. Players like the one described are clueless.
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A ball gag plus syrup of ipecac in case anything gets past that.
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More importantly than all that is visibility. I am constantly checking the view to the sides and the rear. I cannot always do that by turning my hull. Not can I kill foes pursuing me when I have the flag, etc. For Guido "you could simply turn it in situations where this is the case and don't when it doesn't affect much". Exactly. That is why the people who NEVER rotate their turrets are considered less skilled. The key word is never and it is meant literally.
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I bought it but rarely use it. It is 'worth it' though to people who prefer a more peek and shoot style. And foes do not expect Smoky to land >1000 pts hits at long range. But it will be worth it to one player but a waste of Cry to another.
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Shaft cam make sequential kills in arcade mode just like any other turret such as Smoky. That is for killing already weak tanks. But Shaft can sequentially kill fully healthy tanks in sniping mode. Smoky sure as hell cannot. So there's that. So far as I know only rail and shaft had penetration. ONLY one of the lost it.because ONLY one of them has the highest single damaging hit in the game. ONLY Shaft lost penetration because ONLY shaft combined penetration with the highest single attack in the game It was that combinatoin that was too powerful. There is no valid reason to exclude Isida, fire, freeze etc from being unable to right themselves unless one is artificially bolstering a weak argument. I have a shaft and smoky on the same account. It is SO EASY TO KILL with Shaft compared to Smoky. As a long time Smoky user I can land arcade shots reliably. I just do not like sitting back and sniping all the time. I prefer to get close to mix it up at closer range. For that smoky with added impact is better. I am not one calling for a shaft nerf. But it it ludicrous to say it is a weak weapon. It has massive strengths and with that come a few weaknesses. That is how it has to be or else everyone would play Shaft.
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They have made just such a reward and the best thing is you get the reward before you even score the zero kill game. The reward is called that piece of sheet Magnum, Good trolling by the way.
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To theo1900 1) You obviously do not play smoky. I do about 44 points at long range. As a Smoky user my desired range is about 1 meter. This is nonsense to say Shaft does not have a long range advantage. When I was noob I used to duel shafts at long range. then I learned how the game works. 2) Your shaft on a hornet is at a disadvantage to a thunder on a hornet. They key here is: on a hornet. That is the tradeoff you chose when you took hornet. 3) " Shaft is the ONLY weapon unable to make double kills" Except Smoky, Isida, Rico, Twins, and Vulcan. So six of the 13 cannot make double kills. Yes, Shaft used to be able to make double kills., It was a good change to stop that.\ 4) Once again you must not play Smoky. I can save myself about 50% of the time with viking ... if i am given about 10-20 seconds to try w/o being zapped. On a titan, it is never. Isida cannot save itself, nor fire, freeze, vulcan, not sure about twins and magnum. I know Striker will not right a titan but will a hornet. So once again this is a factor common to many turrets. Side of the map) I do not know what you read but I never wrote to say a shaft on the side of the map can't have a olt of kills. Obviously this is not true.
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You missed the point I was making. Of COURSE Shaft players can be superb teammates. I am not talking about those players. I am taking about players who enter every game wanting to boost their K/D ratio to extreme ranges. You cannot have two #1 priorities at once. Either yo are willing to play for the team or you are willing to play for yourself.
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I don't. But I refresh this topic every two weeks or so. Happened to me again on a flag run since I posted the above. But this time at least I survived to cap it.
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I voted for Magnum because it is annoying to have such an obviously bad design remain in the game so long and so OP. But as for fingernails on the blackboard annoying, it has t be Twins. You know the Twins player that never, ever, ever takes a finger off the spacebar. (ie most of them) All you hear is the incessant pompompompom of the Twins as it drives around, turret fixed firmly dead-ahead. Now that's annoying. :)
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Still no action on this item. Overheating cost me a flag capture the other day. I do not undetstand why this bug has not been fixed. It hasn't even been mentioned in a Vlog or anything to indicate TO knows or cares. It's been what? Three or four months since it was reported? This is not a redesign or a balancing, this is a bug fix.
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Yeah even running for cover you get abraded by 25% or much more. Yesterday I ran into a pair of Vulcans both on titan on the enemy side in Rio. They seemed to enjoy hosing down the same target. It was brutal.
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Interesting though four launches at one would be hella recoil. :) ============ Assuming Striker gets a tweak to make it and salvos more useful ... As a Tanki player first and a Striker player 2nd I would support reducing Striker's splash in the redesign as part of the bargain to make it more useful as a direct fire weapon. Splash has gotten a bit out of hand.
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I am a free player too. Quite frankly I have not seen anyone else blow out my own Cry/exp ratio like you have. (It is not that I check other profiles often, but when I have my C/e is usually better.) As for the generalization, I disagree. The generalization is true. It is not true as a blanket statement.
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Yeah I also give R_Ate benefit of the doubt that he is trolling with snark. The alernative involves a box and many many rocks.
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Wow I figured the only way my Cry earnings were explained was that they contained mission payouts too. Well that's why you say 99% to give you wiggle room. :)
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Twice in the last couple days I ran into enemy Vulcan players that were both a real PITA. Heck maybe it was the same guy using a V/Titan. I ran into him with Smoky once on a Viking and once on a titan. Ordinarily Smoky is all but immune to Vulcan after the gyro nerf. At closre range either impact slow turret rotation, and/or overheating will kill Vulcan before my Smoky. At long range you run for cover then decide how to deal with him. This guy knew the narrow firing angles so I was always getting hosed from long range. He wasn't killing me but he was making me keep my head down. He was flaying off my armor before I got started. Like I say a real PITA. I like to think this is exxactly what opponents think of me in my Wasp/Vulcan. You might not be getting a lot of kills outright (actually you probably will) but you are constantly pouring DPS into the foe. I thnk of Vulcan like an Isida beam that can reach across the map. I an throw up 30% or better protection against 12 turrets. But I own not even an m0 Vulcan mod. I rely on getting close to the Vulcan. But that guy did a good job of keeping his distance. He really had an impact on the games.
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Play what is fun theo1900 and so what about what wiki says you are supposed to do. That advice is for brand-new gamers to avoid obvious pitfalls. After you learn the game you know the pros and cons and make your own choice. I play Vulcan / Wasp and that is also something you are not supposed to do. And there are a lot of good reasons not to use that combo! :) But all that is important is it if fun for me to use. And it is far from toothless. I am not a burden to team mates, heh.
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I am pretty sure crystals earned from missions are still counted as crystals earned. Like 99% certain. Yes, OI agree with the point that Smoky is useful in just about all modes and on all maps. If you have to go along range the slow-fire alteration gives it some capability. I used that alteration last night fr the first time in ages. I couldn't get into the flow do didn't use it long. But I did get a long range 1200+ kill shot. later I took one shot at a target 80% of the way across Deathtrack. That one shot was a 1500 pt crit ... but not a kill. Still must have been a surprise to the recipient. :o Went to the stock Smoky for awhile too. The crits were nice to see again after so long. But the loss of +impact was noticeable. I t was not long until I was back to my bread-and-butter. Assault Ammo > Crit Hits.
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That is an impressive record. You have 16k more exp then LittleWillie but earned 860k more Cry, almost double. Did you pursue your development discipline from Recruit on up? That is to say, was this a second one you made after you sussed out the game? :) As for being butthurt, that is one possible explanation. However for me it is simple fact that I see two types of Rico players. Tose that turn their turrets in battle and those that do not. In general the ones that do not are easier for me to beat. That does not mean there are not good players with a fixed turret, or poor players who rotate theirs. But the general trend is there, in my experience.
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