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Posts
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Everything posted by LittleWillie
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I really don't know what it says but in actually play any "brain" it has is hard to detect. :) ============== I like laying with Striker because of how the missiles fly. Aiming is fun. But as much as I have supported this turret in general, I think I have to agree with teh basic premise here. Striker needs some luv from the devs. Just what it should get I m not sure. Not more splash, please! A bit faster single-shot reload maybe? Faster missiles? A wee bit quicker lock on ... or longer lock-on memory? It needs something, but not too much. Please do not turn this skill turret into a Magnum.
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Played with what might have been the best team-oriented team ever last night. We had my Isida and another one on a Viking. The other team had three, one medium and two light hulls. Both teams played so well. Our Vikng kept defending the flag. I helped him when needed and helped our offense when not. Tanks were leaving pickups for the teammate who needed it, uing ODS as efficiently as you could want, and maeuvreing to HELP teammate's LOF and healing. Both teams were playing well but out Viking/Isida anchor played better. :) It was awesome fun. When you have a team like that, then that is when playing Isida is the best gaming experience Tanki has to offer. You get to see the team working as a unit not just a bunch of vehicles. The decisions come at you fast .. total immersion.
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There are hundreds of thousands of player accounts created over the years. It is possible to find a successful profile for every turret and hull in the game. That is anecdote not evidence. As for Smoky is certainly is a viable turret. But you have to work harder with it than you have to with most other turrets to get to the same level of effectiveness. Smoky Story (W a cameo by Shaft) I had a good run last night. CP Cologne. Me Smoky/Titan they Fire/wTins/Isida all on Hunters IIRC. Everyone with full drugs, me w/OD in my pocket. I was behind on of the chalets in the corner. Fire comes in nose to nose, no where for me to go but I know I can outlast fire w/my mod (Fire/Twins/Rico) Blasted him popped OD to recover HP. Moved out to base center area where the Twins was blazing and screening the Isida from my fire. So I had to maneuver and shoot him away enough to land three shots to kill Mr. Isida. Then it was my old Twins friends (he seemed to be looking for me that game) and that ended well for me. The combo of heavy hull and heavy impacts gives survivability. Plus it was the first night for the mod at a full 35% ... that helped. :) Smoky/Titan w/ Impact has been a royal beast for me. In the past month or so my k/d must be averaging about 4. Much of that comes form having an MU advantage over the typical kit-buying player. But this account also has a Shaft. When I drop that in the kills just mount. It is soooo easy to score kills compared to the Smoky. But .... not all the time. In some matches I need the fast firing Smoky more. Besides Smoky simply is more fun more often. :) And as said above, Smoky can be used on pretty much any map.
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Well that was your opinion on your reading of some forum posts. It is at very best a vast over simpification. None of us are in position cite consensus opinion. I for one have read the some posts and would not have made the same post as you. It
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You are posting your own opinions which is great. But please do not say you are speaking for others.
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Am I the only one who feels Magnum has been discussed long enough and that it is time to do something to improve matters? Devs, we are looking at you.
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P-R-O is not how you spell C-r-m-i-n-a-l
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No one uses Railgun? Then why do I see multiple railguns in every battle?
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And that concept I do not like. OK? OK.
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Before either Striker or Magnum should get alterations the basic turrets should be fixed. Then we can talk about alterations.
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No they are junk. Magnum is already pathetically easy to use. So now give it an automatic hit mechanism???? The mind boggles. As for the splash alterations.they also boggle the mind. +150% to splash radius makes the weapon's splash effect 6.25 times as powerful. +200% to splash radius makes the splash effect 9 times as powerful. Splash is already over-used in TO. The last thing we need is a splash effect that allows "hits" from a miss of 40 meters.
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OK my memories were pretty far off. And/or I did my earlier test with DA up. Anyway I just did 1 repetition each at 0%, 11%, and 34% fire protection. I did that for two hulls a Wasp with 1618 HP and a Mammoth with 2429 HP. Timing was done with the highly scientific one-one-thousand oral timer. ;) 0% Wasp 1618 ---- 11 seconds Mammoth 2429 ---- 15 seconds 11% Wasp 1618 ---- 12 s Mammoth 2429 ---- 17 s 34% Wasp 1618 ---- 16 s Mammoth 2429 ---- 22 s So I would say you can certainly get along well w/o a Fire module.
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I used a module w/o fire protection for a long time. I just learned to cut out my firing and spin back up. Finally I decided to just d a little test. IIRC I had something like 14 seconds of sustained firing after the heatup began before I blew up. I think I had a 10 or 11 pct module lying around. With that I could fire about 20 seconds. Since then I've used afire module most of the time. There are times you catch 3-4 enemies in the open. When you do you just want to keep hosing them down as long as you can. So I guess the answer is, fire protection is not strictly needed. Even with a low HP hull. Most times you can get by with a feel for your safe firing limit. But even a moderate amount of fire will make a notable difference. Tell you what I will re-do those tests and see about posting some numbers for you.
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One of the most fun things in TO is landing the +impact on a foe doing a jump, or just about to launch off a cliff. If you hit them from the rear just as they are leaving the edge it is about 95% they will land upside down. Even the fat ones.
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We agree very much. And LOL at the "pwap pwap pwap from nowhere" :lol:
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Oh yes the Wasp / Vulcan combo is always on the edge of instability. You have to be very careful firing to the side. Any enemy hit w/impact will knock you over. But learning to fire on the move is what this combo is all about. That and hit and run. You have to "unlearn" a lot of insticts you use for a conventional combo like Smoky/Viking.. You have to ignore the large number of time you freaking tip over. It is definitley a learning curve. I'm still learning. But I htink it is my most fun combo overall. M2 Vullcan unlocks at a pretty low rank so MU steps give a good gain. With Wasp unlocking at a hihrank I am still at m1_10/10. That mismatch bewteen hull weight and weapon recoil makes it even more unstable. Yep Vulcan and Striker are probably at the bottom of popularity. They ar enot the easiet turrets to use. But of the two I reckon Striker is more in need of a boost. ======== The biggest hurt (besides damage reduction) was the loss of vertical arc. The huge impact had to go. It could stop an enemy from driving forward. The loss of gyro was at first a negative for my combo. With full gyro I actually used the gyro resistance to counter gun recoil and enemy impacts. But a change in technique and now it is helpful. You can re-direct the gun quickly with the hull then adjust aim with turret rotation. At first I di dnot think much of the boost in weak damage. But time has shown that help. You can rain damage on so many enemies. Even if yo do not kill them you weaken them and/or make them run for cover. If they don't you can kill them.
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I have been just slaughtering foes the past couple weeks with Vulcan / Wasp. The combination of speed and 50% weak damage means you can bring fire down on all over the map. And it's a lot of fun. On Parma it's a feeding frenzy. It is not an easy combo to use but once you do OMG. Now if I can only learn to stop tipping myself over.
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This is another reason (and a big one) to simply not make kits your upgrade strategy. You might have to go two months to buy the kit you want once you qualify. That's two months wasted. Now with the MU cost change you are better off MUing your m0 ten steps gear then trading it in for m1 equipment, repeat, repeat. Ig you are already at the top M#+ levels then kits can be a good way to get a new turret and hull,
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I've left at least half-dozen battle in the past 24 hours because it is no fun to be the fish in the barrel. Shafts can be a real PITA but you can use terrain to screen yourself form them. And that laser scope draftically limits their field of vision. PLUS the have to hit you. Magnums don't even have to get close. Anywhere withing the same time zone will do. Tanki was fun because it is tank vs tank. With Magnums in the picture it is tank vs lame game design. But do you see Tanki taking any action? No. I just got done playing a Wolfenstein map. One Magnum just kept going to one of the raised battlement areas where he could lob shell into our spawn area. I had an OD up so I managed to absorb gis mine and his first shot. Fortunately the had a light hull so I was able to kill him quickly enough. I decided to spend the rest of the game just defending that spot against that magnum. Sure enough he was headed back my way the moment he re-spawned. So that's the game. Now you have to defend both the flag and the magnum overlook spots..But that turret isn't OP. Nahhhh.
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Magnums are always behind the walls in Desert. It is a rare game in 2024 w/o a Magnum in the corner behind the big dividing wall. On Future on the roofs. Barda in the back corner and behind the corner wall segment on the raised area. It would be quicker to name the maps you do not see them all the time. Sepherov and Tribute are the only ones that come to mind where you might not see them as often. ----- I do not look at the score screen after the battle 70% of the time even to lok at my own stats. I sure do not look to try to find out how high a score Magnums got. There is no way a few players;' anecdotal stories will give an accurate indication of how often magnums get the top score in a given game. In order to do any sort of meaningful analysis you need two things: all the raw data, and formal training in statistical analysis. That is quite the precise science Powerful stats software certainly speeds up the proceess. :)
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Right it is more perception than imbalance. I see that more with Isida. That turret can kill you so fast. I know how to fight it and how to attack with it but evn so there are times I just cannot kill it before it kills me. However that also ususaly involves a drug mis-match. Most of that post was really a side comment. In theory (or a theory) the pace of combat is "too fast". It would be "nice" if there weren't 1-jits so tanks under attack had a chance to participate in the battle too. But it is set this way to make it more a twitch arcafe game than a strattegy gsame. After all a AFV simulator iit ain't. :lol:
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When you are talking the LT-Col range it is literally easier to re-start an new account than it is to "rescue" a poorly developed account. A couple=few weeks and you are back to the WO levels. But now you are MUing your m1 stuff and are already in better shape than the old account. Keep the old account to test hulls nd turrets before you invest in them with your main.
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As I said nothing can be done from having players exploit FM through acts you describe. But that is not gaming. Gaming means doing better than the others within the commonly observed rules. Otherwise it is not a test of one's own mettle. Most payers go into DM reagy to play every tank of itself. Others go in intending to exploit the rules and "win" outside the commonly accepted rules. it's fun to do that? Not for me. I'm a gamer.
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Thank you for that. I never read that. Well here is the thing. There is no way for Tanki to stop teaming up in DM. To they have tacitly approved of it. However to my way of thinking it is and always will be an exploit. It should be pretty obvious that three tanks against one is not fair gaming. These "teams" are invisible; other tankers have not way of knowing who is teaming together. Teaming tanks get the same reward as solo tanks but they have a lot easier time of it. And so on and so on. All of these things say "exploit". Now if Tanki had a mode that allowed tanks to ally-up in the fight using an in-game command, and that was displayed in the score screen, if allied tanks were identified to other player by some sort of icon or color code, if scoring was affected by how many tanks were in a team ... then that would be cool. But DM does none of these things. Nah. Teaming is just one of the reasons to not play DM.
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May was a long time ago, Magnum was new, and players had not yet learned how easy it is to use.
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