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Everything posted by LittleWillie
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No. Stars are not Victory Points. Teams need 300 VP not 300 Stars.
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About 12 hours into the 3-day even t I decided WTH I will try a new account with one mission. Pump every available CRY into MU investments on a Smoky / Wasp combo. The m1 for both of these unlock in the sergant ranks. The m2 unlocks at Colonel. So fast MU investments can bring m2 firepower and speed down to pre-WO levels. That's the plan. With the new account doubling and 2.5 days of double funds the CRY was just flooding in. I even caught 2 GBs and catching GBs is something I don't do too well. I poured it all into MU steps into the m0 versions. I was even able to buy many of the upper steps on 25% sale. This morning as the account was almost 72 hours old I bought MU step #10 for both hull and turret. When the m1 unlocks I will trade in my m0. Thanks to the MU sales on the m0 versions it will be like buying m1 at a 12.5% discount. Then once I have it I will have sufficient funds on hand to add 5 or 6 MU steps at full cost but no speedups. So I will benefit from 50% - 60% of the m2 values straight away. No buying. Everything is built aronf the fact Smoky and Wasp give an immense Return On Investment when MUing from m1 to m2. Hence the account name: Roi_ROI. (Guido will get it.)
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If your research does not feature 10,000 individual container opening meticulously recorded then don't bother. This is exactly what I mean by players who see a microscopic sample base then draw large-scale conclusions from it. It is like seeing a player hit a home run in his 1st major league at bat and deciding he will hit a home run every time he comes to the plate. There have been at least a dozen similar claims posted here based off a handful of personal openings. In TO there are probably (many) more than 25,000 containers opened every day on average across the game. What one players sees is like looking at Europe though a soda straw.
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Sneakiest Hack Ever - Triple Drugs (Must be Stopped!)
LittleWillie replied to sensei_tanker in Archive
Forewarned is forearmed. I'll try to see if I can see this too. -
As Izzy posted the random team assignments should result in roughly the same amount of [ Buyers / Druggers / Noobs /Legends / Left-handed Bolivian chiropractors with missing toes / your pick ] on each team. So that stuff should even out. No but 8,000 or so each will be more than plenty. -_-
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Healing a team mate is its own benefit. I'd do it even if there was no direct battle fund benefit to doing so. The indirect benefit of winning the game and building up team dominance adds Cry to the wallet too. But I am glad the points system is savvy enough to give credit to the vital healing function. Since healing teammates can be done more more easily than killing enemies it only makes sense to give fewer points for the same amount of healing. Wounded allies do not flee at your approach and / or try to murder you as quickly as they can. ;) Some players will not doubt conclude the points difference means they should never heal team mates. Game play will tell if their approach or my approach is better. It is not useless it is situational. In Blue ASL for example it can be quite handy. Other modes occasionally put you in a similar hard-pressed situation. With good teammates it can be a good choice. As for the m1 alt ... I can't see that ever being the choice. I learned to rotate my turret instead.
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Correct. The splash radius is not too terribly larger so just back off a bit. There is an alt to remove splash damage too. As for that, different strokes for different folks. Up to you.
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So even your stated rationale is invalid. DOA idea is DOA-er.
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Salvos add to DPS so they should be used when they will work. People seem to assume they have a long range intent but IMO they're more often useful at medium/short ranges. They are especially good when you have a height advantage. Striker players have to learn which mode to use instinctively. Using them too often or too infrequently is a handicap. Here's another example of the merciless learning curve. Seriously consider Titan. Tough I see in your follow-up you have a specific reason to try the Shoe. WTH give us a report. As someone (perhaps you) pointed out, the auto-aim does not come into play because of the need to lead shots. This is true with Rico and Twins too but it shows up strongest in Striker. I just don't know how they can sue auto-aim for a turret that is not aiming at or near the enemy tank when it shoots. e.g. How is the program supposed to know which of the three nearby enemy tanks you are trying to hit? Use those teammates as solid object to target splash damage. I shoot at my pals all the time when they are in close contact with an unseen enemy. :) One of my bst shots happened a few days back on Massacre, I knew an enemy was on the blackslope of that central hill. I saw a pal in a quick tank heading for the hilltop. I knew he would catch some air as he went over the top. So I timed my missile to hit my teammate while he was in soaring. The missile burst above the enemy on the backslope. My teammate now faced an enemy some 350 points weaker. The moral is, use whatever you can to trigger splash damage. I tend to aim for where the ground and treads meet. If you are high you hit the tank. If you are low you lose a small amount to lower splash, but not much. With experience you can hit a patch of ground 175m away right next to the tank hiding behind the wall. Terrain does not dodge nor zip around at high speed. :)
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What ARE the rewards for playing? I've not seen that metioned anywhere. WH#1 said the prizes would be announced in a future WH. Well here it is and all we know ia 10 containers is the per-turn MAX. If that is the max what is the norm or median reward?
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Why? There is no point to this idea. The OP itself admits they are different.
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Just as a point of information, the 'higher damage alteration' actually lowers Smoky's DPS in keep-the-space-bar-pressed sustained firing. It is something like a 7% reduction IIRC. This is for short range DPS not in the weak ranges. But in battle situation where you are taking deliberate spaced shots or when you have to engage at longer range, then yes this alteration will boost your damage output. Just offered as an FYI.
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There is a never-ending source of amusement here: The flood of delusional theories that get posted because people do not understand random processes and probability. Um.... No. This is not a thing that happens. Just look at the post directly above this one. ROFL.
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+30% of a 14 point hit is essentialy removed. Anyway, like I said, this is just the forum not an actual design proposal. DOA
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Juggernaut, Balance Changes and new XTs are coming!
LittleWillie replied to r_Nives5 in News Archive
It will not be added. Quick Battle send players to team games only. JN is not a team game. -
Yes for attacking if you are in Twitch Mode.. Assault Ammo is your pal. But you have to be able to drive like a demon.
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It's even better. As everyone buys the new OP Striker they will be popping up all over every game. So experienced striker players would have mostly noob strikers for enemies. +30% DPS does not make the learning curve easier. :lol: This is good advice. Aiming from titan is much steadier. From hornet you can really deflect shots tremendously with hull rocking. But that also makes a minor hull twitch to send a routine shot off target.
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I was thinking about this last night. Ditch the Magnum. It's attack is too slow for the Piranha Squad 2 Twins 1 Freeze 1 Isida Nanobot alteration 2 or 3 Supplier Drones 2 or 1 Mechanic Drones Fast hulls Viking or quicker. Move as a swarm, perpetual supplies up from drones, Uber DPS, enemy immobilization, Isida with 2x healing backed with Mechanic, clouds mini splashes from the Twins. Anything they get close to melts. This is a fast moving pi
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It does not. Wiki even say so explicitly. There is no legitimate reason to code an RNG that way.
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I meant your DOA suggestion would reduce Soky to the same role Hammer has now except Smoky would be half as good at it. Yes I am one of the more outspoken fans of the +impact alteration. Here's why your retort ins nonsense. The alteration gives my a powerful alternate attack in exchange for the Crit Hit attack. Your DOA suggestion would just eliminate the CH in exchange for NOTHING. You come here with teh sake complaint many other low-rankers have made. TO's advancement ladder and MU system means a Smoky powerful enough to fight against Legends (,2) can be used against Sargents using unimproved m0. Of course that seem powerful. But this balance issue solves itself by advancing in rank. Learn or just keep pushing the boulder uphill.
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I use the m1 alteration for extra impact. Then I build my fighting style around leveraging its advantages. In short you win matchups by making the enemy mis 1-2 shots during the fight while yo do not miss. You make the enemy miss by a combination of evasive driving and well-aimed well-timed impact shots to throw off the enemy's shots. For steady fire weapons like freeze or vulcan, you throw off their cone of attack for a moment or two. It is all about lowering their DPS. If you like to close with the enemy and drive well then you might like this. I fight at whites of their eyes distance all the time. Zip to the sife nail their front corner with a +impact. Then as they over-compensate to swing their aim back clockwise you zip the other direction and impact them clockwise at triple speed. They are inches away but cant hit you. If you can drive, dodge, and spin the turret independent of hull movements you will do well. You'll still die of course but you'll take 'em with you. I use Viking on one account ant Tian on the other. Viking is more of a raider, bust into a defense shoot up an enemy or two to try for a flag. Or just to be the first one on your team "over the top" to crack a tough defensive strongpoint. With Titan you are like that cartoon fullback just plodding towards the goal line with a string of mangled wanna-be tacklers in your wake. It is nimble enough to dodge at handshake ranges. The combination of heavy huill and disrupting the enmmy aim means this combo can survive well.
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Juggernaut, Balance Changes and new XTs are coming!
LittleWillie replied to r_Nives5 in News Archive
IMO Juggernaught will not move to the Pro section. Too much potential for abuse. This is a tank they want only under controlled circumstances. I mentioned Freeze not Thunder. They didn't add over 30% DPS to Thunder. I don't see how breaking a 2nd turret makes the game better. -
It is not anything close to impossible. When the lightbulb goes off over your head and you finally catch on to Striker it is as easy to hit a still target as any other turret except maybe shaft. Moving targets at rage are not easy but other tuirrets miss moving targets too. I think this is just going to be a turret for those that like it and those that don't never will. If the thing is buffed in order to get the ppl who do not like it to use it, then watch out. The players who do like it will enter Godmode. The gripes about Freeze won't be nuthin'. Buffing this thing should be done with care. Make it easier to learn but don't just slap on +30% damage like they did with Freeze. OTOH yes do this thing. :D
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To answer the OP... yes. The immense boost to Freeze DPS was flabbergasting at the announcement. Everyone predicted instant OP status and this time everyone was right. It is a farce. It is impossible to understand why this level of over-compensation was approved. I usually am in agreement but not WRT Isida. It's the opposite of useless. It is the King of Team Battle. When you are in the flow it is sublime. For DM I make no claims. When I play it though I give more than I get.
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valid Make Assault mode like old "reverse CTF"
LittleWillie replied to sensei_tanker in Ideas and Suggestions
So someting to ASL mode. For evry tight game tehre are 10 game pointless to finish even under the new battle fun rules. It is a junk mode. Most maps are poorly suited for this mode. So something. It is a mode to avoid most times now.
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