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Everything posted by LittleWillie
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Do you mean I drug heavily? You tell me. In the past six weeks since I bought my Isida/Hornet m2 kit I've used: 73 RK which is 18 fewer than received from missions 328 DA 18 fewer than missions 227 DD exactly the amount form missions 223 SU 85 fewer than from missions 325 MINES 33 more than from missions 1,176 used out of 1,264 received or 93^ of mission income used 72,260 exp >>> 61.4 exp earned per Supply used 3,353 kills 3,284 deaths (1.02 K/D) 6,637 Total >>> 5,64 destructions per supply used As far as "can't kill fast enough" .. fast enough for what? Are you talking about DM only? You say the dev should not base all the decsiosns on the dugged performance. Yet I hear that is a worse problem in high levels than mid levels. If Isidas are not doing as well as they are in mid levels maybe the problem is not drugging at the midlevels? Maybe the problem is the greater amount of drugging at the end-game stage? I would wager there are more data collected from drugfest meatgrinders than there are from players like me. It is not my playstyle that is shaping design decisions. There are not enough of me to count. I wil agree Isida is probably the hardest turret tl play at expert level. Isida players are faced with an entire decision set no other turret faces. Sometimes the optimum move is to heal your teammate. Sometimes it is to kill the enemy. But the turret is fine it just cannot be used in the simplistic manner it was with the massive self-heal. Exactly what skill is celebrated in the big self-heal scenario. In my memory the Isida would see me, derive straight at me, never turn it's turret, just come park in front of my hull and beam me. This gave that player ample time to press the 2, 3, 4 and 1 key as needed. And this is what some people want back, eh?
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Well, I think it really comes down to more preference. I like to get in close so fast fire really helps. So you hav to learnb to maneuver to a different firing pace. Or if you are on a map with lots of room and not so many enemies this is a way to make those long-range crits hirt even more. I can names some times when I think it'd be a bit useful... but it's not like the stndard model would not do about as well. For the impact alteration yo see a definite difference in game play. And it is frankly sorta fun to watc enemies drive into walls and off bridges. But this slow-smoke alteration... the tighter damage spread does not seem to make up for that +40% to reload. So I come down to preference. I imagine some players just like a bit more time to aim each shot and this way they get a bit of extra damage for doing what they prefer, And it gives yo a bit longer to think about your place in the crit-hit sequence... But I prefer the faster pace so ...
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FWIW I've decided to buy the +impact alteration but not the up-damage/slow-reload alteration. It's not horrible, but OTOH it doesn't offer you much reason to use it.
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It's simple game economics. They are not going to program in an intentional loophole in the game's Crystal economy. I cannot put it better than: IMO, DOA.
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Ahh there's the answer. You're just new to the turret. It plays differently than all the others. There are days I am all thumbs with it... but then other days it you feel like superman. My advice is to avoid the cliche mode of standing still glowing red from sustained fire with or w/o a pet Isida to help you. Learn to fire a reload or two then shift spots. Learn to start the spin-up before you go around a corner ... if no one's there yo can always stop shooting. :) You can also speed up your rotation by spinning your hull BEFORE you start spinup. This is what imean about re-learning the whole process. It' sorta backwarfds from reacting with a smoky. All the above add up to why maybe you should try a faster hull than you are using. If yo uget the knck for it yo ucan be quite powerful and ... few people are used to fighting a dancing vulcan at shoter ranges. :) Good luck but whatever yo d play a combo you like.
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I kill other tanks 1:1 all the time. Let's say this was in the game and I choose to use it. Let's say it costs double the m2 turret alterations, 200,000 Cr. I buy it tomorrow for 100,000 Cr on sale. LittleWillie now owns an m2_18/50. Viking I use this MU sale and others to push it up to 50/50 . I now go to my garage and click on my alteration button. I now own a hunter also MUed to 50/50 a funbctional m3 ...for a cost of 100k. But I'm not done. I level up and claim my "free" m3 Viking. I MU it up to 50/50 eventually. Now I own a 2nd m4 hull all for a mere 100k ... or less than 10% of the cost it'd take ot buy the thing. If you think the devs are going to put in such a system be my guest. But they ain't, The EULA f this game and every otjher one clearly says the owners can re-program it however they like whenever they like. They do not owe anyone any protion of a free hull. Since the change there have ben several sales, events, and special larger rewards. 99% o the players have adapted. I didn't like the way the hulls were so swapped but gameplay has shown me the fears were worse than the reality. I adapted.
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This alteration already exists in the form of: buytwo hulls if you want the capabilities of two hulls. There is no way Tanki is going to allow a cheap alteration be an exact substitute for the purchase of an entire second hull. Especially since the first hull's MU status would be used twice in effect. This idea is so DOA.
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Does anyone have a kind word to say about the m1 alteration? ... better horizontal rotation at the expense of vertical reach.
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Well fans I did a spreadsheet to compare the m2 alteration. Short answer is my calculations show using this alteration will cause a drop of about 8% in DPS at short range. This loss will increase as range increases. At the 'weak' damage ranges the loss of DPS compared to the unaltered turret rises to about 13%. The advantages are much more consistent and significantly stronger damage per shot. Abut the 40% longer reload depresses the DPS. So this alt can be a boon if you in scenarios where you are not able to rapid-fire very often. I've used it in combat and I think I could get used to it. There are some maps it might be useful. I think the best use might be in DM games where big damage helps. I did well with it in a couple DMs incl my favorite map, Massacre. I am still on the fence with this one. I thnk it might be a good change of pace in DMs and I think Tanki will end up making this alteratoin ,more powerful to catch up on the DPS. But even on sale its 50k and I am not sure I'd use it very often. Sooooo I am still not sure on this purchase.
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I love the hell out of the assault mode and the special map. I hope the AS mode is added as a regular feature on some if not all regular maps. As for which side has the advantage, .. obviously Tanki tracks the results while we just see a tiny sliver of the whole. They axted quickly to adjust the points. 3 or 4 points / cap seems about right/ And Tanki can adjust the blue count-up timing too, presumably. They'll fine tune that aspect over time. No worries. IMO players have not begun to wring out actual tactics for this map and this mode. I've played so many games with horrible teams. I played one Pro game OTOH where the players were working pretty well. But there's so much more potential for even greater team play and cooperation. I think this format is pretty darn fun.
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This style of just sitting somewhere and keeping a rock on the spacebar is exactly the thing the vulcan nerf was designed to reduce. Try moving around.
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A lot has happened to both your (our) hull and turret. It's too much to re-type. I'd say go to the Wiki for the details. In shot though, Yes, Yes, and minumim and maximum damage for normal hits raised. Short range longer, long range shorter, lower impact / shot, less recoil, critical hit less powerful compared to standard damage but they happen more often and a crit hit does full damage regardless of distance. reload times a bit longer. Still a great weapon though.
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Not quite. Every time you get a crit the next two shots will always be a non-crit. Then you start over again with 'shot1'. Shot1 is always 20% of a critical hit. Any shot2 (anytime you get to shot2) is always 40%. Any shot3 (anytime you get to shot3) is always 60%. And so on.
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After my limited testing I'd say the self-heal on alteration could possibly go from 20% to 25%. Perhaps. i made the effort to play w/o any drugs other than map pickups. The spamming DD isida driver might be an issue at 25% or 30%. [shrug] Too early to say. As for ubernoobers, as mentioned they are those players who cannot or refuse to adapt to changing situations. Forever a noob. Don't be an ubernoober. When your approach isn't working, try something new. :wacko:
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Almost right. You forgot the extended firing time. That means the alteration can deliver 98% of the total damage as compared to the non-altered Isida - on one charge. But it takes 40% longer to do so. But the precioussssss the self-heal is doubled!!! Since these things are on slae later and since Tani has done a hell of a lot of work on the game this quarter I ploped down $2 to rent the Isida alterations. You can keep them. The wider arc almost never aids my aim. But I am hurt by the shorter range all the time. It's only for ubernoobs who never learn to aim and move. As for the self-heal boost, you can keep it. I save more live by actually killing my opponent in 8 seconds than I do not killing him in 11 thus giving him time to kill me. I am anew player who started this summer. I got only a taste of the Isida self-heal on DD but even I could see how it would get much worse as I ranked up. I converted frm Firebird about the time the Isida was re-done. So I learned on the current turret. I advise everyone to put aside their pre-conceptions and try to use the new turret for what ti does well. No loss of damage over range Long firing time. You know exactly when your beam is hitting and when it is not. Quiet ans sneaky; enemies often take a second or two to realize they are being eaten. Belive it or not is still does self-heal .. enough to let you survive if not at full heth. On top of all that it heals your teammates! imagine that. It might actually improve your firepower and survival to keep an allied tank fighting instead of just you. No one else has that option, only Isida. Isida rocks. :) :) :)
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In DMs, I am never massacred but have been called a "hacker" due the smoking tank hulks left in my wake. That was pretty cool. :ph34r:
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It is fantastic if you know how to use it and if you undertand the importance of a good healer to team battles. If you just want to kill things in DM and claim ubernicity ... Eh, you can makeit work for that too. But you have to know how to leverage its advantages. Most peeps here will tell you it sux though. [shrug]
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First table. Yes, the table is for a tank that just spawned or had a ctit hit then its two o% following hits. In short, when the crit hit cycle is 'cleared' or 're-started'. We know from this point there will be a crit hit in the next 5 shots. Table 1 shows how often the crits will fall in the 5-shot sequence. shot1 .... 20% + shot2 .... 20% of the time we do not get to shot2 that leaves 80%. But the odds for shot2 is not 20% it is 40%. So ... 80% x 40% = 32% + shot3 --- 20%+32%=52% of the time we do not get this far and the odds go up again. So ... 48% x 60% = 28.8% + shot4 --- 20%+32%+28.8%=80.8% Same logic, so ... 19.2% x 80% = 15.36% + Shot5 ... 3.84% remain and the odds of a crit are 100% so ... = 3.84% -------- 100% Now the 2nd part is where I hoped some peeps with fresher probability would comment ... To calc the overall % of times a smokey will get a crit hit, if that same smoky can just fire over and over against targets over a large sample size ... I took the portion of times we'd get a shot on attempt 1, 2, 3, 4, 5. I took each result (above) and multiplied by the effctive crit hit rate for each stage of the sequence, then added each component together.. That is, if you got a crit every single time you have the chance - that is, on every "shot1" - you would have a 33% rate. Demonstration Crti hit then assured normal hit then assured normal hit, then back to shot1 and lucky you it is a crit again, normal, normal, crit, normal, normal, ... Smokey works this way 20% of the time, so to speak. After doing the multiplications and additions you see in table2 you get the overall hit hit frequency of 23.5%. Over the long haul roughly one shot of 4 will be a crit in this system. Fully understanding these probabilities real-time in combat gives the Smoky gunner to somewhat predict when a crit can be expected. This can be especially useful at long range.
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That's fine Dan. There are countless games available. I hope you find one that manage to remain operating without any income. But what I think you fail to understand is, everything you say here will be ignored. There is no point is taking suggestions form someone bound and determined to dislike the game. And by ignored I mean by the devs not by forum users. Why would they? You're frustyrated they do noit listen to your POV but you've told them as much that it is impossible to get your business. [shrug] Happy trails.
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Well it being Christmas I figured I'd spend $2 and rent the two alterations. I've played 3-4 games on HNY AS with each now. I played against one fellow m2 smoky/viking who had the +impact. It was a pain in the ass. Kept throwing off my shot. So I figured I would be keeping everyone off balance. Not really. The first shot was great. a Hornet was making a... hornet-line for the capture. I hit him head on with a shot the stopped him dead in his tracks. He restarted my 2nd shot threw him off course. By then other blues has come up and he was killed .. no cap. But over the course of time I did not see enough big impact distruptions to make up for the lack of crits. It's sorta fun ... I will probably buy this at 25k on sale. Now the other alteration does deliver bigger hits, but the slower pace is really noticeable. I am a in-fighter. I like fighting at close or even point-blank range. This fire rate really hampers that. However there are alos time where you cannot fire just as fast as the reload allwos, In those cases the extra damage rocks.I was 1-hitting m1 Wasps with DD up quite often. But overall again I am not sure this is better than vanilla Smoky. I wil have to think about it before buying. Well, still a few more days of rental to play around. I'll post more later if oyu like.
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Contest — 7 Strikers to give away and lots of prizes
LittleWillie replied to theFiringHand in Contests Archive
LittleWillie, on 25 Dec 2016 - 14:28, said: Believe it or not I did chwck page 1 before posting that. On page 1: i see the fisrt post announcing the contest. I see the second post has an FAQ. But no list. The third nd following posts are comments from players. ???? -
It is a bit unbalanced but so ****ing what? The games are fun. They are a change of pace. If blue is not doing well the game will be over soon. In the meantime it's still fun. After the quick game as blue it is your turn for red. And red iswill never ever lose right? So you've going to have a 50% win rate Except .... I've been on at least three winning Blue teams. A challenge is fun. This map and this format is fun. Did I mention that? I swear I am used to gamers pyssing and moaning but the Tanki community is the biggest bunch of gamer crybabies I've ever encountered. And I've been playing online games longer than some of you reading this have been alive. Well... II think I just explained my observation here.
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Tankji is not going to bring back the old system. So buy a Pro Pass and do what you want to do or just keep complaining while you do not play the format you want or stop playing Tanki. Those are your choices.
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Humph? I thought someone would have a comment on the reworked Smoky crit hit rate. It accounts for the rising probability on a miss, and the 2-snot 0% crit hit rate after a successful crit hit.
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Since the alterations are going on sale, and since my Cr income is ahead of pace to buy the Paladin kit, I figured I'd get the m1 (impact) and m2 (bigger/slower) alterations. M0, m1, m2, m3, m4 don't enter into the picture as their effects are all relative to level. No, the dtermining factor me for is Crystals. Do you have enough so the alterations will not disrupt your other plans? Then I'd say go ahead. And as for your MU situation, you are at a point where you want to stop with that IMO.
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