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LittleWillie

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Everything posted by LittleWillie

  1. LittleWillie

    War Herald #1

    The War is still a long way off. You will earn many thousands of Cry before it starts. Now you know to be sure you have 1k on hand. And will be random during the war too. One other point unmentioned so far is TO said something like rewards will depend on level of participation. So the old way of getting 3 containers for just verifying the turn might not apply. If all you do is earn 5 starts and that's it your reward might be something like 1 Gold Box. This is another reason the 200 kill requirement is much easier now.
  2. LittleWillie

    War Herald #1

    To be honest this description is hard to follow. Consider a 2nd draft with more structure. You'll probably save time from fewer questions.
  3. LittleWillie

    Let's Discuss Smoky!

    That is not MM that is TOs crazy progression ladder. The only way to avoid this is to make every game comprised of 16 players of the eexact same rank. Shake hands with the 2.5 hour wait time --- MM or not MM expect the 2.5 hour wait. MM gets blamed for all TOs sins. At any rate, the proper response is not this one. This proposal makes the entire CH concept more or less pointless. Smoky would have to be given something else to make it a powerful sub-70 weapon oh wait we call that HAMMER. Suggestion = DOA. Further discussion on it = DOA. PS: All my accounts are in the m2 fighting m4 ranks. They were BEFORE MM and they are NOW. All my accounts. This is the easiest level of competition I have faced since I began TO. Because why? Because now I have a full protections library, and, m4 is not much better than m3, AND it is not like every foe owns an m4 anyway. This constant institutional pessimism among TO's player base is really dumbfounding to behold. So many TO players are so bad you can beat them if they had m9 tanks.
  4. LittleWillie

    What to buy? Which is better?

    It is sad to see this thread is nothing more than a "what kit should I buy?" thread. It certainly is not a "what is better" thread because this convo has got that question wrong. KITS are not the way to plan account progression in 2018. It was two years ago but it is not any more. The way to progress now is to buy items singly, MU them to the max, then trade them in for no cost at the next unlock rank. The new module system puts immense pressure on accounts to MU 13 (or 14) modules all atone. The higher your rank the more modules you must own. The focus for an account's development strategy is to get through the LtCol to Marshal vast long Death March. In order to do this wou will need m2+10/!0 turret, ull, and 13 modules. Every one of thse discussions is based on saving over 400k to buy a kit at LtGen. This approach will strarve the accunt for MU finds. This account will get an m3 hull, turret, and module at LtGen. But then it must spend another 303k to MU THOSE or eslse the m3+0 is no better than the m2+10. So this account spends 750k to get a slightly better hull and turret for two ranks. In exchange it has bad protections against 12 of 13 weapon types. 35% protections will give you more performance boost over 25% than the difference between m2+10 and m3+10. A secondardy reason is that Crystals you do not spend on equipment upgrades are Crystals that do not help you. Sitting on well over a half-million Cry for months means you are waiting a long time to get your upgrades. The MU approach puts your moiney to work for you months sooner. You get to enjoy that boost over many many more games. Kits are good for buyers or for changing to a new type of hull and turret. But accounts that will keep using the same hull and turret kits are to be avoided. Buy on sale and MU then diversify you modules as you can afford. It's 2018.
  5. LittleWillie

    Matchmaking is coming May 29th

    What's this got to do with MM?
  6. LittleWillie

    Let's Discuss Smoky!

    He is a WO1 that obviously ran into a good Smoky user with an m1+10/10. So that Smoky rekked him and he decided Smoky needs to be nerfed. It is just another example of TO's odd progrerssion ladder in which Colonel level firepower can be brought down to the low WO ranks. The ladder is the culprit not Smoky itself. As we all know this suggestion is going nowhere.
  7. LittleWillie

    Life as your rank

    Of course m4s can be beat by m3s. Not every time of course. But the item qualities are close enough that m4 cannot simply steamroll m3. PS: Everyone playing tanki is a drugger even you. Don't blame that for losing.
  8. LittleWillie

    Let's Discuss Smoky!

    Yep that is your opinion but it is one shared by very few others. No probls ya gotta listen yo your heart.
  9. LittleWillie

    Matchmaking is coming May 29th

    TO is Doooooooooooooooooooo... ....oooooooooooooooooooooooo.... [looks at watch, draws breath] ....oooooooooooooooooooooo.... ...oooooooooooooooooooooo..... [New Year's Day, draws breath] ....oooooooooooooooooooooo.... ...oooooooooooooooooooooo... ...oooooooooooooooooooooo..... [New Year's Day, draws breath] ....oooooooooooooooooooooo.... ...oooooooooooooooooooooo.. [second anniversary passes, shrugs, draws breath] ....oooooooooooooooooooooo.... One day he'll reach that "...oomed!" he's been building towards and the prediction will be proven true.
  10. LittleWillie

    Matchmaking is coming May 29th

    ODD... I had the same streak of bad luck a day or two before you. Different games different modes different accounts... For like 8 games in a row I drew the inept team. Yea I left some of those. Payout system or none getting spawn camped is not worth the time. There will always be game like that. But you have a 50/50 chance to draw the not-inept team. It gets frustrating when you lose that coin flip many times in a row. :)
  11. I saw this comment posted before a rather long discussion started. I haven't read that discussion yet. Since it is so long I will just make this reply first. IMO your accounting system is the issue here. Players are not compelled to "turn a profit". Players are not under pressure to earn more than the Garage value of the Supplies they used. This is because Supplies earned from missions have a cost of zero. This is how I look at my mission income. My income is measured in Crystals and nothing else. Missions pay me direct Crystals in the form of ... well ... Crystals. They pay me indirect Crystals in the form of Supplies. It is my job to convert these Supplies into Crystals through the process if using them to increase my Battle Fund payouts. THis is why I decided I have to get into Drones. If I am paid in Batteries I have to find a way to use them. Here I cannot compete directly with the buyer. So the goal is to have enough Drone capability to help when I am up against these deep-pocket foes. ---------------------- PL. skimmed the convo. Akame said he re-started a month or two ago so my guess is he is unaware of how drastically the mission rewards have changed. First the amounts were tripled. Then that tripling was dialed baxk to about 2.2x but Containers were added. With Containers income is now greater than the tripling. For lower ranks Containers bring a massive benefit. Low rank income compared to the past might be ten times greater! Yes, if you want to play one account long enough to earn 3l-4k per day you might not get enough from missions to do that every day. But IMO there's nothing wrong with that. TO gives players enough free stuff to play hours each day. If players want to play 5-6 or more hours / day it is only fair they pay into teh system.
  12. LittleWillie

    Let's Discuss Smoky!

    And as it ages it mellows into merely A Very Powerful combo. :) But you are right. Smoky m1 and Titan m1 both get IMMENSE performance boosts from MU investment. It IS crap at long range. The CH ability is the only thing that prevents it from being utterly helpless beyond 70 meters. A crit hit at range can get a long range danger to back off. But then it is IMPOSSIBLE for Smoky to land another CH in less than 5 seconds. You cannot find cover in 5 seconds? Long range CHs do not make Smoky a long range fighter. Smoky will lose long rage duels. Meanwhile Thunder is dropping 50% on you with splash from across the map. That will kill you a lot more reliably. Smoky, Vulcan, and Striker are three turrets least deserving a nerf I'd suggest. Yes the ,2 alt is pretty useful at times. e.g. I find myself using it on Massacre a lot because the long range guns on that map can make close approaches hazardous^squared. So sometimes I am reduced to plinking at long range. For that you NEED the crits so my Assault Ammo is no good. If you want CHs you might as well use the m2 alteration. I remember the fist time I realized you could occasionally 1-hit a light hull. I had just killed or seen killed a Wasp. I saw it spawning and hit it the moment it went solid. It was DD CH with the alt, about 1775 points and BOOM! 1-hit kills there's a sensation Smokers don't experience very often. :)
  13. It goes that way of course. But I have also seen a different dynamic in many battle. Team A surges ahead. They get team B on thei eels and it looks like another blowout is nearing. But Team B recovers it poise after a minute or two. Shortly later it is Team B who has team A in the ropes. Team B evens the score. The end game is a scramble. (Of course a ode like CP is easier to see come-back wins than some other modes.) My thought is Team A had a surge of ODs get used and they take the initiative. But at some point it is team B that sees a bunch of OD used in a short time. That throws the initiative in reverse. Te bottom line is OD use is very important to team play. I cannot count the number of game I've lost on a team that plays OK except you see 5 or 6 starts lit up over your teammates all game long. Even with 30 seconds left they are "saving" it. Players have learned to use ODs but an incredible portion of TO players have not. If I could pick one to remove, Gold Boxes or ODS, I'd kill the Gold Boxes. THose things cause more poor game play than anything else in the game. When both teams play well they both use their ODs well and the OD effect cancels out. But put a bunch of Gold Box Buffoons one one team and it is T-O-A-S-T. Maybe we should run aronnd the game taunting "Golder!". LOL. It's be just as productive.
  14. At the end of battle we get a score screen with Continue and Exit buttons. This should change. The game needs three choices now: Continue (unchanged) Lobby (re-named Exit) Garage (exit to the Garage instead of the Lobby) Rationale The new modular protection system means players can and do change their modules according to the needs of the ongoing game. When that game ends they often choose to re-set their module selection to a sort of basic set. This means at ten end of one batle the player visits the garge to change tings around - even if they intend to play another game ASAP. Drones add another need for this. Many players cannot afford to run their drones all the time. They add another reasone for more frequent garage visits today. The "Continue": choice is great when you do no need to fiddle in the garage. But that case is the exception now not the rule. The Exit button of course works but this costs a click every time. The Garage is the #1 destination but this sends us to the Lobby This is a small thing... but removing small interface annoyances is very satisfying. ------------ Another approach of course is to just eliminate the Matchmaking Lobby. Keep the Pro section lobby battle board of course. Instead of a separate page just put a panel on the garage screen with buttons for the modes, quick start, and the Pro section. Just go from garage to battle.
  15. LittleWillie

    Matchmaking is coming May 29th

    I do that sometimes still but not nearly as often as pre-MM. Before MM I would not play Brest, Highways, or Silence unless desperate to finish a mission. With MM I play those maps when I get them. Unless it is a bad map choice for my hull/turret/mission combination.Usually I will at least try though... you never know. A bad team causes me to give up on a game than getting a certain map. It is hard to score goals in Rugby when only one other payer is willing to leave the home base area, eg. I still think Brest is a bad design but Highways and Silence are back to being fun and playable.
  16. LittleWillie

    Let's Discuss Striker!

    I hate when some viking or hornet sees you and concludes you are an easy kill. As they come streaking towards you you're thinking, thankyewkindly. Eat this missile, you end up there, I'll go here, you'll eat the 2nd missile and...." ...and your first, 2nd, 3rd, and 4th shots all go sailing over those damn low hulls. You end up being lunch after all.
  17. LittleWillie

    Let's Discuss Smoky!

    Good call on the rank implication. At his rank the Smoky crithit is a double whammy. At lower ranks a CH has a higher percentage bonus compared to normal damage. As ranks go up smoky's normal damage increases faster than CH damage increases. The 2nd part of teh whammy can be seen in the next comment. Smoky m1 is the best indeed ... if by best you mean best value for buying MU steps. Smoky m1 unlocks at a very low rank and the m2 replacement unlocks something like 14 ranks later. Buy MU steps as fast as you can afford them. Be a Sargent with a Colonel-level gun! Oh yeahhhh. This is another reason our nerf-seeking poster is seeing Smoky as a bigger beast that it is long term. At his level it is a beast especially if the Smoker knows how to aim. I must raise issue with part of this. Smoky is indeed an assault weapon. Breaking into defenses is what I do. Why do you think the "Assault Ammo" alteration is named Assault Ammo? :) Seriously. Smoky is not a short-range turret. It is a, lives in your hip pocket get it out get it out it hurts, turret. Once I get close to you I will get inside your turret's arc and ability to track me. If tanks were boxers Smoky is the one who gets inside jab distance and works the body with short sharp shocks. Assault Ammo ... It's locked and loaded 98.6% of the time in my tanks.
  18. This is true. The Supplies system has many critics. But it is their 2x power that weaker tanks to occasionally turn the table on stronger takes.. They add considerable chaos and unpredictability to battle flow. Drug free games are interesting and tactical but they are also lower scoring and slower. A good team that sets up a proper defense might take all game to root out of their bunker.
  19. LittleWillie

    Let's Discuss Hammer!

    Well for me when I find myself in a game with Hammer or Vulcan I usually reach for those modules. Hammer I seem to see a bit more often in ASL mode. Other than that it is not one of your common turrets. I do not know what other players do. Hammer is just a PITA for my thang.
  20. LittleWillie

    The War is close!

    Rule Brittainia! Brittiania rules the wave(ing paints)s! I've been wearing it on its farewell tour.
  21. LittleWillie

    Let's Discuss Smoky!

    One hit (not 1 shot but 1 hit) out of five landed at long range does abuot +30% damage. All the others hits do -90% damage. And you call that OVERPOWERED???? The mind boggles.
  22. LittleWillie

    The War is close!

    Viking, whom do I have to bribe to get the official War #2 popcorn franchise? This time around I plan to watch the drama get inflicted on others. :lol:
  23. LittleWillie

    Let's Discuss Smoky!

    I don't see Smoky protections too often either but with time more and more people will have all mods and will be more used to swapping them. I do not see any long-term value to a few stories from today. And I always believe there is only one real criterion for choosing your tank: Do you WANT to play that combo? If you like your combo you will find how to make it work in battle. I do agree kits are not the way to go any more with development paths. Unless you want the exact turret hull and module you will waste money. Most often you can buy the same items on sale for less money than the kit discount. That is when you ignore the Paint component. Guido seems to play a lot with his clan. I do not think his daily play experience is quite the same as the average MM "pick-up game player" like me. I would not make plans based on another player's anecdotes. But YMMV. m3 at 1st Lt? You meas ans LtGen? You have m3 (m2+10) already. MM will be having you fight these player at Marshal and above for hundreds of thousands of exp points before you reach LtGen. So all of a sudden you will "need" an m3 kit to play the same tanks you've been playing for months? Why? You will be piling up Cry for weeks and months until you have over 400k to buy a kit to make it "easier" for you for two levels. Once yo reach marshal; every m4 unlocks. So you are spending 400k for a temporary status. And it is more than 400k+. Unless you drop another 300k or so into MUs your m3+0 gear is no better than the m2+10 gear you already own. Here's why amassing 400k+ is not so wide. Money sitting unspent is money that is not helping you. You will be starving all your other development options while you save up the 500-700k needed to buy and MU this it. For that money you can MU your module collection up to the max. Top module protection is probably a bigger ROI than buying the small % advantage m3+10 gives over m3+0. Kits are for buyers pretty much.
  24. LittleWillie

    Matchmaking is coming May 29th

    Sounds like you might be describing the Group feature. It has knows issues much like what you're describing here.
  25. LittleWillie

    Matchmaking is coming May 29th

    Tat first paragraph is very interesting. I don't think it an happen too often but if does look like an expoitable loophole. Devs need to her about this. 2nd paragraph... not quite true. MM fixed the problem the old MM had but it cannot promise low ranks will never fight high ranks. What is fixed was the problem where blue would have 8 legends and red would have 8 Colonels. Now each team would have 4 Legends and 4 Colonels in that situation. When few players are waiting for a game MM will scrpe together what players it can at the moment.
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