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Everything posted by r_I_already_won0
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Guido I don't think you understand the role of snipers in warfare, nor do you understand the concept of fair and reciprocal gameplay, even though your posts are somewhat detailed and supported. Besides, you're missing the point. I don't take issue with the fact that Magnum is an indirect fire weapon. World of Tanks has indirect fire weapons. They add to the gameplay. The problem is that it is unbalanced and not used the way it was intended to. People are using Magnums as offensive scouts because you can get more score that way. That is what is upsetting the balance. If Shafts were running around and constantly capturing flags with arcade mode, that signals that it needs a nerf.
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To put the crosshair on the enemy you actually have to have a line of sight with them- which means they can both see and hit you. Not to mention that when you are hit with any sort of impact turret at all, your aim gets knocked way off and by that time the enemy has moved. And, people watch out for Shafts- they make sure not to be in the laser or line of sight. There is no way to "watch out" for a Magnum. I've played both Shaft and Rail. Astonishing how easy it is to kill Railguns with Shaft....but also how easy it is to kill Shafts with Railgun. That's called game balance, and Magnum doesn't have it.
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I dunno. Saw a couple tanks bouncing in the air today as well as some law-abiding players self-destructing because of the anti-cheat. The spirit is good- let's hope the practice matches that.
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Those that combine hacking skills with prudence are the worst. When the kids and teens get ahold of a hack they are generally pretty easy to spot. Jump hacking is a real pain to conceal since everyone is watching for the gold. The other day I was in a Silence and there was a Wasp-Thunder hacking, probably an adult. I knew he was hacking- but the man was clever enough to keep it to a minimum. His d/l was nothing insane, his score could easily have been explained away to drugs, partly because he would let himself get killed every now and then. Everyone else in the battle thought he was just good- I probably would have put it down to a trick of the mind myself, or lag, or something, if I hadn't caught him in the act scoring a kill while firing at a wall. At this point battle mods and videos don't do that much- the real solution is to target the "code signal" of the hack itself. And so like you I appreciate this update perhaps more than most.
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Obviously there would be a "test_" before each name. So test_R.o.Y.a.L or test_Hammy15 Mine is always test_Viritrilbia P.S. are you GeeVuh or SpaceMango?
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Exactly. Since friendly fire was on, Magnum was a risky turret to use and yet players were still using it in clan wars. Just shows how OP the turret is in standard battles. No, I'm not, couldn't care less about youtubers. He was the only one I saw using Striker and getting a ton of score with it.
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For the bouncy kangaroos it is. Not so much for those that can shoot through walls- or those with aimbot.
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If you could collect from everyone what nickname they usually use in the Test Server, and paste it under a spoiler at the beginning, it would be amazing. :) I know I'd like to play with some lower-ranked and higher-ranked friends.
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Thumbs up. I think you should start using the supplies from the large mission chain rewards. But I agree, for casual players that don't play every day, they cannot compete. TO is driving those players away through inept management. Doesn't make sense. Double Damage would do something to the actual bullets and not affect the overheating, which is caused by the rate and gas. Isida doesn't heal itself by attacking you any more. The developers took that away. Also, Isidas heal other Isidas because that is their ability. Nothing in the game says that the total hp of a team should always be the same.
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Agreed. The only reason I used have thousands and thousands of friends in my list was to fill up battles quickly. Back when you could still create battles without a PRO pass, I used to make battles on rare maps and then fill them up quickly with invites to ensure the battle's survival. Now there's not much point to having that many.
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Only relevant part of the update, and much appreciated! :D Thanks.
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But again this is not how the turret was designed to be used. Used offensively like this it is already too OP. Hope that they will fix it and then promptly nerf the Magnum. And Isida while they're at it.
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Yep, much more of an Odd Todd- and a damn odd one at that.
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Ram if you have enough to get the Twins long-range alteration (you can buy the alteration on the Xmas sale, but keep in mind kits do not go on sale), otherwise Atlas. Currently some might argue that Ram is better since you can make the choice to play on maps more suited to close-range combat, but when matchmaking comes out all that goes out the window.
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Never
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Bug report: If you have two tabs open, one Tanki and one music, for example, switching to the other tab and then switching back to Tanki often freezes your Tanki screen, and you have to reload (which doesn't always preserve your score). @Arampage: Self-destructing once should fix it when you enter a battle.
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How many times has it had to?
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IMO Shaft looks more like the gun the M4 Abrams sports.
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Watched quite a bit of the Clan Championship X. Striker- @Oufa used Titan-Striker for a while on Massacre but consider- Massacre is one of the best maps for striker since there aren't much obstacles or cover. Consider also that it was CP mode and almost everyone was using heavy hulls. Even then it didn't stand out that much. You can see why it's weak. Vulcan- you could pretty much only see them in Parma battles. Mows down enemies trying to cross the vulnerable center area but not useful for much else. When the Twins alteration enables it to shoot across the map Vulcan feels like a tickle teddy in comparison. @Dynamite used Ricochet on repeating Forest Rounds, both supplies on and off. Seemed a bit underwhelming, although I don’t know if the prevalence of Ricochet protection accounted for this. Always lost to Smoky and Thunder at range since Rico has that target delay and usually lost to Twins and firebird at close range. But overall I probably expected too much which contributed to my disappointment with an otherwise decent turret. Twins- nasty, nasty, nasty. Put the alterations on and it is even better. The only issue is that protections are everywhere. Smoky- again, I watched the_best_boy use it to great effect. Most light format battles Smoky wreaked havoc on those railguns when they were warming up. But in the standard battles, medium format, it lost its luster. In drugs on battles the Time to Kill is simply too low because Smoky’s greatest asset, the impact, is more effective against the rarer light hulls. Freeze- far, far too underwhelming. Used for more damage output than anything else. Sure, it slows down Vikings and Titans trying to escape with the flag- if they try and get the flag first. Most of the time the freeze is simply targeted first and killed by turrets with more range. Quite common in the Parma CP but that’s probably only to counter the many, many Isidas hiding behind Titans. Firebird- Overall, quite impressive. Performs about average, nice and balanced. Magnum- some Wasp/Magnums darting through the trees on Forest. Of course they were running around- not camping, because Magnum is even better than Thunder for offensive combat, let alone artillery roleplay. Did not seem to have a huge effect on the battle (perhaps because the clans were so coordinated) but racked up a lot of surprise kills. Railgun- solid turret. Like LittleWillie said, nice and balanced. Good even in heavy supplies battles since the penetration can damage the healing Isidas. Isida- the presence and skill of the Isida is a great indicator of how well the team will perform in a battle. Where the turret underperformed it was mostly the fault of the light hull it was mounted on. Hammer- quite common. Alterations seem to be a must since the pros outweigh the cons. Lost some of its spark because there were almost no light hulls. Usually the Hammer player lost when they were in close combat- but very effective if they could keep at a medium range- Peek-a-boo on forest, for example. Again, seemed weaker than it was due to the Hammer modules everywhere. Shaft- saw a couple Shafts on Parma. Extremely useful if the other team was almost exclusively short-medium ranged turrets mounted on Vikings that the Shaft could one-shot. Arcade mode almost became primary mode of fire since players are skilled at avoiding splash. Otherwise, gameplay progressed too fast and the Shaft was targeted and clubbed as an easy target. Thunder- with the no-splash alt it is a decent mid-range turret, almost like a strong Smoky at low ranks. With splash it is generally too easy to take down.
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Contest [Issue 70] Continue The Story - Edition IV
r_I_already_won0 replied to Flexoo in Newspaper Archive
So this is a clean slate- we're not continuing the story from anything before? -
At M1 it is strong if not overpowered. Not at M4. Wait until you are M4.
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B.L.A.Z.E The_Grand.Master Dark.Swan S.U.R.G.E Stormbringer T_E_M_P_E_S_T Emerald C_A_R_N_A_G_E F.A.T.E Shatterstar T.E.M.P.U.S Tribunal Pure.Chaos Wind_And_Flame The.Night.King M_O_N_A_R_C_H WhisperingBlades V.A.L.K.Y.R.I.E Wipeout
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I would counter that. Seems like there's no point to the freezing effect if an enemy can follow you circle-strafing around them. For medium/heavies sure, the hull slowdown effect may be adequate, but for lights it's not. It's used on small maps because it isn't that good on medium-large ones. What will happen now that all maps are 10 v 10?
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You must have the alteration.
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There will be no change. What you have now is already the x3.
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