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Everything posted by r_I_already_won0
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Interesting. When it's Magnum it's "Making people suffer" but when it's a full-blown druglord it's just fine. "Everyone has access to drugs", apparently, never mind that everyone has access to Magnum. On low ranks about 1/4 of players are using Magnum. Probably disheartened high-rankers who wanted to feel OP for once in their lifetime.
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I don't know if any of these are specific combinations on modules, but here are the most threatening turrets in terms of aim disruption: 1. Ricochet 2. Smoky. *insert large gap* 3. Hammer 4. Twins 5. Thunder First two are really a must at least for reducing impact.
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They were taken out at the same time Daily Missions were introduced to the game. The idea was to prevent players from merely logging in and stacking up supplies and reward players who actually spent time on the game. As of right now, the Daily Missions give very large rewards at the end of every week, if you complete one every day. The amount is subject to change. But anyways, Daily Missions give the same if not more supplies and lots of crystals as well/
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36, 496
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Two things I hate: 1. Clamshell packaging: Ugh, you have to go get a knife or scissors and mutilate the package beyond recognition. 2. Ill-proportioned bites of bread: We've all taken bites out of the edge of a hot dog and only got the sausage. Or have taken a bite out of the corner of a sandwich and only gotten bread, no meat. Spread the filling out, please. :wub:
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36, 493
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These polls aren't very accurate... It's the way they're set up. By forcing players to choose 1 turret you cannot get an accurate representation of how the trends are. Some turrets may always be second-most annoying for everyone, but never the first. Contrast this to a turret that is bound to piss off a certain group of players (like rico does to Shaft) the most, and it will be voted first most of the time. Consequently niche turrets like Freeze or Magnum or Shaft get more votes than the one turret that irritates 'most everyone: Smoky.
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100% agree. Drugs are meant to give an advantage. They become entirely useless when everyone is using them. The whole thing just cancels itself out. Everyone is dumping a large proportion into their income only to keep up with a vague construct that doesn't actually exist! If everyone in a battle agreed to not drug, it really comes out to the same thing, without loss of supplies. I've actually managed to convince small battles to play this way. This is how a conversation went between an observing friend and I (on my supplies account): "Why do you keep turning on your supplies?" "To keep up with the competition. They're using supplies." "But why do they use the supplies?" "To keep up with the competition." "Where is the competition?" "Exactly." Now the Overdrives should add a strategic element and help one punch through the defense. Tanki should go one of two ways with supplies: Method 1: Make supplies a buyer-only feature. Nerf them drastically. Disadvantage: makes it physically impossible for non-buyers ever to achieve full equality with buyers. I'm fine with that. Method 2: Allow everyone a "supplies quota" per minute that doesn't take from their supplies stockpile. If they want to drug faster, they'll have to start taking out of their own stockpile. Change missions to make supplies harder to get. Disadvantages: No more than current model. The issue with the system right now is it actively encourages smart and calculating players to play less on their main accounts/split their time between multiple accounts, or simply leave to do something else. P.S. What is wrong with simply nerfing Magnum rather than restricting it to certain battles?
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IN the context I think it''s referring to the fact that if you don't have a high enough DPS, you won't do any damage overall to the Isida.
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I'll give you that, but keep in mind Smoky M4's average damage is above 500 per shot. M4 hornet has 2k hp.
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I would take this out of it. I can't understand you as the image will not load on my computer. Your case is fine without memes.
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A thoughtful post. Nicely done. There are some things I want to bring up, though. Luck plays a factor in almost all games, in fact, such a large factor that it is almost invisible. Here we are talking about algorithms that are outside your control. Where is spawn is luck. That affects who you kill, which affects their gameplay as well. Or it affects what drugs you use, what people you spawn around, etc. Whenever you are fighting somebody, how many hp they've already lost is luck. You didn't do that to them. And often "skilled" players are merely those who can target the low-hp prey. When you shoot the flag-carrier and he loses just enough hp to die, that's luck. The damage of guns are mostly on a bell-curve, meaning you could have done less. The nice thing about TO is that it is so repetitive it actually nullifies part of the luck aspect of the game. When you are failing at something 20 out of 22 times that is not just bad luck. And again, it is so embedded in a game that there's no use bashing TO over it. Take WoT, for example. They've got a lot more room for "luck" because your shell's penetration is decided upon impact, which affects if you do damage or not. The problem again with skill and drugs is that most people have around the same amount. Consequently you don't see a large advantage offered to you by either. Let me elaborate. Players like to brag about how much "skill" they have, based on the shots they can make, the players they can beat in a duel, etc. In xp/bp certainly skill matters. But in Battle-Button Legend battles you have to realize that most people are going to have the same skill level. By "Skill" I mean the ability to use the tank tactically- peek-a-boo, make hard shots, rock your tank, use impact force, adjust aim under recoil, drive smoothly over complex terrain, etc. More often then not when you beat somebody it is not because of their lack of skill- it is because they weren't expecting you, or they were down on hp to begin with. The difference in players is something called "strategy." This is a sum of how you react to changing situations. It is completely separate from your skill. Let me give you an example: If I am trying to take out a Shaft who is guarding one side of the map, I might try to get behind him a certain way. Others might try to get behind him another way. A third might not engage the shaft at all. And a fourth might be so confident in his skills that he chooses to fight the Shaft head-on. Now, these are not skills, these are choices- individualized for each players. So if you include strategy under the "skill" umbrella, then it does matter. Otherwise, not so much. The same problem occurs with drugs. Forget about "smart managing of cooldowns." Most Legends picked that up somewhere along the way. Everybody is drugging at around the same rate, so there is a very minimal advantage offered. Is that a good thing?- in my opinion it is. Cooldowns merely serve to spice up the game- to make it so that you can have a DD on while someone else just dropped a mine, etc. Definitely better than 4 years ago, for example. But often the cooldown pattern and the patterns of others you encounter are influenced by blind luck- for example, how long it took them to get from their spawn to you, when the boxes were dropping along the way, etc. Neat thing about Overdrives is that hopefully they'll provide both a tactical advantage and a power "break" to upset the order. TO still has to address the battles-spiraling-towards-slaughters issue, though.
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Well again this isn't a problem unique to Magnum. Happens with Shaft as well. Heck, it can happen with any low DPS gun. The game is going to get boring when 1/2 the team has heavy protection, 1/3 of them are the same turret, and the whole team is camping. I think the issue is that Magnum is even able to function at close-range at all. It doesn't make sense- we already have thunder, railgun, and hammer, we don't need a hybrid. Unfortunately those are Tanki game mechanics. You are 50% down, you're going to have to wait for a RK or the cooldown to finish. It happens all the time when I am flag-running; if a Smoky lands just two shots I know I will have no chance with the flag and am forced to move elsewhere.
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Where have you been? I spent 7 months of my life covering this, lol. Whether or not we use our own supplies is a choice we get to make. Some like using supplies, some do not. But it doesn't take much to understand that pressing "1" and "3" every now and then doesn't make you a drugger. Even pressing those keys as fast as you can, it doesn't necessarily mean you are a heavy drugger. There's a difference in attitude- the guy who drugs to keep up vs the guy who drugs because he can. The supply drops- well, those are available equally to everyone in a battle. There is no algorithm for calculating the "deserving" recipients. If somebody were to NEVER use the Overdrive, there's a word for that. It's called sabotage.
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"The Case for a Clean Withdrawal From the Iran Nuclear Deal" Before that: "Hinduism on Suffering" Before that: "normative argument" Before that: "T62A armor model"
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1. Overdrives can tip the balance of any battle. The team with an advantage will get more overdrives, giving them an even greater advantage. It isn't unique to Magnum. 2. Teams on the roof aren't that hard to take out. A single Shaft on the corner opposite the beach (the raised hills) can clear the roof. With a little drugging the result is guaranteed. 3. Two Shafts with an Isida is potent. Two Thunders with an Isida are deadly. Isida can amp up anything. 4. Yes, the firing angle is an issue, but even previously, we've seen Rico harass defenses from the roof this way. 5. Ah yes, here's the issue. The fact that a Magnum can operate ground-level like a railgun-thunder hybrid. This isn't realistic. In addition to increasing reload time, the horizontal aiming speed of the gun should be drastically slowed. Artillery isn't a straight-fire carriage. By exploiting this aspect of gameplay- it's probably why you end up with such high scores. ;)
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Of course- but have you considered how your team feels when a Major joins your side? M2 equipment cannot match skilled M4 druggers. It's almost sabotage.
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Many of the turret guides have portions dedicated to fighting specific turrets. Isida cannot "leech health" from anyone anymore.
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History of the game could use a lot of material towards the end and recent years. Good job though, keep it up Wiki editors!
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Interesting. I didn't expect Rio to come up. Rio has no real hiding places, meaning that even if the Magnum is as far back on the beach or behind his base as he can be, he can still be hit by Shafts, Railguns, and Thunders. There's no real all-round protection-usually Shafts work better. Same score level as Isidas- I assume you mean one of the highest score levels in the game. This is a bit different from the feedback of other players, where the score of Magnum players isn't high but the issue, as discussed before, is the effect on gameplay. As for K/D, nobody serious should care. Magnum is designed to play like one of those high k/d guns anyways. To trade off, it should really not be able to get in first place or rack up a massive amount of score unless it is in a map like Noise or Silence. By decreasing the reload we make it physically impossible for a Magnum to get above a certain score ev'ry 15 minutes.
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Yes. Definitely unique in its own right. WoT sits in the slow-paced region of gaming and isn't going anywhere. Probably why the protections are geared to be more effective against these high-damage, long reloading guns. One extra shot means a lot of extra seconds to hide. Most people will wear these at the high ranks.
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It seems weak when you are using it. You wonder why it takes so many shots to seemingly kill an enemy. But when you are fighting it, you wonder why it took away such a large chunk of your life. Part of the problem is that you cannot see enemies' health-bars. And Shafts are at least predictable, railguns have warm-up, Magnum is inaccurate, etc.
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Or an alteration that rips a page straight out of WoTś book: give it a "negative chance". Opposite of a critical chance, there is a 20% chance of doing no damage. However, weak damage is buffed to 30%. They also might be trying to push players towards the "assault ammo"? that Thunder uses. Hard-hitting smoky at long range.
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Will Viking's overdrive give Freeze, Isida, and Fire infinite energy tanks? -I heard it somewhere else. Otherwise the Overdrive for Viking is the weakest, on the game's third-weakest hull. Also heard that with Hornet, you'll be able to see the enemies' health-bars- can anyone confirm?
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Great idea. One suggestion, because I know there are players that do like to purchase supplies, kits, or equipment while in the battle. Perhaps it's an hour-long PRO battle and they just ranked up. How about making this the default, but optional to turn it off for those players. P.S. How long does it normally take for bad computers? Mine's not a gaming computer and it loads the garage in a few seconds.
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