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Posts
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Everything posted by wolverine848
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There IS a lot of things wrong with TO today - they definitely are not going in the right direction. Overdrives and Challenges and drones are some of the big issues. And a broken MM. But "back in the day" there were issues too - like the shaft no-laser, and supplies. Buyers had access to supplies and I was running around with 2 or 3 RKs in my garage saving them for a crucial moment. Supplies have been evened out - well - except for batteries...
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category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
Like I said compare apples to apples. If you get one-shotted by enemy with DD while you do not have DA equipped I don't wanna hear about it. -
category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
And protection module... -
You know what makes battles unplayable? Gauss EMP. Holy crap does that augment need to go. A Hunter OD that you can activate every 4 seconds - with unlimited range. It's as ridiculous as Hornet OD. Combine the two and that forms the definition of Stupid.
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category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
hammer does slightly over 1k damage and wasp has 2000 health. So how does it "not survive 1 hammer shot"? Thunder on average does < 900 damage. Make sure you are comparing apples to apples. -
You don't stay in those ranks for long. 99% of your playing time overall you will have access to supplies. Even a moderate boost to damage will be OP - since DD will soon be applied on top of that. And then there's the opposite - wasp bomb - no one at really low ranks escapes that - all are too slow and no SB.
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2) OP is OP. I really don't care if someone potentially could use it to counter another OP item. They are using it on me. Before the recent nerf, RFM combined with hornet OD meant my Hunter had 0% chance of using it's OD successfully. The RFM could destroy my hunter in a split second before it got within EMP range. Actually - even when the encounter happens within EMP range the Hunter still loses because RFM does all it's damage before the EMP can go off. That hardly seems fair, does it? 3) Many players had RFM before the price was jacked up - and they can still buy it today - most likely on a sale day. Increasing cost of an OP item does not offset the OP-ness of the item. RFM was broken - it basically gave shaft the ability to have duplet while retaining full sniping abilities as well. Most people (who don't rely heavily on it) will consider that "broken".
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Not supposed to be THAT easy. Can do so at ANY range and there's no counter. Unlike say... wasp or dictator or Titan.
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Is this a rhetorical question? I can't tell - were you defending RFM?
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So... maybe it's not so great? ?
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More battles where fast-loading players are basically capping a flag in under 30 seconds as I'm just spawning. FIX this issue or I will continue to exit these battles. And many others will too. I know this because they are hitting exit before I do.
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An idea I had posted quite a while ago was... - 4 slots - if you only fill 3, the max protection per slot is 50% - if you fill 4 slots the following occurs based on mk7... --- Max 40% per slot, and it's -10% on each protection loaded. --- Example... load a 50%/50%/45%/40% = 40 / 40 / 35 / 30 This way players who have not invested up to the 50% can't take full advantage.
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Actually - this is exactly the hull you should use if you can't turn your turret. Ares has no controls for turning the turret. Also a friendly suggestion... don't buy so many items. Only invest in 2 (at most 3) combos at your rank. You will have stronger items if you have less of them.
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oookay.... that's a bit of a cheat - basically BUYERS can get the "4th" module. and... it's only for select turrets. I have lots of upgraded modules but I can't get Gauss+Shaft+Rail+Magnum.... And all hull augments for freeze and fire do is give back what we used to have by equipping those modules.
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Disappointed you did not bring up 4-module system (more protections but lower %) - with all the new turrets introduced in last few years the modules have already been devalued. I do like the impact reduction though...
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You have 9 mk7 turrets at Legend-1. That's a lot of crystals spread out among turrets which you can only equip 1 at a time. Especially if any/many of them have MUs. And you might want to upgrade that Dolphin module if you want to play any Pro-battles - you know - for fun. ?
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Seen this before - and I'll give same response - nope. You want MORE crystals than you do exp. because.... DEVs keep introducing new high-cost powerful items like drones and hull augments recently - or turret augments/improvements. Unless you are a buyer you will not be able to afford them all. So crystals-to-exp ratio is THE most important aspect - outside of building skill. That 450k will not last long once your 2nd Lt. account start buying higher-end items and upgrading them.
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UM... not really... on either count.
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Shame. ?
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This is just a bait for players to use up their battery stash. rewards won't come close to supply-use.
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Well then a lot of time ALL players on losing team will exit as there's many occasions where the top player on losing team won't be close to 300 battle points. I've seen times where ALL players on losing team were under 100 when the battle ends in 4 minutes.
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And... 8 vs 8 winning CTF battle 2-1. TWO of our players leave while we have the lead and finish 6 vs 8 and lose 4-2. The dumba$$ Challenges are why players leave a winning team - if they are not guaranteed 2+ stars they just leave and MM does not even fill their slots.
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Lot of bad battles during this event. Every battle I enter it's already 2-0 for other team and I get spawn-killed. E-X-I-T
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