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Everything posted by wolverine848
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category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
I've noticed that too. They seem to have a LOT more than 2000 armor. Almost like they are hacking - they just can't be killed even under withering fire from multiple tanks. It defies logic. -
category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
And that's why this game is doomed. TO might as well go back to 6-min battles because that's what the short-attention span players on mobile like. Won't be many PC players left, so Devs might as well cater to the mobile crowd. -
update Patch Update #676 - Released 21st January 2022
wolverine848 replied to Marcus in News Archive
Paladin barely got nerfed. Being subject to critical damage (like every other hull) is not much while it still retains the healing, immunity to status effects and having AP aura. They are still dominating in the upper ranks. the only reason you might see more hornets than Paladins in battle is because everyone had a hornet before paladin came out. And there's players like me that refuse to buy/use hovering hulls. There's still a full-factor cheese magnum out there - the Magnum AP which requires little still to use. -
category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
And what about the other ideas mentioned same post... One other advantage not mentioned above (but mentioned in other posts) is the unflippable nature of hovering hulls. Rarely happens, unlike tracked hulls. -
The current rewards from the containers ARE complete trash. But the 23 free containers would have pretty much evened out getting nothing from the containers if you already had a better version of that mk1.
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You missed my point. Never mind.
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update Patch Update #676 - Released 21st January 2022
wolverine848 replied to Marcus in News Archive
You think you deserve more? How many kills DO you think you should get - per damage boost. Shaft isn't meant to kill many targets fast. It's meant to have a better chance at killing select targets. Maybe you should use a different turret if that's what you want... -
Just left a TJUG battle in Berlin where I started off as JUG. Was barely 100 m from my spawn position when attacked by 5 enemies. I killed two but was done in by the other three. NO ONE ON MY TEAM WAS ACTIVE. No defenders - just enemies in my own base at the start of the battle. This is why players leave battles. MM is terrible. TO needs to fix it so the battles start evenly - else players will continue to quit battles.
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Yup. Good luck running your drone in a month or two. We won't be getting many batteries from those crappy containers.
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update Patch Update #676 - Released 21st January 2022
wolverine848 replied to Marcus in News Archive
On 2 accounts I've opened 120 containers. ZERO batteries. Batteries are only available on Epic level rewards. Pretty soon all F2P tankers will be equipping Brutus, while buyers will still be using Crisis or Defender or Trickster or Booster or Saboteur. -
Guess it depends on how they get ahead. noob JUG charging at enemy base in first 10 seconds, getting killed and spotting other team 1-0 lead? Instant exit. Enemy team caps in first 20 seconds before opposition has finished loading? Instant exit. Would you start a hockey game 1-0 for other team? Or a chess match down a castle? I don't think so...
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update Patch Update #676 - Released 21st January 2022
wolverine848 replied to Marcus in News Archive
So my alt account opened 60 containers. First batch of 15 gave 6 mk1 turrets. SIX out of 15. Next 15 gave 10x1000 crystals and an mk1 and few supplies. Out of 60 containers I must have gotten 25x1000 crystals, a bunch of 3000 crystals, a whole wack of mk1 items and a few supplies. Not 1 battery in 60 containers. Looks like they are rolling back 5 years (for the worst of 5 years ago) and want us to start paying crystals again for supplies. ? -
It's an option in the settings. Yours must be turned "On".
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That's not the deal. They removed the mk1s from containers IF you had already purchased one in the past, or have a higher version. The v-log was talking about future plans - to remove all mk1s from the garage. So in order to get a turret you don't currently have - you will need to open a container to get it. So... getting what you want will be random.
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Do you think the Top-3-winnders teams might be a contributing factor? When I had finished daily missions yesterday only thing left was one of those weekly top-3 we can't change. Whenever MM put me in a battle with my team already losing, or less than 10 min in battle, I exited. What do I have to fight for? Can't possibly finish my mission and I'm not wasting supplies when I know I will get less than their worth in any reward. I'm sure there's been a bajillion complaints about those missions. Keep passing along our feedback - Top-3-Winners does NOT induce us to play. It does the opposite - encourages us to quit battles.
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Because of last weeks V-LOg. Pay attention to the part about "mk1 items will only be available in containers in the future". So future new players, or even Legends, won't be able to pick what turret or hull they want. Will have to get it randomly from the container. Seems a lot like TX and the random blueprints. That worked out swell, didn't it?
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So what the heck does this mean... "...mk1 items will only be available in containers". 1) Players will have to wait and get lucky to get obtain the turret or hull they want? 2) how does that work for players like Legend that have the funds to buy a new turret - will still have to wait to get from a container? Sounds a lot like TX blueprints. How's TX doing now? ?
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I like how they make it sound like getting ONE container in lieu of crystals on rank-up is a good thing. ?
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And... no more "farming" since they removed the shards. Plus - if you "don't play for a few days" you risk not completing the Silver Tier of Challenge - especially if you get the stupid top-3-on-winning-Team-X-times missions.
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"server error"? I get that almost every day...
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So... you think he will stop playing when the Challenge is finished early? Or keep playing and use even more supplies... No bonus points for doing it early...
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You probably used more supplies than you got back in rewards ?
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I agree on the parameters and we seem to agree that "mult" stands for more than the original definition. But things are not always balanced that way. And it shows in the score. And that's when players start exiting - why waste their time on a lost battle? Especially when completing missions might be next to impossible. I really don't understand why players enter a battle if they don't plan on playing the game. Makes no sense. Just finished a JUG battle where my team had a decent lead. Next thing I know we've lost 4 players and the other team is catching up. Something not right there - mass exodous from the winning team and we end up losing 9-8.
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And how do you do that? 1) MM can't balance ppl doing nothing - unless - they get kicked for not meeting a low scoring threshold 2) I've seen many battles where the Teams are not close to even - by either rank or GS (Legends with 3500 GS) or combination of the two. You know what contributes? The win-x-missions-on-winning-team. Encourages players to quit a battle as soon as their tea starts losing. Change that to top-2 each team or top-4 battle and less players will exit battles = (somewhat) more balanced teams.
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We use the term more loosely - include those who equip items well below the average for their rank, or those who are "in" the battle but not actively participating (they could be sitting there not moving, chatting away and ignoring the battle). Basically anyone who takes a team spot but not contribute in any meaningful way to the battle. Your team is playing a tank short.
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