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Posts
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Everything posted by wolverine848
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update New Vulcan, new garage in HTML5 and other changes
wolverine848 replied to Marcus in News Archive
Good thing I have Gauss on same account. Harder to track them with the slower bullets. They could speed them up a wee bit me-thinks. -
update New Vulcan, new garage in HTML5 and other changes
wolverine848 replied to Marcus in News Archive
So which post triggered you? ? -
update New Vulcan, new garage in HTML5 and other changes
wolverine848 replied to Marcus in News Archive
- Great sound effects - looks good - need to lead moving targets - takes getting used to - not as effective at long range now but devastating at medium range -
Joey (character - not his own show) was the best...
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Smaller maps is where Mammoth might be better. It's lower speed is not as noticeable and it's ability to trap and kill enemies is more prevalent. It's more of a brawler... if that term fits.
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So the only in-game counter to a (free) OD is to buy and upgrade an expensive drone? Other ODs have counters that don't require a drone. Why should Hornet not have a more "common" counter? This game is supposed to be rock-paper-scissors wrt to the ODs. Hornet OD adds a new layer called dynomite.
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I think it was more sarcasm than any actual reason to not buy/equip modules (and yet the non-equipping IS STILL PREVALENT - shakes head). The main point is... there's no counter - especially for the long-range turrets. As soon as they see you... bam! At least with Shaft there's a laser. But other high-damage turrets can do this as a complete surprise - and there's no defense against it. I see hornet-rail and hornet-magnums all the time - at mid to high ranks. At least 2 enemy hornets per battle on average. That's 25% of the enemy when there's what... 13 turrets?
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Yes. Oddly enough here's what I mentioned as the top 3 in the post you quoted... hornet-viking-hunter. Sound familiar? For some reason you seem to have an issue that others have an issue with hornet OD.
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How many ticks for an mk7?
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Hornet is still the most popular hull in the game. Followed by Viking and then... maybe Hunter. With multiple hornets on enemy team, plus a dictator, plus nuclear supply drops, plus it lasts 20 seconds, there's a Hornet enemy with OD active a lot more than you make it sound like. Plus - there's at least 3 turrets that with DD have a decent chance to one-shot a fully protected medium hull. So sure, we can equip modules against those turrets, and for some of the battle we don't get one-shot. But with prevalance of OD in this game now it happens a lot. (ya couldn't condense that? ? )
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Well you are using it wrong. Freeze Hornet is ok if you are trying to steal flags. But to get most out of OD you need to use long-range turret so... 1) You can use it instantly anywhere on the map if targets in sight 2) You keep danger at arms-length 3) High-damage turrets allow hornet to one-shot medium hulls.
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There is no counter to hornet - especially ones equipped with long-range turrets. The OD is OP. And yet there seemed like hundreds of strings on how Hunter OD was destroying the world...
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That would be just horrible - absolute trash. Gauss projectile is crazy slow and not very efficient. But at least it does sig damage if it hits. They wanted to make it "more like a real Vulcan cannon"... but give it a goofy slow velocity? The real autocannon fires at over 1000 m/s.
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Unpopular opinion: PRO battle players are more successful than "star grinders"
wolverine848 replied to Towns in Archive
I did say "on average". My understanding was this string was about payout - or Return On Investment. Crystals, Supplies, etc. The BattleFund generated in Pro-Battles will never equal what MM generates overall. And the division of spoils in Pro-Battles is not even. MM is not about BF. It's about missions and Stars - that is where you see the payout. With a few exceptions, you don't need to be top-3 to finish missions and collect significant rewards. -
What Is Your Opinion About the Current State of Tanki Online?
wolverine848 replied to Maf in Game Discussion
Are you saying a tank shell hitting a target at extreme range would penetrate just as well as a shell fired at point blank range? KE=m(v-squared). Mass does not change over distance, but velocity certainly does. Maybe for HE you are more correct, where the explosion deals a lot of the damage. But not for a kinetic AP shell. Smoky fires AP. Maybe you can consider the critical hit a HEAT shell... but the rest are AP. Instead of your shots having % chance of not penetrating and doing no damage, they've averaged it out by saying all hits penetrate, but the damage is leveraged with distance. Works out to same thing in the end, but it's less boring than not doing any damage most of the time. Go play Shaft - that does consistent damage with each penetration - if you want more realism (in a game with freeze tanks) -
Still so many without protections - Poorly managed update
wolverine848 replied to BigBigBalls in Archive
Some of them give a lame excuse about "making it more challenging"... as they proceed to last-place in the battle and help drag their team to yet another loss. ? -
Unpopular opinion: PRO battle players are more successful than "star grinders"
wolverine848 replied to Towns in Archive
On average - no. Pro battles - if you are not on winning team you can get almost no crystals at all for your efforts, depending on score. Even 1-0 makes it quite lop-sided. Pro-battles also don't give you daily/weekly mission rewards and containers. For the MM pole you need to append another option... "It's terrible" -
Guess you need to weigh your priorities then. Play HTML5 when you go Pro-Battles... and use client for MM, where there's no Battle List anyway.
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Type the (english) name of the map you want. S-E-R-P will give you all the Serpuhov battles, even though the Battle names are in russian. It's not perfect - but for now that's what we have...
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This turret you suggest already exists - it's called firebird. If players wanted to play firebird they would have bought that. They didn't. So changing a turret that much makes no sense.
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All turrets can have Double Damage - which is what this OD mostly provides for vulcan. Adding 7 seconds to OH is not enough to make up for lack of extra damage. Targets are not going to be sitting around that long - the total OH time will never be realized unless you are playing on a completely flat map with no cover. Haven't seen many of those around. I dare you to see how effective this works on Highways, or Brest, etc. The Viking-Vulcan will just be sniped by a shaft. So "the balance" is - Viking OD with Vulcan is barely better than having Double-Damage.
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Guess you've never had a viking survive those 2.9 seconds and then turn on OD and kill you I guess... Same with Titan. or Mammoth... Hunter has to get close enough to target to zap it - and can be killed during this time. Viking and Hornet with OD can kill target from a distance and flag gets dropped. Makes no difference that they "need to kill" to do it. It also happens with the push of a button.
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Ahhh... forgot about that part. I see they added more detail for that in WIKI with an "i". Shame they did not do same for Smoky - just says it "will ignite target" with no specifics...
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It's still that way... no? Reducing regular damage by 75% did not affect afterburn, did it? The Vulcan just stops firing after it touches a few tanks because 1) It's already "lit them up" and 2) continued firing is basically useless (unless there's a new target). Even now - if you have an isida handy, there's no reason not to use incendiary - unless half your team has fire and thus it's guaranteed there's fire modules.
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