-
Posts
13 114 -
Joined
-
Last visited
-
Days Won
59
Everything posted by wolverine848
-
What? You a barber in your spare time? Cuz you seem to like splitting hairs. And you can stop beating that horse, as it's dead. Really, really dead. :blink: But I may be wrong in one aspect... I was translating the 740 out to the extent of minimum damage range. The wording might lead one to believe that - but mechanics might not work quite that way - as you point out. I'll give you the 500, but for the record - I consider up to 149m (that better?) "far away" even if you do not.
-
You are using semantics... over ... what? Not once did I mention anything beyond 150m. And I consider 150m to be "far away". But whatever... <_<
-
Update - Maps, Balance, Challenge/WAR extended.
wolverine848 replied to theFiringHand in News Archive
What a ridiculous set-up. Camp - to the next level. :lol: So... gonna see many firebirds in there? :huh: -
Update - Maps, Balance, Challenge/WAR extended.
wolverine848 replied to theFiringHand in News Archive
You mean Sandal? -
Update - Maps, Balance, Challenge/WAR extended.
wolverine848 replied to theFiringHand in News Archive
With no bridges ... how do you play Archipelago??? -
Shaft is not obsolete. I see more Shafts than I do Gauss. They have different roles - fill different niches...
-
My calcs never went beyond the min damage range as that is likely where diesel was encountering issues. Sure Thunder can possibly do 740 dmg up close. Same odds as doing 1020 damage. Which is why I went for the average of 840.
-
Update - Maps, Balance, Challenge/WAR extended.
wolverine848 replied to theFiringHand in News Archive
I sense sarcasm in this one... <_< It can't possibly be sincere... can it? :ph34r: -
Average damage for stock from 0-100 m is 880. from 101 m to 150 m it drops linearly from 880 to minimum of 740. You can work out say, increments of 10m beyond 100 what average damage will be. Sledge then ... from 0-5m is avg of 880. Minimum dmg distance not changed so.. from 6m to 150m it drops linearly from 880 to min of 740. Since the max-min distance range is HUGE, the damage of Sledge Thunder only drops a little for every 10m. The sledge can be quite far away and still do > 740 damage. The minimum damage of Thunder (740) makes Sledgehammer an OP alteration, since it fires 25% faster.
-
category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
Consider this - Viking (ranged turret) and Hunter (anything) both have ODs available. If Hunter is 30+m away, it won't have a chance to "zap" the Viking. dead before it covers those 8m It would take a very lucky Hunter to be in position to zap a viking with a 7-second window. Viking can take the chance of activating-then-losing the OD or... can hold off and save it for a better opportunity. Just like a Hunter has to choose the right time to activate - countless times that 1-second delay has been my downfall. -
Update - Maps, Balance, Challenge/WAR extended.
wolverine848 replied to theFiringHand in News Archive
So you (maybe if they have DA) can't one-shot a heavy with 50% protection. I see no problem with that... What's the point of using a heavy hull with 50% + DA if you can still be one-shotted? KEEPER Kits say hello... -
Well, since best I've seen in over a month is 3500 (I don't consider another paint beneficial) I don't really have the sympathy <_< But the part that got me was.. "...don't know what to do with..." CASH THEM IN
-
Update - Maps, Balance, Challenge/WAR extended.
wolverine848 replied to theFiringHand in News Archive
? They only need 1 shot to make the kill. Reload will not come into play... -
You saying 45k crystals won't come in handy?
-
Not needed - just use Magnum and don't adjust the angle. There - you have your "new" turret.
-
saw lots of mults last night. Battles ending with multiple players sporting goose-eggs.
-
Update - Maps, Balance, Challenge/WAR extended.
wolverine848 replied to theFiringHand in News Archive
Cross is too small for 16 tanks. Same with Molotov. DMs on those maps will be just silly. They should have added Skylark and Deathtrack. How you figure buffing the lock-on recovery time is a nerf? :huh: -
category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
Yeah - when they nerfed the duration they made it less strategical and more reactionary. Really - the "immortality" part is not all that useful as it only lasts 5 seconds. Some situations like surviving a wasp bomb - sure - but then again that is reactionary. The 5 seconds does not allow mammoth to plan to do much with it. -
Unless the turret on the viking has range < 22m, it would be very hard for Hunter to counter that. Viking OD lasts for... 7 seconds? Most Hunters are dead in less than that time if the Viking activated OD.
-
Problem is ... they made it more than a moment when they ruined Vulcan 8 months ago... There are a LOT of issues with Vulcan... And yes... "balance" is the generic fix-all term for them. And sorry ... not gonna shed tears for any of the Incendiary alterations... not one tear... it's a stupid alt.
-
category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
It makes perfect sense for the hull with the higher speed to be the "rammer" while the slower one is the moving pillbox. Titan has the higher speed of course... At least Titan can make a bit better use of the 5 seconds. What's the point of a 5-second invulnerability on the slowest tank. Easy to wait out the 5 seconds... -
Alright. The Red team was playing TDM. I see that all the time - mainly because of WAR and Challenges. Has nothing to do with allowing CTF missions to be completed in Assault. If your team loses but you get some flag-caps for missions - I don't see any problem.
-
[Merge] Wasp's bomb OD is just too much...gotta nerf it
wolverine848 replied to Pocket.Rocket in Archive
Yes - it would be silly to swap the ODs and then reduce it more. But IF they keep it at 5 seconds, it's better on Titan than on Mammoth. Not by a large margin - but the margin does exist. I think one reason they reduced from 10 to 5 was mammoth was owing assault-RED. Unless there was a Hunter with charge ready, was impossible to stop it from capping. It would use DA+SB to get close enough, then hit OD for the coup-de-grace. Even with Hunter handy... it's stun lasts 3 seconds while the invulnerability lasted 10. It had up to 7 seconds of rampage left when stun wore off. -
Other than the fact you (maybe?) completed a "capture 3 flags" mission, I'm not sure what I'm seeing here... I see the map name, but no battle mode/results. Who won?
-
[Merge] Wasp's bomb OD is just too much...gotta nerf it
wolverine848 replied to Pocket.Rocket in Archive
As Titan is faster than mammoth, could make use of the 5 seconds to more effect. A slow mammoth can only catch enemies with death-zap if they are very, very close already. And the 5 seconds of invulnerability on mammoth - you can't get very far - even with SB. Unless you are in gold-drop-zone already the 5 seconds is almost useless.
Jump to content






































































