-
Posts
13 114 -
Joined
-
Last visited
-
Days Won
59
Everything posted by wolverine848
-
Incendiary may give up the critical damage - but - at m3 & m4 the difference between normal damage and crit damage is actually not that high. At m4 it boosts avg damage by ~ 50 within the max damage range. (at long ranges the diff grows due to fall-off of normal damage). On the other hand, unless you also equip fire module, the Incendiary will do a LOT more damage than the critical does. Even with fire module equipped I think Incendiary will do more total damage. At the very least Incendiary forces enemies to equip two modules for 1 turret.
-
Compared to range of many turrets? yes, I consider it short. Hammer Duplet can kill a Hunter before it's in range. Why not round it off to 100?
-
Mostly because it does not kill quickly enough. Fire and isida can kill a medium hull in 3 seconds. Smoky would have to be very lucky to do that. Shaft, Rail Magnum, Striker all do a huge amount of damage in one hit. Again, smoky needs to peck away unless it gets off an early critical. Smoky does not instill the fear that the above turrets do. Most of the other turrets received better buffs in recent years. Or better alts (excepting the OP incendiary). Smoky has, relative to other turrets, fallen behind.
-
So is Thunders. And Rails. And all the other turrets with reload. They get... ridiculous fire rate, damage buff and... can also add DD on top of that. Way, way better than DPS turrets. I was quite surprised when I found out reload turrets got a reload buff AND a damage buff. Should have been... Reload buff OR damage buff Being able to activate supplies immediately after the stun would make the Hunter OD useless. Just slap on a DA, activate your own OD and kill the Hunter. What's the point of Hunter OD if you can do that. Hunter OD is short range - many enemies can easily kill the Hunter with their own OD before it gets withing range.
-
Try reading the post again.
-
This is one of the sillier comments I see every now and then. You make it sound like everyone has the most updated m-level of every turret in their garage and can just pull it out at a moments notice. And since many don't have it in their garage, why would they spend hard-earned crystals on a turret if they don't like it?
-
"only buff cryo if an incendiary nerf still proves to have incendiary better than cryo, considering its a more expensive alteration." It seems to me like the only consideration for buffing cryo is it's comparison to Incendiary... I already gave my opinion on allowing cryo to have some critical damage. Would be OP.
-
How much damage do you think Shaft should do? :wacko: It can already kill a medium hull of same m-level...
-
KD? :D :lol: :lol: :lol: :lol: :lol: It's awesome you think KD actually means something. So you obviously looked at my profile. What turret have I spent the most hours on? I notice you don't have Isida in your garage. Why don't you try playing 75 hrs (I have 500+) with Isida and see what happens to your KD. So according to YOUR profile... You have 6 m2 turrets and 5 m2 hulls at Colonel. That's just stupid unless you paid real $$. You have 4600 exp with Trooper drone. Equip that a LOT? You have used 40k supplies in < 300 hrs of gameplay. Have trouble competing without those? Tough to use 8500 mines at your rank unless all you do is camp. Interesting what we can learn from profiles right? But what were we talking about? Oh yes... the fact you don't have a clue what a mult is.
-
Sorry - as with Congo, the "single shot" phrasing threw me off. Hammer and not Rail. Got it.
-
Yup. The original "multiple account" definition has spread to basically anyone not contributing to a team - regardless of reason. - equipping low items - just collecting supplies - just sitting there - actively sabotaging own team Motive does not matter. It's the act of taking up a slot on a team and not actively participating that determines a mult.
-
So you didn't answer any of my questions... <_< It seems obvious you really don't know what a "mult" is. Thanks for coming out.
-
Does Gear-score still take into account what paint you are wearing? You can't just compare two "turrets" and say buff one of them if it weaker than the others. Ignoring all the other turrets+alts is a huge mistake. Cryo is fine as is. It does normal damage on every shot and the "crit" freezes a tank. It's average damage drops by ~ 50 points and that is more than compensated by immobilizing the target.
-
You are ignoring the mechanics of it. It's not just comparing damage numbers and reload. Have you ever fired an arcade shot from Gauss? It's slow, and somewhat parabolic. You can actually see the shell as it travels. Thunder is instant. FYI... m0 shaft on DD can do 3300 in one shot. How long does that take? And that 3300 kills an m4 medium tank. How do you figure it is shaft with 2 second reload time?
-
Which alt? Even with LCR you'd be doing much higher than average damage to kill a heavy, and thus would count as lucky shots. Or many of the times you are just hitting wounded tanks.
-
It can't be a surprise that many of the alterations are OP - and thus actual upgrades...
-
I don't care what other MMO games use as battle-times. You want shorter battles - go play those other games. True or False. I can enter a battle with highest gear-score of all players and still be a mult. So there's only two options? 3 hr battles or 5 minutes? You consider 15-minute battles "hardcore"? :blink:
-
So... why the twins "hate"? B)
-
With this in mid - I'm surprised they include any large maps in MM. Not much really happens in 7 minutes because the teams start off much farther away, and re-spawning repeats that. which is another reason why half (or more) of the tankers are playing TDM in a CP or CTF battle. They don't need to waste much time moving to a shooting position compared to traveling across the big maps (aka "walking") to grab a flag. The shorter the battle-time, the crappier the battle on the larger maps. My post though, was more of a dig at the other poster suggesting dropping to 5 minutes - as if that would prevent mults. Both parts of that equation are off-side.
-
They don't even need a turret - not shooting makes them more stealthy. Just drop the bomb and run.
-
So 3 of 14 turrets - that pretty limited definition of "skilled". Wait... no Rail? And one of your choices is a turret... - game was not designed for (little to no overhead cover for protection) - that can camp out-of-sight in base with little fear of attack - that has wide splash area - so does not really need to hit - that has an alteration giving it ability to lay mines in enemy base from safety of own base if it misses, while also doing splash damage. me-thinks we have a different definition of "skilled".
-
What turrets do you think require skill to use?
-
There are tons of freeze-wasps in every battle. Even Legend DMs...
-
So you don't think there will be many camping Hornet-Shaft combos? it's not like they really need a heavy, or even medium hull when they hide safely in bushes...
-
We should go down to 2 minutes. Visit garage once because map was not suited to equipment... battle over when you return. Seriously - do half the players have attention disorders? Can just picture them in those 3-hour lectures at college. :lol:
Jump to content










































































