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Everything posted by wolverine848
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Cryo... Incendiary is OP. needs to be nerfed. Don't buff Cryo because Incendiary is OP. Two wrongs don't make it right. Auto-cannon makes smoky better at long range. If you want to fight at medium to short range you are better with stock, or something else. Tracking and hitting targets repeatedly at long range should not be dismissed as skill. Short range? easy. long range - not as easy. My point on Protections is ... comes from TWO (main) sources. Hull armor and modules. Some players may sink more crytals into the former and some the latter. If you claw-back only one of those sources, you are actually punishing the one who concentrated on the latter. Their overall protection drops further than the who spent more money on hull upgrades.
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Why? it completely immobilizes a target for a few seconds = helpless. And can do this from afar under cover. Needs no buff. You say there's no skill with auto-smoky, and yet - because it relies on criticals, it is most effective at long ranges, where the crits suffer no damage loss. Repeatedly hitting a moving target at long range does require skill. You say "miss and does not matter"... well if one of those misses is a crit - that's a large loss of DPS. Any player that can hit moving targets from a distance is demonstrating skill. Regarding your protection rant - there's now 14 turrets. Modules have 3 protections. Not a good protection-to-turret ratio. If you have issues killing targets with 50% module, switch turrets. I'm sure you'll be able to equip one that isn't facing 50% module. Even with 3x47% modules equipped my tank dies regularly, depending on the opposition. In DMs, tanks rarely last more than 45 seconds. And with your "clawback" on the modules players will lose "something". Player A invests mostly in hull upgrades and gets m4, plus stock modules. His hulls have 13% advantage over m3. Player B invests more in modules and upgrades those to 50%. Has 15% advantage over m3. Now you claw back the modules... Player B loses a lot more than player A in total protection because you nerfed 1 of 2 parameters.
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I have that, but rarely take Auto-smoke into DMs. Too many kill-steals. Titan-Ricco all the way with Trooper drone for good measure. whaaaaat?
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TO went broke financing those. Declared bankrupcy. After Chapter-11 cleared, they spawned the "Challenges" to make up their loses. The good old days...
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But were they winning?
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Balance changes for Turrets, Alterations and Overdrives
wolverine848 replied to theFiringHand in News Archive
Mid-ranks as well. In DM battles they are everywhere. They may die often, but if you take 2+ tanks every time you die that's a win for the wasp. The fact it recharges so fast and they don't take "splash" damage (like Thunder does) is ridiculous. All they need to do is keep equipping DA with a freeze turret and no one escapes the blast radius. -
Let's have 3-minute battles because... that's even shorter than 5 minute battles. amirite? I don't think you understand what mults are. <_<
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In many other games they are pretty much the same thing - interchangeable. One game will call it Rail-gun while another uses the term "Gauss Rifle". TO just added the "other version" ... cuz... $$$
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Yes, you can fire for a long time. Not sure how often in a real battle this would come into play because... - Target will not sit there for duration unless it is somehow immobilized. - You are a beacon for many enemies and as you mention, may be killed. - with -20% damage takes longer to kill any target - so - "kill steals" will be prevalent. - The longer"time-to-kill" will also increase bullet 2 above - more time for enemies to destroy you With recent changes to the turret, the stock version has a decent amount of firing time before over-heating. Depending on the rank you want to purchase the alteration on, the cost may not be relatively high. Try it out in battles and see for yourself. I just don't find it worth the trade-off. A default -20% is a big price to pay IMO.
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Maybe repetitiveness has something to do with it. I feel "forced" to do the missions. May sound odd but... - If you don't do missions in MM you will fall behind wrt peers income-wise. Per rank, you need to "keep up with the Joneses" - Many of the missions are repetitive - "finish 5 battles in DM". Same day I would need to do 5 missions of a battle-mode that just becomes a mosh-pit. problem is... I switch that and get another DM mission or a worse one like capture 3 or 4 flags. - because of the Star challenges, the way many players approach battles is different. Getting high# stars is more important than winning the battle. Players concentrate on individual goals at the expense of team-oriented goals. Players "grind" to complete missions and collect stars. The short nature of the battle makes all battles seem the same, regardless of map. And the OverDrives.. again... lead to repetitiveness. Strive for OD. Use it. repeat. Over and over. was better when you had only 1 or 2 OD per battle.
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I would actually think the opposite. If enemies are out in open, there's time for regular spin-up. It's enemies that keep finding cover you need the fast spin-up time for, as you can't keep spinning when they are out of sight. (movement is terrible and leads to overheating) What? :o I don't see this as a good strategy for making decisions.
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Are you suggesting the battle times should be reduced again to 5 minutes? 7 minutes is already too short - unless you have some kind attention disorder... And players would still equip lowest equipment and visit garage to change - would be worth it even in a 5-min battle. How does your idea prevent mults? Mults are not just tanks with low-level items. They are players who are not actively helping their team. Nothing in your suggestions can force players to actively participate.
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The -20% damage nerf is not compensated by the better spin-up. I have it - used it 2 or 3 times ... meh. Waste of crystals.
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Was a rhetorical question - I knew the spread was bad. Thing is - it's not just about collecting crystals. If the game play is bad (getting obliterated by much higher ranks) then it is no longer fun. If the game is no longer fun, people will stop playing. Even now - the game feels more like a chore than fun. Player pool is shrinking in part because of that.
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You don't need a full tank again after RK used. All you have to do is hit target for 1 second to interrupt the RK, and the target will continue to burn. If a Protection Module barely makes a difference then yes - the turret is OP.
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New drone, and MM versions for Stadium and Chernobyl!
wolverine848 replied to theFiringHand in News Archive
Haven't seen Chernobyl once. And yet I've been in Brest and Bobruisk about 6 times each in past week. System is goofy. -
Saying Isida should be primarily for healing for would leave it at the mercy of it's team - which we all know DOES NOT WORK. With the exception of some friends or groups playing together, there is very little communication or co-operation within teams. The fact that TO gave Isida a very high DPS, and bumped the duration from 5 seconds to 6 seconds kind of proves my point. We'll have to agree to disagree. They are out there (remember the vampire?) but just not equipped these days... too many other OP turrets I guess.
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Do the alts give freeze for Fire a higher DPS than stock Isida? No alteration for Freeze or Fire should give a better DPS than isida, since it can only attack 1 target at a time. If you could sacrifice some healing for a moderate boost in attack, or all healing for an even bigger boost in attack, would be good for DM where you don't use healing at all. NO. It's an arcade game, not a role-playing game. All turrets should be balanced for all Battle-modes.
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So in opening 13 containers, > 1/2 were "high value"? Wow - that's far above average. I get 10 white + 3 green/blue if it was me...
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Ppl should use ... what? What are "those"?
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So... you get containers for just logging into the game? There's no requirement to do something specific? And why "non-buyers"? Don't buyers also get containers?
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Tweaks to the balance of Overdrives and Gauss, and more
wolverine848 replied to theFiringHand in News Archive
I've been lucky a few times and caught multiple tanks in close proximity for a dual-kill. But more often-than-not it's a one-and-done. Unlike... Hornet or Viking or from what I've seen wasp bomb near flags... Not sure what Devs have in mind as the role of the Mammoth OD. Extremely short range + very short duration. I basically save it for close-in-defense (a la CIWS) against melee turrets that try to ambush my Vulcan. But that's a pretty limited scope of usefulness. -
The poor spin-up is still annoying but I get good results with my Mammoth-Vulcan(stock) at Brigadier. Save the OD for when melee turrets try to ambush you, as 5 seconds is not really useful for prolonged firing.
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You have options when hit by a Gauss snipe - it takes a while for it to do a second snipe. - DA - RK - Hide - OD Shaft just kills you on the first shot - barely any warning. It's almost like you've never been spawn-killed by a shaft from across the map. <_<
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Here's a lovely example of Group (in this case a CLAN) versus non-group. Awesome balance by Match-Maker right? Even with a mult on their team it wasn't even close. https://i.imgur.com/rFB5fuj.png
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