-
Posts
13 114 -
Joined
-
Last visited
-
Days Won
59
Everything posted by wolverine848
-
NEVER use speed-ups. MU the first "half" of MUs whenever you have the crystals. Only MU the second "half" on sales - they get very expensive. You want a high crystal to experience ratio so just play to finish missions for now. When your supplies and bank-account is more padded you can start to play beyond missions.
-
I prefer the term Stout. Or Robust. B)
-
nah - seems fine to me. ;) If the DR is somehow lowered, it would need some compensation like higher healing rate. It is immobile - so not exacctly flexible.
-
Well on small maps like Sandbox - difficult to stop a mammoth from grabbing the flag. Can go a good distance with the OD and a bit of help.
-
Upgrade your m1 equipment.
-
If you have 1 combo now you don't necessarily need a kit. You can buy a different turret and diff hull on a sale and save lots of crystals. More than 2 different combos at this point is not needed. Original post detailed that as the mistake - too many turrets and unable to upgrade. Upgrading a pair of combos gives some flexibility along with some potency to compete.
-
If you like the combo - keep upgrading it. You can always buy the alt that removes splash damage if you end up on smaller maps. Then just save for another kit (m2 maybe) - with a light hull - and get a shorter range turret.
-
Titan gets healed. I use Titan-Ricco for DM missions. Fought off 3 separate tanks simultaneously while under the dome. barely had a scratch. And i could see my health being repaired - 50-per-tic. No idea how Dark.Angle killed a Titan under the dome using - of all things - Isida with nanobot alteration. :blink:
-
No idea why Vulcan has a min-damage-range and a maximum damage range. It only lists 1 damage = per second. Normally "weak damage" is applied beyond min damage range. So what happens between max & min range?
-
Changes in the balance of Vulcan, some Drones and Alterations
wolverine848 replied to theFiringHand in News Archive
I disagree that spin-up time should take Speed-Regulator Alteration into account. The damage nerf of 20% makes it pretty much a useless alteration. And even if spin-up approached zero (it never would since it halves existing spin-up) that would not be a big deal. As already mentioned - the 20% damage nerf is significant. The Devs wanted to sell more of these alts and IMO that's partly why they ruined Vulcan with the longer spin-up time. I also disagree that protection modules should be taken into account when deciding if a turret is powerful enough. At any time during the battle, any and all enemies could swap out a module and equip a Vulcan module. That potential exists every day and nullifies any so-called advantage. This is especially common at high ranks where most players have all modules. -
I know... a Rail/Hornet with OD hit it at same time as your anemic nanobots was tickling it. ;)
-
Hmmm... m2=720... m3=882.... m2.5 ~ 800 damage/second. nanobots = -50% damage = 400/second. Under Dome... 400/second -85% = 60 damage/second. Healing = 200/second. <_< Can't be done. The Titan was NOT under the Dome. Near it maybe? But definitely not under it.
-
Was it m2 versus m0 or something? Otherwise... your Info was incorrect. But good luck trying that again in the future.
-
Your targets are very slow at that rank - more easily locked on. Should do ok. At higher m-levels the speed of the hulls outpaces the lock-on time. Plus more hulls will be using SB. But maybe you will be fine. Good luck.
-
Titan is good for DM - you survive long enough to empty cartridge. I always use MFS as well. Seen lots of Vikings using it because once the OD kicks in nothing can survive it. But that seems to be the case with most turrets. In any event, I'm not a fan of using light hulls with it - you want to keep a stream of shots on target and light hulls get impacted too easily. Key is to learn how to bounce your shots. I've killed many tanks sight-unseen as they hid behind a wall or in a tunnel waiting for RK to recharge. If you are not bouncing at least 25% of your shots it's wasting the potential.
-
Either you had DD on or the Titan was not under the dome. lets do m2... Titan at 2/3 = 2986*.666 = 1988 health (is actually irrelevant - see below) Isisa m2 does 720/second - but - you had nanobots enabled = 360/second. Dome reduces damage by 85%. So 360/sec - 85% = 54/second or 13.5 "per tick" Healing rate = 200/second There's no possible way your nanobot Isida can kill a Titan under the Dome. The healing rate is > the damage you would do.
-
Changes in the balance of Vulcan, some Drones and Alterations
wolverine848 replied to theFiringHand in News Archive
The changes to Vulcan 4-5 months ago really hurt it. That warm-up made it all but useless on small maps or maps with lots of cover. This change forced Vulcan users to start firing even before target was visible because if you waited - chance of hitting before warm-up was finished were slight. They nerfed it badly in the hopes of selling the alteration to reduce the nerf. That alt is garbage. The spin-up is not MU-able - it only improves when you reach the next m-level. So a half-second improvement on mid-ranks still leaves a relatively long spin-up time. I know this because my alt has an m2.9 Vulcan. Spin-up still seems like... FOREVER. The slight improvement to spin-up does not offset the ridiculous 70% damage nerf. Vulcans still need to spin-up before they see target. So they are wasting non-heating time with no targets. Then they heat up faster, and in trying to finish off a target they 1) self destruct and 2) have a much worse probability of destroying target during this 70% damage nerf. The Devs should have put spin-up time back to original amount so that Vulcan users then don't have to keep firing at walls. Then they don't have to enter the very weak shooting window of -70% damage as often. -
WHAT??? I thought it had to touch the enemy. that's nuts. Anyone know if the 25% bonus speed stacks with SB?
-
Teams is the key factor. Either a very strong team on one side or a weak team on the other - or combination. The Team then controls the map. Once you have control of the map you have the supply drops and the "higher ground". Once the Team has control it scores faster and thus generates OverDrive faster. Now it's a positive feedback loop and the powerful stay more powerful. Another way "teams" become more powerful is through sheer numbers. 1) MatchMaker is a terrible system and I've seen 8 players start playing on one team while the other has 4 active players. See above. 2) Once a team starts losing, you can have desertions. Once this starts, the numbers make it easy for Spawn-killing to begin.
-
You won't get decent scores with m0 up to W05. And it will be hard for you to complete missions. You need at least m1 combo - MU or buy a kit. Then save for different m2 kit while you continue to MU your m1 combo. Only play to complete missions. Then stop for the week. You want a good crystals to experience ratio. Forget about the Challenge - you will waste all your supplies and gain exp too fast. Get some protection modules - a couple at m1 then more at m2. Make sure all modules are at m2 before you hit m3 unlock rank at Marshal. Keep upgrading your two combos until you get to the m3 kits. At that time.. your choice to branch out more or just upgrade the two you have. I recommend upgrading the two combos until Gismo. At that point you should know if you can afford an extra turret.
-
That Titan you killed was at "death's door". Might have had 5-10 health left. Dome has 85% damage reduction and heals 200/second. Do the math what health it had for a weak nanobot isida to kill it without using DD.
-
If this is true then it's messed up. That's not even close to the "10%" it should be. On medium or smaller maps I don't use smoky at all, regardless of alteration. I use Ricco. Much better at killing up close or with walls.
-
There is another stat in WIKI called "minimum critical chance" - I believe this is applied as soon as you get a critical. At m4 it is -30%. Would be a once-in-a-blue-moon to see it go from -30 to crit in 2 shots, when your base is only 20%. Can it happen? I guess. Should you rely on that? Big Fat NO. For the video... 5 shots sounds about average with 20% base.
-
Would be good to see the source. "Initial critical chance" at all m-levels is 0%. I take this to be when spawning. Correct me if wrong. After that it works it's way upward. OK - there's a chance it might get a critical that early. But the chance is very small, and on average it will take much longer than that due to the low base 10% critical.
-
LOL - see what I mean?
Jump to content









































































