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Everything posted by wolverine848
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Depends on map and how crowded area is. I like to have DA active for a longer period as I encounter enemies. Use it first and it might be wearing of by time you get to enemy camp. So for larger maps.. SB... then DA... then DD when enemies imminent.
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Ya got one where you are not playing a bunch of noobs that are mostly lower rank than you? And some where competition has drones as well? Many of those you killed either sat there or could not turn their turret... I especially liked the ricco that did not move one inch while you locked on a salvo from 40m :D Then you 2-shot (actually I think first "hit" was splash) a viking without DD. What m-level was that? Sure striker is better than it used to be - BUT - that video is NOT indicative of results versus peers - tankers with similar skill and equipment. Not saying you can't get similar results against tougher enemies. What I am saying is that this video does not prove what you were hoping it does.
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It all looks so familiar... kinda like deja-vu all over again... Joking aside - summary ... hardcore would seem to earn more than 2x containers as casual players. Ratio is currently not as bad. I can't support any revisions that widens the income gap. Also - once again - how are the blue "weekly" containers accounted for? The ones with guaranteed crystals / supplies...
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I gave a detailed list. Which part of the list do you disagree with?
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The most useful/useless role in a team (excluding mult)
wolverine848 replied to sensei_tanker in Archive
Isn't it awesome when you work through a teams defenses, grab the flag, use up some supplies and even Over-Drive to get away, then arrive at your base to discover ... your own flag is heading the other direction because YOUR TEAM HAD NO DEFENSE. Good luck capping that flag :lol: -
Yup - hammer has had a resurgence. And sure there's a few more strikers than before - but - they are in no way prevalent.
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I'm 100% with you on that silly weekly mission. But match-Maker? Let me count the ways it is broken... - Take just as long - if not longer to get into battles than before. The "estimated wait time" is not even remotely close. - Allows battle groups so battles are often one-sided farces. Randoms against mini-clans is a joke. - Rank brackets are far too wide. Spread of 8 (I've seen it) is ridiculous. And... 90% of time my alt is lowest rank in battles. 90% - Can't chose map. Maps are random - and - the weekly pool of maps is small compared to how many we should be seeing. - Not knowing map means more wasted time visiting garage in already shortened 8-minute battles - So many unbalanced battles - MM does not guarantee even teams. Spawn-killing is prevalent and without early battle termination timer players just leave the battle - any end up 8 vs 4. - Many battles start before all players are actually in the game. Tab shows 8 vs 8 - but one side often has only 4 active players for 1-2 min. - Too many battle modes spread the available pool of players too thinly = longer wait times for battles. match-maker does not work. Before MM I had an easier time finding decent battles on maps I liked to play. Not anymore.
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Fire mediocre? :o M1 has been available for ~ 5 ranks, so you have had time to MU it. M2 Fire is OP, so every MU you put into m1 will give you good increases. You are correct when you say it's useless to buy an m1 kit now. You are too close to m2 items to make that worthwhile. Going for Dictator now is a bit of duplication as you already have Viking. Viking is better for Fire than dictator because of the speed. But if you don't plan on continuing with fire then go with what you like. Riccco is decent turret, but you can't consider it long-range - especially after the recent "balancing" (read nerf). It is short-range to medium range. Equipping the MFS alteration places it at the far end of medium - but Thunder, rail, smoky, magnum, shaft will all destroy Ricco at "long range". Trying to buy 2 m2 kits is pretty optimistic. You are paying for paints you don't really need, and often the kits are not available when you need them. But if you insist, make sure the kits have modules you want so at least 3 components are useful. Again - don't buy two kits that duplicate things like medium hulls.
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You are making a mountain out of a mole-hill. One free change (per week) does not guarantee many extra crystal missions. And the benefits of players getting away from that ridiculous "top-3 winner" mission outweigh the negative. But your stance is duly noted...
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Are you suggesting premium players currently have an advantage in changing missions that others do not have? If so, how exactly does that work? If there is ONLY one free change (regardless of premium/no premium)... is there still an advantage to anyone?
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How would players with premium gain more from a free change than those without premium? Both groups get exact same benefit. Charging for a change would then benefit buyers. You've switched the supposed "advantage" from one group to another.
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You can't charge select portions of the players a fee and not charge others. Either everyone gets one "free change" or no one gets a "free change". I'm for 1 free change. I really can't tell from your posts if you are.
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This nullifies your post 10 then. Has nothing to do with buyers / non-buyers. You are just against allowing players chance to avoid that crappy mission.
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:o :huh: :D :lol: Match-Maker and new mission system says hello.
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Well it could be treated like daily - but scaled up for being weekly. So one free change - then 10x whatever current changes cost if you want another change. OR... Just one free change. Period.
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someone already mentioned... include "finish top-2 on losing team" as part of the condition - just like earning stars. That way players might be more inclined to stay on a team that is losing - they at least have something to accomplish. Else players with finish top-3 winning will just bail on every battle where their team starts losing.
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It's been 18 days. We're not asking for War & Peace. A token reply every now and then would go a long way...
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hard-core players and buyers probably complained the "casual" players were putting up too much of a fight. :lol: These changes widen the income gap - making the casual players more vulnerable.
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at 50% x 50%... that's 60 battles on average to get the desired results... should be a cinch - amirite?
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Drones + supplies > supplies ... no? (they are not mutually exclusive)
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Vampirism is useful - I just don't see Devs doing it in such a way that the turret is still useful. They would give too much of a damage penalty. The only useful alt I can think of is one that trades off DPS for larger energy pool that allows more total damage. So kills more slowly - but has better chance to take down heavies equipped with DA and protection module.
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DM sucks.
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Compare to Magnum Mortar? The 25% damage reduction in no way makes up for the ability to have 4 mines planted wherever you want - each mine doing more damage than a regular magnum shot without the -25% and... most players have no protection against. And it's such a treat to encounter mines in a No-supply battle when the mortar is equipped. :rolleyes: I bought the Vulcan fire alt for my m2 account - can't afford to equip it because in mid-ranks we don't have the survivability to use it. So some alterations are more equal than others.
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Re-setting progress if not completed? That will not go over well - at all. So as a casual (light) player it seems like a good possibility I end up with less containers than I get now. Your Super-Mission pretty much mirrors the current "floater" mission which often takes > 1 week and gives 1 container + 1/3 weekly crystals.' And... How are those weekly supplies/crystals rewarded? The ones that come in weekly containers? FYI... this all sounds like a scheme to reward hard-core players even more. They already gained an advantage with the current set-up. And you want to widen that gap? NO THANKS.
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coughfiremodulecough
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