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wolverine848

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Everything posted by wolverine848

  1. Ah... I forgot about that ridiculous healing augment for shaft - that you can't buy in the garage. Supercharge gives critical damage for 7 seconds. But Shaft is only supposed to receive critical damage from arcade shots. So are you getting bonus critical damage from scoped shots with that? Seems like a loop-hole for shaft. And people have the nerve to complain about Defender...
  2. My question about range was rhetorical and to make a point. It's garbage for any long-range turret - unless - you are maybe using it with something like RFM. But then - it's not long-range anymore is it. Can't see any other reason you are combining hornet+shaft. You get no use out the major component of the OD - breaking enemies armor - while using the major benefit of all but one type of shaft. It would be similar to Rail-Hunter. Just... why?
  3. And Congo's comment about Hopper being so nerfed now you hardly see them in battles is so way off base as to be laughable. You can't play a CTF battle without encountering 2-3+ on each team - doing 75% of the capping. Either Congo is being disingenuous, or is in denial. Neither is a good sign.
  4. I absolutely hated hornet over the past 3 years (even though I own a maxed out one in both of my accounts). But I agree they went too far when they gave it a 50m radius. Light hull and you need to get close to use the OD... ?
  5. What's the radius of Hornet OD now? It's been relegated to a short-range/melee OD. But hey - I'll bet the sales of freeze and isdia were boosted...
  6. Viking was NEVER even close to hornet until they nerfed Hornet (into the ground). It was night and day. Of course hornet-users loved the introduction of the unique ODs. It made them easily the most potent tanks in the battle. LCRs were one-shotting almost every enemy at will. They were spawn-killing targets before the target could finish spawning. I complained for years about that ridiculous OD. Now I regret it, because the "solution" became the introduction of status effects - arguably the worst update to the game yet.
  7. I used viking a LOT (probably 80% of my playing time) before they swapped it's characteristics with Hunter. Then I pretty much stopped using it and bought a HUnter. This happened before unique ODs were introduced. Viking accounts for ~ 1/2 my playing time. Hornet account for 1.7 times the amount you have used ALL your other hulls. Which means you were still benefiting greatly from it's OD AFTER ODs were introduced. So... 1) I haven't used viking since ODs were introduced - the hours on other hulls supports this. The hours on your other hulls do not support your claim. 2) Before status effects were introduced, viking was definitely NOT the most OP. Hornet was - by far. Why you think they added the status effect? it was the (bad) "solution" to the hornet problem.
  8. Hornet has had that OD for quite some time. We both know you benefited plenty before you stopped using it. 600 hrs on hornet. Your next most used hull has... ... ... 85 hrs.
  9. Hornet OD was OP for over 2 years. Was only a good update for the hornet-rail wanna-be "skilled" players. That wouldn't be your main combo ... would it ... ?
  10. When were the unique ODs introduced? I've been complaining since then. Ditto for the paint/protection separation - a lot of ppl were unhappy with that. Lots of unpopular "updates" going back further than 2020.
  11. That is their preferences for the options available to them. If you "offer" me a kick in the groin OR a poke in the eye, and I happen to pick the poke in the eye, is that really what I want?
  12. Trust has nothing to do with it. Many won't have a clue their "request" will break the game. I'm still waiting for the "fart" turret. Personally, at this point I think TO should adopt every suggestion that is put forward by anyone. It would be just awesome. ?
  13. wolverine848

    Purchases you regret

    Vulcan SSR - used it 2 x and now it collects dust. Smoky HPAS - used it 3x and now it collects dust
  14. wolverine848

    Some opinions from players of eleven years

    Smoky does NOT work well without critical hits - unless you are using an augment with status. Which is NOT the argument you are making. The Critical hits have defined smoky since day 1. It's like saying Shaft would work fine without a scope. It wouldn't be even close to the same. You keep trying to use 1 vs 1 scenario - and I will reiterate for the umpteenth time - it is pointless unless you include all the factors. Cherry-picking Critical damage out of the equation makes no sense - since it IS part of the game.
  15. wolverine848

    Some opinions from players of eleven years

    I like how you've changed to the topic from... "his post completely ignores critical so the number of shots required is not accurate" to "Rail can't one-shot enemies like shaft (and others can)" For the record I would have been fine with Rail damage staying the same, so long as the Critical % was lowered a bit. And for Scouts stinking impact to get lowered - having a quick reload should result in a penalty to impact (see auto-cannon for example).
  16. wolverine848

    Some opinions from players of eleven years

    Sorry... thought you meant it never happens. My bad.
  17. wolverine848

    Some opinions from players of eleven years

    I beg to differ. Happens in every battle. Booster. DD. many ODs. AP. EMP. Stun. Freeze. Burning. Critical hits which... negate that 50% module you are worried about. All of the above contribute immensely to the destruction of tanks. Tanks get destroyed faster today than they did 4 years ago.
  18. wolverine848

    Some opinions from players of eleven years

    It's like discounting smoky's critical and saying smoky suks because it takes 4 shots to kill a light hull and is terrible at long range because of the damage drop-off. If only smoky's avg damamge was higher than 535 and it had some mechanism to bring up it's long-range damage. If only... No one has to use the augments - they are optional. I don't use auto-cannon since it received a double-nerf. And many think Scout needed a nerf anyway - it was arguably quite OP. As for comparison to a hypothetical shaft nerf - apples to oranges. Damage IS shafts only saving grace. They ambush and kill. Or not. Rail can move around a lot better than a sniping shaft, and use it's high impact to help it for the next shot. It does not rely just on one shot. At least it should not be.
  19. wolverine848

    Some opinions from players of eleven years

    On the number of shots required? Seriously?
  20. wolverine848

    Some opinions from players of eleven years

    So... you're gonna ignore the fact the analysis ignored one of the key components to Rail as well? The entire paragraph I quoted was based on false facts.
  21. Without bonuses applied, Rail is not supposed to have the possibility of one-shotting anything. That's what Shaft is for. Rail fires way to quickly to be one-shotting hulls. Even before this recent change Rail could not one-shot a light hull.
  22. 1) Does this mean Rail would do even less than 700 damage at short ranges? At what distance does the +/- for damage start? Instead of lowering damage, they should have lessened the Critical hit %.
  23. wolverine848

    Some opinions from players of eleven years

    How can you honestly ignore Critical hits in your analysis? Railgun has one of the highest critical hit % in the game. In most cases it did not take 4 shots to destroy a Viking. Nor will it take 5 shots now. And DD, booster and status effects counter many of the defenses you bring up.
  24. wolverine848

    New Hulls and Turrets

    <enter> key is your friend ?
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