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Posts
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Everything posted by wolverine848
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If modules are used, Ricco will lose to Titan / Twins every battle. The Ricco runs out of energy before it can kill the Titan. But as we all know, twins never runs out - just keeps firing and firing and firing... What's wrong with Ricco sitting at end of tunnel and shooting? It's smart strategy. Ricco can't do it forever, like a Twins and how many maps have Tunnels?
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It's been around for 2 years and nobody has figured it out in that time? Maybe, just maybe there's something just not right with the turret? I mean, this is a community that analyzes strengths / weaknesses and very few have decided to make use of this "OP" turret? Seems a bit odd to me.
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Impact force went down ~ 12% (should have been more) And I see more green (buff) than red (nerf) on the twins summary. I agree on the reduction of self-healing - they should have tried 25% instead of the useless 10%. They were already reducing damage on 4 of the 5 m-levels.
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Never aid "erase". Reduce would be just fine. EVERY turret was changed with that patch. Many turrets suffered as much, or more than twins that day. I mean look at Isida - lost self healing.
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Which patch note? Regardless - they did not nerf the impact enough, as it is too high for a rapid-fire turret.
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Unless we get to see map/team before the battle starts you need to be able to visit garage - and that usually takes more than 15 seconds.
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valid Rico: ball damage increases with every bounce?
wolverine848 replied to DieselPlatinum in Ideas and Suggestions
Unless I get to choose my map - I say Nope. Massacre, and any maps that has no/few right-angled walls would nerf the turret. Maybe as an alteration, and - the bounced shots should end up having more damage than current, else - what's the point? -
No - they don't over-rate the impact. It is way too much for a turret that has constant fire. It can be impossible to fight back against that. This would be my first choice for a nerf and makes most sense. Otherwise a damage nerf, or > time between shots (reload) should be applied.
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Fixed it for ya.
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Have they? Got placed into MM battle with < 3 min left. Tried hard but could not crack 100 score in that time. ZERO stars. Then MM placed me in a battle that ended as I spawned. ZERO stars. Probably took ~ 5 min for the above. Seems to be working great! :blink:
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So it's like Pro-Sports teams and scalpers - so long as the tickets are sold, they don't care who buys them...
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I look at score after 3 min gameplay. If half my team has score of 0 and all 8 on other side have some score I leave. 8 vs 4 is silly.
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Well sandal sucks for Vulcan. By the time you spin-up target is gone. Or right on top of you. One evening I was placed "randomly" ;) in sandal 3 times in a row. That includes switching battle modes. Serpuhov happens to be one of my favorite maps - great for Vulcan and smoky. Same with massacre. Went 15-2 in CTF with smoky. And Rio... it's become the Unicorn of maps.
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Lock-on improvement is ~ 7%. That's not much at all. On average I see < 1 striker per battle, so the upgrades are not even close to what Freeze, Thunder and Firebird received. Also seeing way more smokys lately (there were 4 of them on one team of 8 last night)
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valid infinite charge + Firebird overheats / Freeze self-freezes
wolverine848 replied to sensei_tanker in Ideas and Suggestions
But there does not seem to be any downside for this... Currently they seem to be able to kill you before they run out of charge. If this is implemented they can still do the exact same thing - stop firing when they are out of charge, and you will still be dead. They have the added benefit of being able to finish off larger hulls with protection, while taking some damage. Seems to be win-win and currently, Firebird is OP and does not need any added benefits. -
Yes. But that is a lit of countries, not nationalities... Not legitimately you haven't. WIKI shows Minimal critical % chance as negative.
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At ranges beyond min damage smoky will have the advantage. The critical suffers no loss due to distance. So with alt equipped smoky avg damage ~ 428 at m3 Thunder average damage at that range ~ 387 How often does this happen? Maybe not often. But if get a lucky map selection, or you can pick your map...
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The animated WAR paint had no affect on GS. But Lunar Soil did. What a silly way to evaluate the "power" of a tank.
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Only if each player sits in the open and trades shots - how often does that happen except at recruit? High-damage / slow-reload favors tanks fighting at long distance, as it is easier to use peekabo tactics - hide while reloading. Smoky's better reload rate does not come into play in these conditions. On paper smoky looks just as good (or even better?) than many turrets. But Rail, Shaft & Thunder can (and do) beat smoky at the long-range game. The recent update made smoky more of a threat than it was, but once past m2 the other turrets close the gap and then surpass it. Smoky, because of it's low m1 unlock rank, and huge improvement from m1-to-m2 is almost untouchable at low ranks. That gap closes and it is serviceable, but not omnipotent.
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I do. But rarely get a map that is appropriate. Getting lots of Sandal though :angry: Is Rio even in the rotation anymore?
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Even with DD+ critical smoky is not one-shoting a light hull at m3. For m0-m2... 18% chance or less. So if they sit there and take it... that's more a reflection on their tanki abilities as opposed to smokys new-found OP-ness. If those freeze & firebirds make it to lower levels, smoky better keep head on a swivel, as those turrets will make short work of the smoky in due-time.
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From now on, when I go to do my missions, I'm selecting CP-Highways. Oh... wait... :unsure:
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Striker with a small buff got massively nerfed with the way they calculate splash damage. So any tank within 2m of "target" will take 100% splash damage... Good luck to striker on smaller maps - every enemy will "hug" the striker - making it kill itself.
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That's brutal. But didn't Thunder, once-upon-a-time have a flat 50% splash damage? If u had 50% module u only received 25% self-damage? In any event - as we can't pick our maps. striker is actually nerfed - since on the smaller maps every enemy will "hug" striker.
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Sorry - my bad. Was Assault - and I ended up on red. Not many to attack on perimeter - they all congregated around the cap-point.
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