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Everything posted by wolverine848
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Sure... and... how often do salvos get used? Not often in higher ranks. - the tanks are all so fast you can rarely get a lock-on before they find cover (or one of your own team-mates interrupts the laser :angry: ) - As soon as the laser appears half the enemies target the striker. 3+ seconds is almost an eternity when you are exposed.
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rarely play RGB... was thinking more of CTF and even CP... enemies can get quite close without exposing themselves to sustained fire - and once they are close the Vulcan is toast.
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While I am of the opinion that M4 Titan Twins is unstoppable on any map that provides lots of cover... I'm not sure what you mean by "protections don't affect twins as it affects other turrets". In ALL cases a module with 50% protection will reduce damage by... 50%. It will take the twins 2x as long to kill you versus you not equipping the module. Just like it will take Thunder 2x as long to destroy a target with 50% Thunder protection. Only difference is that in twins case - the "2x as long" is measured in seconds while Thunder would be measured in shots. If it takes twins 5 seconds to kill a target without, it will take 10 seconds "with". Thunder might be 4 shots without... then 8 shots "with".
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Vulcan is terrible where targets can get to cover easily - Iran and Industrial Zone come to mind. Never have time for sustained fire. Year 2024 also not great - half the map shielded by the big wall and rest has lots of cover.
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The scoring for Isida healing is just pathetic. Unless you spend > 50% of your time killing, you will end up bottom half of scoring. If you spend > 50% time killing you have no energy to heal. Does TO want a "healing" tank or not?
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Adjust the camera angle - VOILA! Plus... you don't need any special ability to target the flag carrier.
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match-maker issues would be reduced if... 1) Tighten rank brackets - 8 is too wide 2) Same for groups or... move groups to Pro-battles only 3) Lobby while waiting for battle - shows team & map - make your selections now so time not wasted in battle 4) Remove collect-supply missions - still many players "multing" as they collect, then leave 5) Early battle termination - if players know it won't be 5 more min of spawn-killing they will be less likely to leave A lot of people unhappy with loss of choices when MM came in. Give them a bone by implementing as much as possible from list above. Perception of unfairness and frustration in battles causes players to give up on a battle. Remove the reasons for this and MM will work better.
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OK - so no increased chance for crystals. :( But if I had to choose between 4 RK or 2 batteries, I'm choosing 4 RK every time since - I can't use the batteries. And batteries are WAY overvalued, so you get less for completing the mission. Amount we are getting (in batteries) should be doubled to actually make some impact. Same here.
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Are you kidding? Both my accounts already have more supplies than they can use. At least we'd have a better chance at crystals if batteries were not in the picture.
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Merci.
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Yeah, let's just continue to ignore the flaws and issues... as players continue to exit from crappy battles. PROBLEM SOLVED. FYI... the "groups" you mention above are part of the problem.
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The mod was SAVING OUR EYES. So IMHO, the reason was not "dumb".
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Number of players not only reason for lop-sided battles - and - most players don't like getting dumped into this situation. A battle that is out of hand is not worth saving - just end it and let everyone start fresh. Why prolong the misery on a slight chance it can be turned around. Comebacks can happen, but let's be realistic - they rarely happen. Someone will pipe up with the "I have been involved in saving battles" sure - but I don't believe it happens often at all.
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Death match is boring - with the way they jam 16 tanks into all those maps. Spawn - kill a tank - get shot die. Repeat. And hope you don't spawn with your back to another tank. Yawn. If there were fewer tanks, it might actually be fun and dare I say... even a little strategic...
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What the heck is going on? Last night I had 3 battles where, at start it looked like 8 vs 8, but the other team was capping "at will". I hit tab and noticed ~ 1/2 my team had no score after 3 min of battle. So was really 8 vs 4. How do you stand a chance under these conditions? Why are so many players idle for so long at the start of a battle?? :blink:
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Turret balance, MM Sandbox, Smoky XT and new paints
wolverine848 replied to r_Nives5 in News Archive
Impact needs to be lowered. It constantly does damage so does not really need the impact it has. Yeah... at least half are OP now, so might as well tweak the others. Vulcan & Striker really need something. At least fix the overheating on Vulcan so we can use it without dying every time we spin up. Actually, if the rest of the turrets were buffed up a bit it might alleviate the protection module issues - many feel they are just too powerful. When Devs did protection/paint separation they should have capped the modules at 40% max. -
Yeah, Vulcan is pretty sad right now. You might get the kill before target finds cover - but you are definitely self-destructing either way. And I chose Vulcan as one of 2 turrets for my alternate account :( At least I chose freeze as the other one. B)
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Yeah - Twins is by far most effective turret for Double-Damage - squeezes every second out of that supply.
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3 times this evening Matchmaker showed 8 vs 8 to start the game. But half the players on my team did nothing - I mean nothing for 3 minutes or so - while the other team capped 3 flags. It's getting ridiculous that we are spotting the other team 3 flags to start the game. Why are so many players not starting when game starts? This is a HUGE reason why I just want to exit games.
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Sure but... You could see the map, the participants, and the score and time remaining, and join/not join based on informed opinion. And one-sided battles had early termination. That should be brought back based on... 1) numbers of players on the teams 2) score How do "playable MM friends" have an effect?
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Have to agree with... everything.
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Hold on - so long as you are upgrading an m2 module you are safe. Even though m3 is unlocked, it is the highest version you can purchase. So keep upgrading the m2, and you can eventually get the m3 for free. My problem was the Vulcan module I ended up with from Cherry was M1, and I was already legend. My lower account ended up with quite a few single m1 modules after the separation, so I had to ensure they would all get to m2 before I unlocked M3 - else I'd be stuck at m1.
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It's a non-starter. Punishing players does not work. Fix issues with matchMaker and you will reduce the drop-outs. I say "reduce" because you will never eliminate it. See my examples at top of this page. Nothing you can do to make me play 8 vs 4 (even though MM thinks it's 8 vs 8).
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Your font is ... <_< In any event.. examples 1-5 are moot - they were all "fait accompli" and not fixable. And example 3 not quite correct. Operation Barbarossa started in June of 1941. Hitler was just too optimistic and his decision-making during the Operation ensured it stretched out into winter. MatchMaker, though riddled with issues, can be fixed to some degree. Won't be easy, but is possible to reduce the bad effects.
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The issue happens when you unlock an m-level 2 levels above the one you currently have. m0 8/10.... m2 unlocks... no point in upgrading that m0 anymore - you have to wait until you have crystals for m2 Same with m1 8/10... once m3 unlocks you wait until you can afford M3 - no incremental steps through m2. May not be big issue for many - but - for me this came about when the modules were changed recently. This account had Cherry paint - which after conversion - has M1 Vulcan protection. At legend, I can no longer upgrade that and needed to save up for M3 module = 250k/125k (on sale).
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