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Everything posted by wolverine848
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Glad it's over - now battles can get back to normal - instead of having a bunch of "gold-mults" sitting around. I know there are always selfish players out there holding onto Overdrive so they can use it for gold. But that behavior is magnified by same ratio as the increase to gold-drops during these "special events".
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I agree. I'm half-way to Legend 3 and still don't have an M4. But I do have ~ 18 pieces of equipment (including modules) 80% of the way to M4. M4s might have a 4% advantage on me. But I can reduce that drastically by equipping the correct Mu-ed module. And I get huge benefits from the 50% sales.
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"everywhere"? How about "hardly at all"... Shaft has an alternate fire-mode and there's no issue using it. It happens to be almost as good as smoky's regular shots. Go figure...
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If you are relying on a critical to do this on say... a flag carrier... good luck.
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The only thing this proves is you have a Hunter M0, which would not do well at W04. And why did you buy so many m0 items instead of upgrading a couple of pairs of items?
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Magistral & Skylark... please.
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He does not have the proof because it is not true. Stability comes from weight. Compare M3 - where unlock is equal - and Hunter has more weight. I have Viking M3 17/20 and it definitely is not "stable". My M2 5/10 Hunter on alt account feels more stable than my M3 Viking.
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Nothing to MU?
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Now that Riddler is endorsing this proposal, it's time to officially decline it.
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Or the loser jabbering about "EZ battle" when it's 8 vs 4...
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Nothing in the Wiki about modules reducing impact. I usually have shaft protection (hate one-shot deaths) and still notice the impact. Freeze protection helps but you will eventually freeze - even a Viking M3+
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These special events bring out the worst in players. Like the clown GTX1080Ti144FPS saying "EZ game"... was a close 2-2 until my team members started bailing after their next cap. Ended up 4 vs 8 and they won 5-2. Didn't seem so easy when team #s were balanced...
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I start with Vulcan since i don't know if it's gonna be highways or red alert. Once my team has a lead a lead of even 1 flag I switch to freeze. Mine and lay in wait like a trap-door spider. They often don't get any caps...
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WO4???? Only 16+ ranks difference... :lol:
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That's why Shaft is more versatile than many think... not as good as smoky/thunder in melee but the gap is not really wide. Unlike say... an archer. An archer set upon by men-at-arms is cooked - does not really stand a chance.
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I would not associate 'energy-based' weapons with impact. Anything 'laser-related' would burn the target. If you want impact you need a physical force - a solid object. Some games using "rail guns" have them firing depleted uranium slugs or rods. That is where the impact comes from. Example from other game would be "Gauss Rifle" (Battletech / Mechwarrior) Of course this is a game - so I guess anything goes. Just don't see the need to have rail impact increase...
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Why would impact increase over distance? "not based on kinetic energy"? Is that the description in the TO WIKI? If based even loosely on an actual Railgun... "As of 2014 railguns were being researched as weapons that use electromagnetic forces to impart a very high kinetic energy to a projectile (e.g. APFSDS) rather than using conventional propellants."
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I'm surprised to hear that. A team can lose the lead in last minute or two just because of numbers. That seems unfair. But then again, as battles supposed to start 8 vs 8, I'd also be surprised to see many occurrences where 8th player on winning team voluntarily exits late in the battle.
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Does not hurt that you don't have to spend much time in battle re-spawning... safe inside team-base ;) The turret is an abomination to this game designed for LOS weapons. Score not posted but - I take it your team lost?
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People don't hate speed-boosts - it's just that most players have way more than can possibly use, even pressing 4 on each re-spawn. They are awarded more generously than other supplies... at least my missions are... RKs would be the target for this suggestion...
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I don't believe the score has any effect on players being added - it is based on # of players. You have examples where "losing" team had more players than your team, and still gained a new player?
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What does this mean? How often does (team in lead) need more players? Rarely I'd say. Players don't jump from the ship winning the race...
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You can't argue "that happened before MM..." while also disregarding fact that players could view the battles and choose one aligned to their rank. I see marshals more often than you suggest. "But yes the balance between bracket and wait time can always be adjusted." So... how much did that hurt to type out?
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The rank spread is a bit wider than you are suggesting here. As a major (my alt) I'm seeing battles with Marshalls and I believe even some FM. M3 kits unlock at Lt. General and all m3 at Marshall. So many have had time to get M3+... not likely above 3.5 unless they are gung-ho. Against my m2.5 equipment. And no magnum protection since that split of protections locked me out of M2 until major. Not impossible to battle, but the fact they have more protections at higher levels widens the gap in power. This is just my opinion, but the rank-brackets needs to be tightened up some. Throwing lower levels into battle just to fill in the gaps for MM is << important than having players fighting their peers. (I don't consider rank spread of 8 = "peers")
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Is using Overdrive on your own acceptable if you complete a majour task?
wolverine848 replied to C.O.N.Q.U.E.R.O.R in Archive
Not in a Team battle - especially when other team is using it. Not using it when you can to help your team borders on sabotage.
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