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Everything posted by wolverine848
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I'm not understanding your reply... Matchmaker places A & B in same battle since they are basically the same. The Drone will not prevent them from being placed in same battle. I know this because I have no drone and I fight players with drones. or did you mean something altogether different?
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Valid Lower healing rate when Isida heals another Isida
wolverine848 replied to BlackWasp777 in Ideas and Suggestions
Isidas have limited supply of enegery - they can't keep healing forever. And then there's Shaft - 1 shaft on DD will instantly kill an isida on medium hull (without protection module). If they are protected from Shaft there's always a diff turret they are not protected from. Twins on DD that NEVER.STOPS.FIRING would make short work of even an isida train. One thing people forget when discussing isida trains... add the same # of opponents... 4 isidas - 4 enemies targeting THE LAST ISIDA. You will quickly have 4 dead isidas. Speaking of fun... it's always fun to spawn and instantly be killed before you can even hit DA... ;) -
By "get it" do you mean obtain it in your garage? Or equip it onto your tank after you have obtained it?
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You seem to be the one looking for an argument. FINISHER endorsed NIVES comment the post directly before...
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Player A = Player B A + Drone = B A + Drone + ($ + batteries) > B
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Nah... won't happen until most players have upgraded their M3 magnum modules to 15/15...
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"It was changed when they introduced the different battle score/battle fund system - this came with the introduction of the matchmaking system. Healing a full tank gives you 5 battle points & XP i think. Killing one gives you 15 battle points and 10 XP (with premium 15 XP)." Seems accurate - looked at score before healing a Viking 3/4 damaged - received 3 pts. THREE LOUSY POINTS. So I get 3x the battle score for killing versus healing. Guess what I'm gonna do from now on with my limited amount of energy... <_<
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I agree. They seem to have lowered Isida scoring through healing - by a LOT. It's terrible. No point wasting my energy healing - might as well try to kill tanks. Well -except for Freeze - lose to those EVERY. SINGLE. TIME. Bleccchh. :blink:
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Missions award a lot of crystals once you hit the 10-week plateau. Unless TO divided players permanently between "normal" and "pro" battles you handi-cap yourself economically by not doing missions. Since players can do missions AND then also play pro-battles...
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Alt account received England paint in a container - nice...
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Never said anything about how many combos players might have. The post was about all maps being great for all combos. I happen to disagree.
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I get it. My account with Hunter has Freeze & Vulcan - so works for 1/2 the turrets. But Vulcan really likes to keep the distance so would be an issue to use the OD. Heading toward Cap in Assault with flag carrier might be useful - split defenders attacks - cuz - if they dont kill the Hunter they will be left naked.
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Ooops - wrong post... weird... glitch?
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If all players had unlimited virtual money to spend in game, why would anyone spend real $$ to play? As business TO relies on players spending real money ... no revenue = no company = no game.
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You don't see many Firebirds on Massacre, Highways or Brest - Often sniped before they get into useful position. heavy hulls suffer the most as many maps are quite large. So combos like Titan-Twins/Smky/Hammer can only be used once a "smaller" map has been selected by MM. So losing more time off a 10-min-or-less battle just get into appropriate equipment.
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The only hull that might be able to counter Hunter is Dictator - and - it would have to be already at 100%. No-one else could use a supply as Hunter cancels existing supplies and re-sets their cooldowns as well. (If supplies are off in Pro-battles does that turn off OD as well? Else Dictator/Hunter at huge disadvantage in Pro-battles)
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60%? :o Are you nuts? Each and every turret needs to be combat-effective - this is not a role-playing game. No such thing as a "dedicated healer". Plus... it seems they have reduced the score awarded to healing - I have m3 16/20 and... it's not generating the same score it used to even though I heal a lot.
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Don't bother. I'm pretty sure, after reading those posts, Freshy does not even understand what "Indirect Fire" means. But he/she must be a Lego fan as... "Everything is awesome, everything is cool when your part of a team Everything is awesome, when you're living out a dream"
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You earn crystals by completing missions and scoring points in battles. Through this you get enough crystals to be somewhat competitive if you spend wisely. It has mostly to do with crystals-to-experience ratio. The higher the ratio the more competitive you are versus your peers. The cap of crystals in the game is artificial - it exists only due funds awarded after each battle. But people who spend real money circumvent this artificial cap by turning $$ into in-game currency. Players get advantage by spending real $$ - they can directly buy better equipment for their rank. They will score better in the battles and win the lions share of the battle funds. Their crystal-to-experience ratio will improve even more. So Tanki Online exists because there are always players willing to spend $$ on a game to get an advantage.
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Hunter is pretty good with vulcan. Stable for firing and maneuverable as well. Decent speed - can even cap flags as you survive longer and rarely flip.
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I completely understand crystals and missions - your statement was contradictory. But it seems you don't fully understand the role of indirect fire weapons. TO was not designed for them. To not recognize that indicates you don't really understand this game as much as you think you do.
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Damage is fine - IF you hit it is a lot - especially with salvo. There's no way they make it easier to hit while increasing damage. I'd actually give up some damage to make the salvo actually useful. Shaft has two modes that are regularly used. Why should salvo be used so infrequently?
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Tribute and Brest over and over. The circulation of the "24" maps is terrible. I suspect it's more like the circulation of kits... 6 of 24 avail.... then week later a different 6 avail, and so on...
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Make up your mind. Is this a skill game? Or equipment game? Modules don't prevent a magnum (or 2) from softening you up (from other side of map) so much that runners can waltz in and one-shot defenders and make off with flag. The game offers very little overhead shelter. But it does offer lots of walls. Guess which kind of shelter is best against magnums. The game was not designed to include Indirect Fire.
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Well this should not be much of a problem once the target starts to slow down, right?
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