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Everything posted by wolverine848
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That's actually a nerf to smky. Critical is 1-in-5. So on 4 of those shots you reduce dmg 40% each shot. When critical finally hits it's +100%. Net loss in damage for smky. m3 before before... 472x4 + 744 = 3108 m3 after .... (472x4)-40% + 744 (x2) = 1416 + 1488 = 2904 only benefit is long distance where critical has no loss in dmg... even then the other 4 shots do almost no damage.
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nerf on Isida but no nerf on magnum... buff on Freeze but no buff for striker... Poor update.
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Hey - it's not my fault the screen-shot you posted did not prove what you think it does. If you want to believe that was a balanced battle - go ahead. Maybe it helps you feel good about it, and your performance in the battle. The highest rank player on other team has used less supplies than my Captain account - and that's not because he/she doesn't need them, as evidenced by the crappy score. That player was for all intents-and-purposes a "mult". You've been quite salty with anyone who does not share your opinion on MM or how to play Tanki. Not everyone wants to "get out of their comfort zone" or be "challenged". Many are just casual players who play a little each day to unwind and have fun.
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The highest ranked player on the other team was 0-kills and 18-deaths - and that does not seem odd to you? ------------------------------------------------- And Match-Maker does it again... Places me in a CTF battle with 4 minutes left, 4-0 for other team, and one of their "runners" hitting OD to make off with the 5th flag. This crappy system does no one any justice. Not me - placed in an unwinnable position, and not the team getting pummeled. Any and all reinforcements will just hit exit as soon as they realize what is going on. Correction - I'm sure the "winning" team loves it as they can pad their bank account.
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Was just gonna revise - saw a couple in Polygon last night...
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it's getting closer, as the Viking maneuverability comes more into play vs twins slower plasma shots. Oddly enough, can't recall the last time I saw a Viking-Twins combo...
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Well, Titans-Twins is not designed for long range - so it will certainly look for close-up battle. Any turret can be at top of score in any battle due to many variables... - Rank (better equipment) - useful protection for that particular battle - MUs - willingness to use > supplies - Skill - certainly has an effect - map = luck of the draw I'm sure I have seen smky in first place occasionally, but certainly not always. If I had to pick one of those two combos to fight each other I'm picking the Titan-Twins.
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is that Mammoth actually being moved by the hornet? :o
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Mid-ranks works well on a Hunter too. Especially in CP battles, where you can chew up targets across the map while capping a CP.
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My comment was solely a response to the dumped-in part way aspect. It's not the battle-fund that makes me want to jump ship on the "hopeless" battles... I finish every battle I start unless... score is already out of hand before I arrive or - my team is not actively playing (sitting doing nothing, or just chatting, etc, continuously asking for gold - refuse to play with gold-mults).
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:o Maybe with a chasm that separates them - the caveat being this chasm width is < smoky's effective range and > Twins effective range. Else, Titan-Twins smokes a Titan-Smky like a Cuban cigar.. (pun intended ;) )
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Depends on the definition of "dumped late"... 2 or 3 minutes gone by (7 min remaining) could be incentive. 5 minutes gone by... no way batteries (which I may never use) would be incentive enough. 5 minutes gone by and team losing significantly... doubt there's anything (TO willing to give) that will keep me in those battles.
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Apparently it all works out great for ritzy if... - targets dont have rail protection - targets dont have DA - targets are on a bad team and dont communicate in any way (the single server helps facilitate this) - targets are blind, or at worst, near-sighted. Once all the planets have aligned, the sky is the limit.
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Not sure how a smaller player-base is good for the game. Make no mistake - players will quit in droves if that ever happened. Believe it or not - there are rules in war too. Execute prisoners and that eventually gets out. Two things will happen... 1) All your own people held as prisoners will be executed going forward. 2) No one will ever surrender to your forces. Every single campaign you fight will be to the last man. Very few nations (sans fanatic groups) would want that.
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It's not rudeness - it's jealousy. I want to play against those teams that ignore you each time you enter their base. Your bragging about being able to one-shot everyone with rail with regularity is fantasy. You already admitted it's weakness is protection. Even if they have not enabled DA many of your targets are protected vs rail on the large maps. On the smaller maps they will see you coming and enable DA. You have to play tanki-X to get invisibility. ;)
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Choice of words... sure. We can agree that it is a common turret in the game. So you re-spawn right where you were killed? In their base? That's just... well... awesome! And the fact that you seem to play against the 3-blind-mice a lot is the cherry on top. B)
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Wouldn't be so bad to switch equipment (at beginning due to maps) if there was less lag. But visiting garage these days is a roll of the dice, and 7-11 gives you das-Boot. Lately it's a struggle to get into a battle, then having system kick you out at very beginning because you couldn't switch in < 2 min... well it's terrible.
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That would mean that in a team of 8, I should be seeing 4+ railguns (8+ in total) per battle. This is not the case. railgun might be the most common turret, but it is certainly not used by the majority as primary turret. Why do you get to use supplies and your targets don't? A DA would cancel your DD. And don't forget protections...
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So... by this time I won't have the green loading bar stalling at 95% and I will actually be able to get into an actual battle? Not all complaints are about the changes specifically. Some are about the instability the updates create. If the server issues are solved, even if NO NEW PLAYERS join, complaints could be cut down by 50%.
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depends on hull/protection. Since twins never runs out of ammo it is better when hulls are heavy and have protection. Ricco does a lot of damage quickly, so it has advantage against lighter hulls.
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Yeah - MM trying to fill in losing teams with 5 minutes left in battle is just silly. Best thing system can do is end the battle - there is absolutely no point in prolonging it. From a real war to a a simple board game to a chess match, people have the option to surrender. Tanki needs a mercy rule (and the timer).
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Last night was absolutely horrible. Every time I spun up the Vulcan to fire my screen froze. I basically played a Brest-CP game without killing anyone - just capturing points.
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Careful - or you be accused of only wanting to choose battles where you are the highest rank. Does not matter if you've never stated that... ;) Curious though - why are you fighting with Vulcan m1 10/10 at Major? You should have been able to "buy" Vulcan M2 for free at 1st Lt. My Captain has Vulcan M2 2.4 at the moment.
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