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Posts
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Everything posted by wolverine848
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Yes reload is good. Unfortunately most will miss the target, so that quick re-load is wasted. Increase the re-load time and let me be able to hit a target would be my preference.
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Paying full price for Isida m1 three ranks after it unlocks is a mistake.
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Most Thunder shots will hit due shell velocity. Not so with Striker - quite a few misses - especially on fast-moving targets. For M-levels like M1, Thunder unlocks quite late compared to other m1 turrets. Most items are like this... late unlock = more power.
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You say people take you seriously ... and then post this? There's so much wrong with it but... why would anyone pick a Mammoth over Titan for such a short-range turret? Island... no biggie. Any other map where you actually need to travel and it makes no sense...
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It needs something... My first Ricco ever was M3 going up against other M3+ and it took me 1 day to become proficient. Striker... well... it's been months using periodically and it still does not perform well. If salvo is not supposed to be used often (hardly ever as designed :( ) then the single missiles need better functionality. The left/right launching is awkward and the missiles can still be dodged at anything greater than short-mid-range. Since there's no real "barrel" to sight on, a targeting reticle would be useful.
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Yikes - you entirely missed my sarcasm. <_< 5-7 minute games... you won't be capping more than 1 maybe 2 flags at most. 20 players and 1-2 flags capped. Not a good ratio for completing Flag-capping mission.
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Then I must be unlucky - I'm not seeing many RKs in daily mission rewards nor in containers. Lots of other supplies, but not RKs. I was getting more RKs from the "old" weekly chain...
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Might seem like weird question but... Can non-team-members share Overdrive? In a Massacre DM battle during the weekend a trio of rail players were "teaming up". This unto itself is frowned upon since DM is supposed to be "every person for him/herself". However, I also noticed that when one of them triggered the Overdrive, ALL of them seemed to get the benefit. I mean... WHAT??? :o
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For clarification... Destroying a tank awards a score of... 10 points? Capping a flag awards a score of ___ points? (In my observations those who cap flags seem to outscore those doing the enemy destroying)
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UGH. So campers might as well leave, or anyone with heavy hull for that matter. And that isida helping (and often dying for) the flag carrier? i hope the healing score for that run matches the flag-cap score. You can't cap a flag if 1) you die on the way or 2) your flag is not at your base when you arrive.
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Is it one of the above at M4 and... nothing else? I'd rather suggest go M3 Ricco & M3 isida and upgrade both simultaneously. That's what I did and it gives lots of flexibility. Ricco is very fun to play. Isida is great in team-play. Can't comment on Rail as I don't play it.
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On a map with uneven playing bases, the team with higher elevation would have the advantage. For direct fire weapons (ie not magnum) that have splash, the lower team tends to either hit target or miss completely. The upper team either hits target, or hits the ground. Hitting the ground can still result in splash damage.
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If teams don't even-up quickly (supposedly MM will facilitate this) why do they have to play 5 vs 9 for 15 minutes? All it takes is one more person for mercy rule to kick in. And really - 5 vs 9 should activate the rule as well. The threshold is too high. +4 on a team of 5 = 80% advantage. That's just silly.
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So a mult on your team for 2 minutes (out of 5) will have an even more drastic effect. You realize the shorter the battle the less chance you have of making the "turn-around", right. As soon as other team gets ahead everyone on losing team will bail because they are all but guaranteed to lose. Let's make it 3 minute battles - first cap wins! ;)
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I'm opposed to bad change. So... 5 minute battles would be even better?
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So one more player running around without Ricco protection. SWEET!
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Comebacks will be even more rare with shorter battles. And I'm not ok with a battle being decided in first 5 minutes. Heck, let's make ALL battles 5 minutes and save everyone time. ;)
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one example... CTF. As soon as one team is up 1 or 2 flags in a short battle it will become a pill-box laced with mines. There will be a lot of those battles ending 2-0. Good luck completing that mission. As well, the first minute or so of many battles is the sorting and positioning - especially on larger maps. 1 or 2 minutes of that on 15 min battle is not impactful. On a 10 minute battle = more impact. You don't think more time is wasted trying to get into and complete 3 ten-minute battles vs two 15 minute battles? Tanki-X has 10-minute battles. Tactic and strategy don't exist. Maybe that's ok with you. For me that's meh.
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You accomplish little in 10 minutes (or less). With time spent re-spawning, going to garage, being placed in game already-in-progress by MM, good luck trying to complete missions. And since the devs insist on only large maps it takes longer to navigate and apply tactics. My attention span is not that short. Blow-outs stink, sure. Relying on a shorter battle to make blow-outs more palatable is a poor plan IMO.
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Getting free supplies and crystals doesn't save buyers $$ ? I rarely get Repair Kits - either as mission reward or in containers. It's mostly mines, speed boosts, followed by DA and DD. RKs are only supply I don't have in the thousands...
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The daily mission rewards are leaning too much toward supplies - and hardly ever RKs. I already have more mines and speed-boosts than I will ever use. It's the containers and weekly crystal rewards that matter most. And it seems we take a 6-week nerf on the crystals to start.
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Not for me. If I'm in a battle getting spawn-killed and there's 3+ minutes left = exit If matchmaking puts me in a battle with < 8 minutes left = exit If my lower account ends up in "balanced" battles that has ranks significantly higher than me = exit If I have greatly reduced chances of completing my missions, I'm not sticking around. There's no point in playing "normal" (matchmaking) battles if I can't complete missions. Might as well play Custom battles where I can select 1) map 2) length 3) control supplies and 4) control team-mates (to some extent) So if I've been completing week 4 for for some time now, it will take me 6 more weeks to get back to that amount of crystal/supply rewards? Kind of sucks for those of us keeping up the 4 week progress. Loss of rewards over 6 weeks affects lower ranks >> than upper ranks. Those crystals/supplies are needed ASAP.
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So after week 10 two possibilities... week 11 complete daily missions 7 days = 4 containers or week 11 complete missions 1-6 days or no days = no reward? And then if I complete missions 7 consecutive days week 12. reward = ???
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10 minute battles? How many people with ADD are playing this game? Seriously - stop catering to the lowest common denominator. If people can't handle 15 min battles, why don't they join at the 10 minute mark.
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