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wolverine848

Tanker
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Everything posted by wolverine848

  1. wolverine848

    What Do You Think of the Reduced Gold Time?

    I'm one of those people who cap during that time... ;)
  2. "Soup-can" mufflers on their "tuned" Hondas and Suzukis ?
  3. As already pointed out in the locked thread... Useless ... except for... 1) Missions 2) Denying enemy from using the RK
  4. wolverine848

    Will Magnum Ever Get Nerfed?

    ^ This. "Smells like buyer". I obviously don't know it's a buyer, but evidence suggests this - plus - Guidos friends are pretty much all buyers. Personally I love the example of players that have 0 hrs on Hunter M0 and 0 hrs on Smoky m0.
  5. wolverine848

    Ideas for Turrets!

    If you can thrive with the giant splash radius it already has, might be time to invest in a new turret.
  6. wolverine848

    Let's Discuss Ricochet!

    I would never use Ricco without the alt. Shots are too slow and not enough range. Might as well use Hammer or better yet - Twins.
  7. wolverine848

    Will Magnum Ever Get Nerfed?

    People don't upgrade to an M2 and not use it unless they have more crystals than they can spend. Not "clearly" shown - at all. It is a screen-grab at end of battle that shows the player had 36 kills while on the dominant team. Did the team win because the striker had 36 kills? Possibly. Did the striker have 36 kills because it was playing on the dominant team? Possibly. In using striker I find the latter more prevalent than the former. Striker can thrive when playing on a good team - the enemy too busy to disrupt the strikers lock-ons - so it gets lots of kills. On a bad team striker can struggle - much more-so than many turrets.
  8. wolverine848

    Will Magnum Ever Get Nerfed?

    Moves up to M2 Firebird and does not use it - I smell buyer. Why do you think these snapshots of end of battles means anything to us. Tells us nothing about what unfolded in an obvious one-sided battle. I know it's your schtick - but still <_<
  9. wolverine848

    Let's Discuss Isida!

    ALWAYS kill the doctor first.
  10. Kind of like missions in Pro-Battles?
  11. wolverine848

    Let's Discuss Dictator!

    However - OverDrive for Dictator will be the "all-supplies" one so...
  12. wolverine848

    Ideas for Supplies and Drones!

    Everyone hits a plateau when they are the weakest in the battle because they can end up in battles against players 4-6 ranks above them. A a fairly "new" Legend I'm kind of in that spot - I fight Legends 90% of the time, but they are almost all way higher than me with many more turrets and better modules. But we all have choices to make. Buy 2 m3 turrets and upgrade so each of those do more damage? Or buy 3 or 4 m3 turrets without upgrade - but - have more flexibility when encountering Protection Modules. Sometimes people put all their resources into one strong turret and pay the price when they have no options. I don't see how the modules can be nerfed much as many people have paid a lot of crystals (and waited many days for those modules to improve). Some more than others. How would they be compensated? This "idea" would have needed to be implemented when the paint-protection separation was done. It's really too late to implement now.
  13. wolverine848

    Let's Discuss Striker!

    P.S. - let's assume the target is not a noob that is coming straight at you. Turning the turret might help the lateral targeting, no?
  14. wolverine848

    Will Magnum Ever Get Nerfed?

    At normal (optimal) battle ranges Thunder and Smoky deal similar damage over time. One fires faster, weaker shots the other slower but stronger. Not a lot of difference, and if fighting mostly in these ranges buying both would be a waste of crystals. However, if engaging at the longer ranges, Thunder would smoke a smokey like a Cuban cigar. Smokey's weak damage of 10% makes it really ineffective at long range, even accounting for the critical (which suffers no distance penalty). The "peck" you mention really is that - it's like a mosquito trying to sting an elephant.
  15. wolverine848

    Will Magnum Ever Get Nerfed?

    High damage does not mean much if you can't hit the target. 3000x0 = 0. You may want to revisit WIKI, as your "weak" damage is not correct. Thunder = 50% Vulcan = 50% Smoky = 10%
  16. wolverine848

    Let's Discuss Magnum!

    Red has the advantage of high ground. Lobbed shots that miss hit the ground and do splash or bounce and hit. Blue missing either hit their own roof or go off into the sky. Whichever team holds the middle level controls the map and will win the game - it is inevitable. Blue has to drive up 3 ramps which can be blocked. Red can drive down 3 ramps AND jump from their level. They have more ways of getting to middle level than blue does. You can't beat gravity.
  17. wolverine848

    Will Magnum Ever Get Nerfed?

    At m0 mant players are noobs and don't know what is going on. Using an alt, even with striker gives you an advantage. Plus at that rank most tanks are not zipping around nearly as fast lock-ons are actually possible. Only good thing about striker is lack of protection. No one equips it because you see < 1 striker per battle. The turret is not good at long range - missiles too slow - and at medium range the faster tanks can dodge them.
  18. wolverine848

    Let's Discuss Magnum!

    You are confusing Silence and Noise. Big difference.
  19. wolverine848

    Let's Discuss Isida!

    Hardly the worst - you must not play against Magnums much. I played on Serpuhov CTF against a team that had 6 isidas. they lost.
  20. wolverine848

    Let's Discuss Striker!

    If improvements give me a reason to actually use the turret - then YES. Currently it gathers dust in my garage. :mellow:
  21. wolverine848

    Let's Discuss Isida!

    The general consensus of most people is that it should do both, equally well. If the Developers did not intend for it to be as efficient in attack as healing, they would not have given it the highest DPS in the game. Do you honestly think it is more powerful (OP) now than when it had 50% self-heal? I have many, many hours using Isida. before the rebalance and after. I heal with it and attack, depending on situation. Your posts indicate you might have issue with the way team-mates use it, not it's design.
  22. wolverine848

    Let's Discuss Isida!

    1) both short-ranged weapons in a game where you.... destroy tanks 2) Isida also best when it can ambush enemies as it also has... a short range ALL turrets need to be able to kill efficiently, one way (long distance) or another (high damage up close) or another (from behind) You place too much emphasis on the medic part. This is not a role-playing game. If isida could not kill efficiently it would be held hostage by the team it plays on and basically could not join DM battles. No one would buy such a turret - they would disappear from battles.
  23. Depends on HOW you do the farming. In order to "farm" you need to enter a battle. If you enter a team battle to just collect supplies, you are taking up the spot of a tanker that would contribute to the team. My example further up was a player NOT contributing to the team, basically putting us one player short.
  24. wolverine848

    Upgradable Overdrive

    I also wish Overdrive only built up through time. So spawn-killing and drugging hard won't have any effect. That would make OD more palatable.
  25. wolverine848

    Let's Discuss Striker!

    I agree. and most targets at Legend are moving very fast. it's not worth it to equip Striker in a battle to catch the odd heavy hull moving slowly. 3 possible improvements to make striker more useful - and none of them include more damage. - reduce lock-on time by 30-40% but also reduce damage by... (15%?) and maybe even increase the re-load time. - Or - have laser appear with 1 second before lock-on - Increase the speed of the missiles - tanks can dodge them - and they are too slow to properly lead any target further away than short range. I also like the idea about being able to launch 1 or 2 or 3 or 4 missiles depending on how long you hold the spacebar. Just send them straight ahead - no guidance. I also have issues shooting at static targets from long range - the single-shots have a goofy arc to them - they do not fly straight. The silly turret gives no real indication of where the missile is going to go. trying to "turn on the laser for a second to aim" also has issues - gives away your intention. And don't get me started on the left/right launching - that's another handi-cap on an already handi-capped turret. I use it on and off - and it never gets any better. Each time I use it I'm hurting my team. As soon as I switch to Ricco, even on the large maps, the team does better.
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