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Everything posted by wolverine848
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Alt or no alt - protection vs Rail will affect you. With each shot you'd be doing even less damage without the alt. And really - the surprise first shot doing more damage is waaaay more important than your reload time. There's many targets you might destroy with 1 shot with alt.
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Still no word on rewards for buying paint of winning team but not doing any actual turns (by getting the 200 kills) ?
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Supplies being easier to acquire might make it more balanced sure. I have plenty supplies but - prefer no supply battles because I find supply-wars boring. The DD forces everyone to equip DA immediately or just die-respawn-die etc. Especially with Shafts and Magnum doing so much damage. Dying repeatedly like that reduces opportunity for battle tactics/strategies. Everyone just worried about where the next supply is coming from You have decided it's worth your time to try and communicate with Russian team-mates - well that's just super. 99% of the non-Russian community do not communicate in Russian. And a huge proportion of the Russian community does not communicate in English - evidenced by responses I can't understand. Not unexpected - on either side. So it has nothing to do with "being a baby".
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Wait - what? :huh: Buy paint every two days??? :o
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I fully support this. B)
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Why does tanki allow m0 guns and hulls to be used in m2 + battles
wolverine848 replied to PhantomFlanFlinger in Archive
So two m2 short-range, 1 M3 Thunder, and M1 smoky but uses an M1/M0 combo in sandbox? There's no reasonable explanation for that. Viking works great in sandbox - so at very least that should be equipped. There's no way you can convince me an m0/m1 combo works better - even in sandbox - than the Raiden Kit. The two short-range M2s would be better than an m0. -
Can't argue enjoyable... but "best"? Not so sure. Better comparable for mid-range is Ricco. Ricco can wreck smoky - especially if there are walls with right-angles on the map. Only issue for Ricco would be if the smoky had Heavy hull + high ricco protection. Then Ricco struggles to make the kill before it runs low on ammo. I have both turrets at M3 14/20. Between the two I likely use Ricco 75% and Smoky 25%.
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Take a look at the unlock ranks...
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"counteracts" as in immediately causes the afterburn to cease entirely? To be more specific... if afterburn should last another 9 seconds - one second healing from isida will terminate the 9 seconds of damage? If so - that seems wrong. Your method is what thought already happens... 1000/sec healing vs say... 250/sec burning means Isida net healing is 750/sec.
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Why does tanki allow m0 guns and hulls to be used in m2 + battles
wolverine848 replied to PhantomFlanFlinger in Archive
I don't think that's what they are talking about. These players have M2/M3 equipment but refuse to use it. Someone with an M4 Viking can afford better than m0 isida. it's not like they jumped into garage to buy it during battle - they'd have to buy an M3. -
Depends on the teams and the map. If you can stay hidden most of the time Hornet can be good when paired with isida. But remember - aside from Flag carrier Isidas are the number one target. having medium hull gives them better survivability. If the isida keeps getting one-shotted then it can't do much healing.
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Does it not already kind of do that already? Net healing = Isida healing rate - afterburn damage. So the afterburn damage is reducing the amount being healed - for the duration of afterburn effect.
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When everyone and his dog has 50% protection even the 50 kills can be a bit of a chore. 200? Nah... I won't bother. So they lose a bunch of legit players to keep out players who might grind the 50 (or 100?) kills to have their mult vote.
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In this case it's not the players fault - they are using it as intended. It's a design fault. The turret (with indirect fire) does not belong in a game like this. The DEvs are the noob in this case. ;)
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I'm not a fan of RGB or Assault (except the holiday versions). So each time I get a mission to complete one of those I switch it. And each time I switch it I get the same mission back - only it's for crystals instead of experience. Or vice-versa. Yeeesh. :angry:
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I agree - don't have the time for that. They've set the bar too high. Would rather just keep my mission chain going. If their goal is to get rid of mults it can be much lower - mults mostly sit there and do nothing. 50 kills in 24hr while "multing" would be impressive.
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Seems that way. Lots of camping in CTF & CP - your team might lose that battle but if you kill plenty of tanks and don't die often you contribute to the "War Effort" by killing lots of tanks. ;)
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valid Quickly switch teams in a battle
wolverine848 replied to USMC_Tank_Commander in Ideas and Suggestions
This might have created an issue if implemented 4 or more months ago. One of the missions players had was "finish 1st on your team". So some players would stick it out on the losing side if they had the high score on their team and would be able to complete the mission. Imagine if someone from other side (with higher score - very likely since they are winning) then hit the button and moved over. Now that previous first-place tanker is now 2nd place and possibly won't complete the mission. Now they've changed that to top-3 winning team, so impact not same. I'm on fence about being able to bring score if switching sides. -
"What happens if I buy a faction paint, but don’t vote and make no kills? You won’t contribute nor harm your faction, and what happens to prizes if your faction wins we will share in the next issue of the War Herald." Devs have not indicated what you get if you buy winning paint but don't "contribute" during the actual game phases.
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Good question.... It should be like DA - resistance - so you drain your energy pool at normal rate but do less damage. But that aside - new Battle Mode is way to go for this...
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Is the following... "Important! If you don’t confirm your vote by making 200 kills, both your vote and the kills you make during the next phase will NOT be counted." Connected to below in Battle Phase? "K/D for the faction is calculated from the overall number of kills and deaths of all players for that faction, who completed and voted in Strategy phase and played during the 24 hours of the Battle phase." So if we don't do 200 kills in the 24hr vote phase our kills won't count toward K/D for faction? <_< Blech - this event is only for people playing many hours.
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Not sure I agree with the magnum one. That is how it is supposed to be used... what it was designed for.
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Since M4 rail will one-shot the M0, and it takes (on average) 4 shots for M0 Rail to kill M4 wasp... I'd say 50/50 either wins. A map like zone gives "pro" major advantage as there can be no ambushes, so maneuvering plays a huge part. But the "noob" only needs to hit once. 4 lives vs 1 life. On a larger map with more cover and possible ambushes it will tilt strongly in favor of the noob. You don't need to turn your turret in order to hit someone unaware of your shot.
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Hi problem is he keeps spamming this message in every Forum except the correct one. Mods don't delete ideas posted in correct forum... they might decline though. And eventually it gets pushed further down. Do a search and see if you can find an "improve Rail" post in ideas section...
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I always found it easier to find a bad team and join that, since many people disregard the teams that are losing. In that instance the mission completion outweighs the fact I'm unlikely to receive many crystals from battle-fund. But with new mission-type - to be on winning team, you have 2 factors against you. 1) it must be winning team. 2) If the team is winning there's a good chance you are also competing against good players. For me the new version seems like more work. Harder to join a winning team (those slots get filled quickly - can't tell the # times I've went to click the button only to be shut out) And you pretty much need to be there relatively early or you are playing catch-up in the score with the rest of your team. Just a matter of perspective I guess. :)
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