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Posts
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Everything posted by wolverine848
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OD as a free RK? Wow... you're team-mates must love you. Better hope that last cap wins the battle... :blink:
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There's more people that use Magnums than "can fly". So I'm still sticking with "overpowered turret" being worse. I mean you're not helping you case by admitting it's OP...
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They can't find a use for it within 2 minutes of a 15-min battle? I'm tired of having multiple team-mates "holding on" to OD while the other team storms the base and continues to kill and cap.
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Kind of like when Gold-boxes drop...
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I agree. Any maps that allow lots of lateral movement or lots of cover Striker is not very useful. It can rarely get off salvos off because at high ranks the tanks move so fast - especially with Speed. One of the few maps where Striker can make a difference. It has the high ground and with an isida healing it, (Blue must have multiple isidas) the striker can devastate attackers that have few choices of approach.
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Part of the problem is having one common server. Often get team-mates that don't speak same language. Clan-members that join same team in a battle have huge advantages - language being one of them. I often changed those DM missions as well - unless the finish first x-times showed up. That was always luck completing that one. Once you've accumulated a larger supply stash from the weekly bonuses you can start completing the occasional DM missions - preferably if for a decent crystal reward.
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Smoky is one of best M2 turrets. If you buy smoky m1 at W02 you'll want to MU it as quickly as possible as it may seem a bit weak at that rank. Guardian is a good kit - I bought that one. However, the Titan hull may seem a bit slow unless you play smaller maps. I bought guardian after I bought the Medic Kit to get Viking M3. Alternatively - If you have an m2 medium hull you can MU that some while saving for Guardian.
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OK - but that was years ago right? Hunter has been default hull for quite some time.
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I've seen this. One theory is that tanker was 90% on overdrive when battle ended. Stayed in same battle for next round. OD started counting at 90% instead of re-setting to 0%. Not sure how much fact vs fiction..
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Is that how you spell Hunter? W-A-S-P? Wow... I was way off. I was spelling Hunter H-U-N-T-E-R...
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Have it activate 2 minutes after 100% whether tanker wants it or not. If they can't find a strategic use after 2 minutes they should stop playing.
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Perhaps I have you confused with someone else who claims they don't use supplies? If so I apologize. But not sure why you bring me into a supplies discussion when I was talking the OP-ness of magnum. Playing generalisimo? Still gives you option to select battles that have enemies closer to your rank. Next rank-up after that? Completely different world.
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Me and my drugs... what? :lol: My usage compared to many, many "peers" is quite low. By the way - I'm on record as preferring Pro-Battles, no supplies. But since I can't do missions in Pro-battles... And FYI - mines are "drugs". I know you use them so stop pretending you don't use "drugs". You are a camper and surround yourself with mines. Don't recall to many mine boxes dropping from the sky. Good luck not using other supplies while completing missions as you rank up. And no - using your "friends" account (cough-illegal-cough) periodically does not count.
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So you ranked since Dec 9? what steps are you at now for isida? Overall if still need to decide, you will have two ranks between buying kit and cashing in 10/10 to m3 for free. MU-ing and buying Kit with that item is a general waste of crystals unless you have plenty to spare. Plus - you benefit now, and can also start upgrading 2 ranks sooner. Minus - you will be spending crystals now that could go toward something else later - more MUs or Protection Modules. If you don't have unlimited funds you need to... Weigh the value of MU-ing now and waiting two extra ranks to start upgrade on the M3 vs... Stop MU-ing and go with current (7/10?) for 4 more ranks until Kit unlocks. Do want the hull+turret+module? If you don't want all 3 it's a waste. Paint is just a throw-in for extra cost...
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Surprised you have Kunger on this list for Red. The cap-point is not center of map, and the approaches are easily defensible. Of course you need multiple isidas to heal defenders and keep the mines active...
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I agree. Changes to Silence have not made things better for Red - especially CTF. basic nature of higher-ground is still there. Though not as lopsided as Noise issue is similar.
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OR.... just fix something that is unbalanced. I get it - you can't admit the turret is OP because - you use it. No one wants something they "bought" to be affected negatively. But it needs to be done. EVERY OTHER TURRET in the game went through re-balancing because it's impossible to get a new design 100% right out of the box. The same will happen will happen with Magnum. Eventually. It's got nothing to do with "getting used to magnum". People just don't like playing a rigged game. Currently the game is rigged in favor of Magnum.
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Yes. There's a "Let's Discuss Paints" discussion in the "Other GamePlay Features" Thread.
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2. Was attempting to make use of Striker last night. Encountered enemy with 50% Striker protection. You'd be amazed how many crystals you can accumulate (and spend) by Legend 20+. 4. Not sure we do have same view. In it's current state I feel Striker is hardly useful at all. So it's staying in my garage until Devs make a change. Any crystals that might have been allotted for upgrading it will go to making my "useful" equipment even more useful. ;) But that's fine - we don't have to agree on all things. :)
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Depends on the map. Example below... Any map with easily defensible zone (Kunger, Silence, etc) if you have the proper Blue make-up of tanks the mines will stay. 2x Magnum (to return fire on enemy magnums) 4 x isidas (to heal everyone in zone area) 2 x Freeze (to slow down flag carriers) 2 Mixed Twins/Fire/etc to damage anyone getting close to cap-zone. All with heavy hulls - you don't really need to move much to defend the zone. Isdias healing defenders will build up OverDrive quickly - benefit entire team. As rest of defenders kill flag-carriers they get OD faster too.
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Have to disagree. One of the issues is speed. Striker does not seem designed for a game that moves as fast as m4 hulls do on speed. At upper ranks enemies are on supplies most of the time - either garage supplies or Overdrive. The missiles can't keep up. What ranks were you using striker at effectively? Must be low-to-mid rank where 1) Hulls are not moving so fast and 2) where there are no Legend 25s who have most of the protection Modules - even Striker ones... "never use the salvo unless it's certain they can't move"? Well then I guess it won't be used very often. Shaft has no problems using it's "secondary" attack to finish off anyone the scope didn't kill outright. But Striker has huge difficulties getting a lock in order to use it's "secondary" attack. If a turret is only useful on 1-in-7 or so maps it's trash.
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Well Silence is quite in favor of Blue. Defending that Citadel is so easy. Only a severely incompetent Blue team can lose. Polygon LMAO - cap-point is in middle of map???? We won as red in 5 min. What were they thinking?
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Striker is just garbage. In Serpuhov, on flat middle section, I got a lock on a viking. Two, at most 3 of missiles hit. No cover. It just put a speed boost on and the missiles could not turn quickly enough. Of course it survived. So once in a blue moon I get a lock and even then not all missiles hit. BLECHHH.
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Yorkshire seemed designed with Assault mode in mind - once the defending formula was worked out (was just brutal initially) was decently balanced. It had enough paths to ensure there were no complete bottle-necks. But most current maps are not really designed with that in mind. Kunger was silly - with only a couple approaches it became the mosh-pit Polygon CP used to be. The capture-point needs to have more than a few approaches while also offering cover for defenders and a minimum distance from the flags.
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nerf Vulcan? And yet many players say it's one of the weakest - maybe better than Striker. Maybe. Doing damage at distance is one of it's only benefits - it does 50% "weak damage". Guess how much "weak damage" Thunder has...
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