-
Posts
13 114 -
Joined
-
Last visited
-
Days Won
59
Everything posted by wolverine848
-
Blue needs the option to return a flag just like in CTF. Any competent Red team will have multiple tanks with flag-carrier so killing the first carrier is basically futile - the follow-up tanks just pick it up and finish the cap. AS mode has multiple flags so it's not like Red doesn't have another flag already on the way.
-
Well, in CTF that might happen every 15 min. 2x as much if you have "half-time". As for more difficult? Not at my W01 account - not with the amount of supplies used in the two battles I was in. Seemed unprecedented for that rank.
-
In theory sounds like it makes things more fair. But how to implement? 7.5 min per side? Seems a little short to implement strategies. And you know there will be many instances where half-time finishes just before someone caps.
-
So you posted the same dribble as last time without re-calculating as many suggested? <_< TLDR; stop spamming.
-
More perspective... My W01 account managed 3 containers. I opened them up last night. 1. 125 DA 2. 125 DA 3. 125 Speed. :P :D :lol: :huh: :mellow: :o :blink: Let the good times roll!
-
Go play Rio and see if you find Magnums. There are plenty. Kunger always has a ton of Rail. And there's a reason you will NEVER see 6 strikers on a team. :D :lol: :huh: :mellow:
-
valid Make Striker's laser different from Shaft's
wolverine848 replied to Mario3108 in Ideas and Suggestions
Or just hide behind your own team-mate and the counter starts up again. Plenty of time to kill the striker trying in vain to get a lock. It needs a tweak desperately. -
Plenty of players recently joining Legend ranks don't have a full garage. Takes a long time to accumulate that. So new legend players can be at a large disadvantage when legend 28 is considered same "rank" as legend 1,2,3, etc. Why would "attacking" magnum need to move up? Red magnum can stay in it's base and just keep lobbing suppressing fire on the blue flag-cap area.
-
Glad I could help by putting it in perspective for you. Perspective is sorely under-rated. ;) Oh, and check out post #340 - and the rank. Your Welcome!
-
Smoky M2 is not available in a KIT until ...Captain? - 9 ranks away. You have plenty of time. And you can't trade in the 10/10 m1 until even later than that. Smoky M1 5/10 at Serg Major is plenty OP. Count your blessings.
-
13.500 crys and 100 supplies kit at Serg Major? Sounds decent to me. Plus isn't Arachnid a shop-exclusive paint?
-
Haven't had that happen yet :D But then again I barely use it - just does not perform well enough to bring into battle. Until they tweak it enough to use the salvo it will stay in my garage...
-
Solimansk is way worse now. More barriers for Magnums to hide behind. And losing those north-south alleys on either side of map makes it harder to approach the base without losing half your health.
-
Tanki-X has it's own issues. Buyers still dominate - as much if not more than Tanki-online. It might look pretty but the gameplay is not better than tanki-O. Different? Yes. Better? - a matter of opinion. Knowing what we now know with a new account makes a HUGE difference. Turning your turret and not buying all the m0 and m1 equipment gives you a significant advantage.
-
Oh just wait until you try lock-on for targets that are M3+ and all using speed boost. Half the time you are killed by targets team-mates before you achieve lock.
-
Depends on if you have a brick handy or not. Both are good. Isida might be a bit better with Viking while Twins pairs with Titan better. Also what maps you prefer?
-
What? In your barda example the magnums were bad. Period. They obviously don't know best way to use it. KEEP OUT OF SIGHT. On many maps your shaft will need to navigate a lot to get LOS on a proper camping magnum. Shaft is a target now doing so. I wonder if your team would have caught up if you did not have Magnums as well though...
-
Avg damage for Rail M4 with alt is (910+2240/2) = 1575 (with DD = 3150). So you must have been extremely unlucky to get one-shotted by a Rail. That's pretty limiting. 2 yrs of casual gameplay to get to m4. Can't discount all that. So maybe freeze M4 needs a bit of tweak. And everyone knows the fire alteration is OP.
-
valid Mines should have splash damage
wolverine848 replied to Rico_Viking_9000 in Ideas and Suggestions
Yeah - after typing that I was thinking... wait a second - this could work out great. After due consideration, I now fully endorse the idea of splash damage for mines. Make it so! -
Depends on the m-level. At m1 my freeze can beat just about any tank that does not one-shot me. It has higher DPS than fire m1. But at m2 fire gets a huge +30% dmg increase - it leapfrogs Freeze. They even out at M3.
-
To add to what I_already_won said... Have you seen the maps used in normal battles lately? 10 vs 10 = larger maps. So now do your calculations based on greater distance. And rail is more of a camper weapon so give it a free first shot before smky is aware it is being targeted... as smoky needs to move up on those larger maps to be effective.
-
How does a Titan/Fire work well on Kunger? Or Massacre (with no middle hill rail/shaft/magnum can hit almost anywhere). The only thing it can do on those maps is camp on the flag (yawn).
-
yeah... not sure how the Viking OD (faster reload) will balance out with say Dictator (current OD). What % will they increase reload by? if 50% that will seem fast... with DPS at 150%. Then add ability to tack on a DD for 300% total. Seems great. Until you realize Dictator will have 200% attack AND 200% defense. And +40% speed. Plus the ability to enhance any nearby team-mates for same upgrade. I'd think Viking OD would only come close to Dictator OD in DM battles where the team-mate enhancement does not apply.
-
Not sure why you feel this way. At m1 smky/Thund avg damage is 332/605. At m3 similar ratio of 472/775. Smky may have better reload but in either case Thunder does a lot more dmg. DPM is similar. However, Thunder has splash dmg that is very useful for when multiple enemies are together. It more than makes up for self-dmg. And Thunder has way better long-range dmg... weak dmg is 50%. Smoky weak dmg is 10%. Your K/D ratio is bad for two reasons... Isida in team battles is #1 target (aside from flag carrier - actually - you should kill the isida before trying for the flag carrier) and secondly because of it's short range. Even at M3 Isida only has decent K/D in DM battles. In team battles where you spend half your time healing the K/D is low because... you are spending half the time healing. But K/D is not a useful stat.
-
Incorrect. Shaft needs LOS to be effective. All the maps you mention have plenty of cover to hide from shaft. Serpuhov and possibly RIO have decent avenues for arcs of fire, but shaft is never the most popular turret on any of them. Magnum is more effective than shaft on way more maps than the reverse. Else you'd see more shafts. Why do we always see more Magnum than shaft except for 4 maps or so?
Jump to content









































































