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Everything posted by wolverine848
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Last couple of years have seen some polarizing changes so... Poll needs another answer-option... "No, it was more fun to play 2+ years ago" ...
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Answer-options list needs updating... don't see Magnum there...
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I like a challenge - I bought Striker instead. Unfortunately it sits in my garage until I can afford Striker Protection... :(
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OK - I seem to be incorrect that k/d does not affect the distribution. But this is all moot. The number of 100-kill DM battles is insignificant overall. And as you encounter more M3 protection modules that have been MUd toward max 50% the 100-kill DM battles will drop even more. That 50% makes it so much harder to kill an enemy protected against your turret. They definitely need more modules with Magnum and striker. And you currently use 5 turrets? As you rank that will drop a lot - you won't be able to keep 5 turrets that are useful - too expensive until the Legend ranks. I have 4 turrets and one of them is basically stock. Will take some time to get it MUd since I'm also saving for Protection Modules.
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You are ignoring the other stat - deaths. His k/d ratio is quite high so that could affect fund distribution too. Plus... players don't get 100 kills that often. Will happen even less often when you encounter higher protection modules - for obvious reasons.
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Until I bought medic Kit at Brigadier, I had choice of Titan M2 or Viking M1. Playing on larger maps was a bit of torture... choices were to move like a turtle or move fast(er) but risk getting killed by one Thunder shot.
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It is already like this - I see the base rank "Legend" in the battle lists. But I can only tell how high they are by clicking on profile. So that aspect won't change, as I see Legends on server 1-2-3-4-5.... 15. Server # has not really been a factor for a while. However, would be nice if the Legend's had some quick identifier (insignia) as to how many legend levels they have. You are correct - though I am Legend (1) now, some opponents will have way better Modules with many more MUs (if only due to time).
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I don't think it will become unusable if it is tweaked some. I'm not advocating major changes (like removing entirely self-heal from isida). Just a minor tweak to the damage dealt be it direct hit, or splash or splash area. Look at how many changes smoky has undergone. Not sure if changing maps to account for Magnum is possible. Some maps (like massacre and desert) you can't add bunkers - will defeat the whole purpose of those maps. I mean, are tankers supposed to cower in a bunker just because a Magnum is on the board? Magnum wins either way - just by making the enemy hide. Shafts do this to an extent. However - the laser acts as a warning (sometimes) and the shaft needs to have DLOS - meaning it can be targeted as well.
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Ricco is both LOS and indirect fire. Shoot blindly into tunnels or around a corner. If you see a damage counter keep firing. Difference with Ricco is you need to be fairly close to target else something gets in the way of the shot. Magnum... all the way other side hiding in Brest base safe behind walls and mines. Magnum sound means nothing in to most gamers. IF they have sound on there's too many ambient noises to make use of one particular weapon being fired. And with many tanks on battlefield you have no idea if the shot is coming for you. Run for cover every time Magnum fires? You don't need to actually be hit then and it is still doing it's job of suppressing fire. Same with projectile speed. You are either so far away you have no idea it's actually coming. Or so close it does not matter. As for DMs... as others have said, 99% of the battles don't hit 100 kills. For any turret. Twins or Fire in a small map might come close because of proximity. And... if Devs plan to make matches 10 min long comes true, I don't see anyone hitting 100 kills in a DM battle. Magnum has been around long enough now for the inevitable tweak. Every turret has gone through this. Something needs to be changed - whether it's lower damage, lower splash area or lower splash damage - something needs to be changed.
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So it was related to matchmaking and rank-spread for battles created there? I was (and still am) of the opinion that default rank spread should not be very wide. The wider the spread the more chances for unbalanced games. Last thing I want is to try and get missions done in MM-battles and end up on a team with way more Marshalls than Legends, while enemy team has a few Marshalls and lots of Legends. Additionally, if rank-spread too wide the lower ranks in the battle will have a much harder time finishing missions. Depending on friends to help you finish missions is not a sustainable method for many players. Players, if they want to "play up" with friends should be able to do this in Custom Battles (where rank-spread will be customizable) which will be available for free.
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Thanks. When I look at battles lists I see mostly Legends & Gismos, plus Commanders & Field Marshalls. Might be some from Brigadier to Marshall, but they would be minority. You'll have to remind me on the discussion from a few weeks ago - don't recall the specifics.
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Yes, this is something not brought up often - when they switch to matchmaking they want 10 min battles (Ugh) and 10 vs 10 which means... All large maps. Which tend to favor longer-ranged weapons in general. Will take some extreme effort to get to that Magnum hiding in it's base all the way on the other side. Good chance you get picked off trying to get there...
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Problem with OD is there are so many that do not use it, even when plenty of opportunities present themselves... Some tankers hold onto it for that "perfect moment" that never arrives, or for Gold that might arrive. Many times half my team has the star in ready mode but won't activate it when near team-mates and enemy is storming base. Great way to lose a battle when enemy uses it regularly and your own team does not. News flash... it re-genrates, and the more you use the more often you (team) get it back.
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Now your changing details and making it quite specific. Not everyone who sets up a battle on an unused server is "cheating" since setting up a battle is not cheating. But if you think what you do is somehow more "right" I don't think anything I add is going to change your mind. We are not going to agree on this one.
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Setting up a battle on a rarely used server is also not against the rules. Else we could not do it. coughyouhavenomoralhighgroundcough
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hmmm.... I fixed my posting for accuracy.
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I have Ricco M3.5 with the MFS alteration. And because it performs so well adequately I rarely use my under-powered Smoky 3.5 now.
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Well, not everyone has a clan to help them. But that aside... You think setting up a battle in an un-used server is worse than... 1) Having your clan hand flags to you like a baton or... 2) Having your clan form one big team in DM? :unsure: :wacko: :blink: Or maybe, just maybe you're kidding... I just can't tell anymore...
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Solimansk CP last night - at least 4 magnums on other side. I went out of my way to track them down wearing Magnum Protection and killed them. If I was dying I made sure I took them with me.
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Well, with up to 10 tanks per side odds are not always great. Unless you end up on a noob team - then odd are improved. Will also make it harder to create a battle on server 11 or 12 or 12 or 14 for collect gold-box missions. 7,000 crys is nothing to sneeze at.
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I agree. Steep learning curve for Striker. Lock-on time for stock M3 is too long, and what's the point of striker if all you use is single-shots? It is staying in my garage until A) I have a lot more MUs to lower lock-on time and B) I have enough to get M3 Striker Module - all enemies just rush you and let you splash yourself.
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I would not consider Striker as short-ranged. The Splash damage and reload for individual shots hurts it up-close. As for Isida vs Firebird... and impact... Depends on what your team is composed of. If already have 1-2 isidas, wont need another. If none or 1 a 2nd can turn the game. Isidas have bigger impact in no-supply games since that is only healing you get. Twins and Fire are similar in that they are adept at killing on smaller maps. Isida good 1 vs 1 but - juice empties fast. Firebird empties fast but can kill multiple tanks. If your happy with Twins you may not need firebird on these smaller maps. Isida quite different so it would be a good change on Twins.
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Isn't it supposed to be a solid metal rod fired along a (conductive) rail (inside a tube/gun-barrel)? Believe it or not - it's a thing. Game is more fiction than fact, but - "the military" is working on it.
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So then why don't they use same (easy/quick) system when charging for crystals? Like buying a kit... pay crys / pay $$... same system. Update does not make it simpler / easier. They just want more $$ ;)
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What? Once mastered you can hit targets just as easy (with Ricco) while moving AND take less damage because... you are moving. Much harder to move and hit targets if you can't turn your turret...
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