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Everything posted by wolverine848
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Was mostly kidding with ya. I would normally play Pro-battles no-supplies. The mission update kind of gives me the shaft... That being said - if you strived in the battle and used OD for the team to win, would you not get more crystals in long run? Chances of grabbing gold are not great.
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And maybe an Isida that refuses to heal you ;)
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If battle is out of hand fairly early on... then of course I'll leave. Why waste my time and just get frustrated by dying repeatedly? However, if I've invested a lot of time in battle and my score is decent why would I just leave? I've gained experience in that battle, so I'm going to want every single crystal owed to me. And some missions ("gain ### crystals in battle") require you to finish the battle. In these cases it's best to let some ditch, have the timer go, and end everyone's misery. I collect my (few) crystals and move on to (hopefully better) next battle. You need to understand how the economics works. If you gain lots of experience but not a similar ratio of crystals, you are falling behind and will not be able to keep up with the competition.
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If 8 tankers use OverDrive (3 times instead of two)... does that change anything? What if that "precise moment" never comes? There's many a time I've died just as I was about to press shift. The best weapon in the world is no longer the best weapon in the world if you never use it. This is not like a nuclear deterrent where you win by NOT using the ultimate weapon. There's no win-win in Tanki.
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Based on your previous post - if I had to chose between you joining or no one - I'd chose no one. At least the timer might go and end the battle early. If you join a team that is down a tanker - and you play without using Overdrive - you could be hurting the team you joined because... Now another player can join the enemy - and I bet they will make use of OverDrive. It's absolutely silly to not use it if you have it. It costs nothing from your garage.
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So... does this mean you endorse "buyers" making negative comments? <_<
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Thank goodness I have 180k saved up. Only did one MU/item on that 25% sale.
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You are on the losing team and you would refuse to use it? :blink: Please don't join any of the battles I'm in. Strike that - enter the battle - but join the other team. Please.
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Valid Lower healing rate when Isida heals another Isida
wolverine848 replied to BlackWasp777 in Ideas and Suggestions
I agree - it is a lot. Question - if a Shaft with DD hits one of those isidas... will it die? Is there a microsecond where the damage is applied between possible healing? In any event - Isidas are not invulnerable. I have a lot of hours with them and I die a lot. Don't see that many "trains" and the healing alteration is not that popular because of the 50% cut in damage. Sure in specific situations they can be a problem. But you can say same thing for other combinations like... Mammoth/Vulcan + Isida with DA. That Vulcan never stops firing. -
The other half were in my Barda battle last night. A Dictator-Vulcan on my team had the white star on his tank for the entire battle (after initial build-up) and did not use it once. Plenty others as well. So of course we lost. Funny - the Dictator-Vulcan on the other team seemed to know how to use the Shift key - and ripped us to shreds.
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Valid Lower healing rate when Isida heals another Isida
wolverine848 replied to BlackWasp777 in Ideas and Suggestions
The attackers have free rain to keep damaging them. They don't have unlimited juice. It starts to run low - the Isidas are in trouble. Splash damage and Freeze are isidas bane - they slow down trying to move the flag and run out of healing power long before they cap it. -
Valid Lower healing rate when Isida heals another Isida
wolverine848 replied to BlackWasp777 in Ideas and Suggestions
To make a fair comment you must consider same number each side... 2 isidas vs 2 tanks or (2 isidas + 2 other tanks) vs 4 tanks... In either situation, you destroy the isidas first. If you don't it's an uphill battle. If the isidas are healing the others, they can't attack. Attacking is last thing Isidas want to do as it rains ALL their juice. So it is 4 attackers vs (2 healers and 2 attackers). 4 attackers on 2 healers should result in the healers dead. Sure some of those attackers are going to die as well, but 1st goal of destroying healers is attainable. -
I wasn't suggesting just enabling OD for the sake of enabling it. Of course it's much better to use when near multiple team-mates. But I saw instances where a group of enemies swarming our flag area - multiple defenders - and nobody triggering it. I've been in games where our team lost - as the battle ended - half the team had the white star. There's no excuse for that. And if someone is saving that OD for a gold-box drop - I shake my head at the selfishness. It's a TEAM battle. Go play DM if you are not willing to help out the team.
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Well, when your team is losing half-way through the battle, and half the team is running around with the white star, there's a problem. The "device" is no good if you keep saving it for the "perfect" opportunity. Use it - perform - you will get it again. Maybe your team will benefit.
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Only reasons I kept it were... 1) based on experience and not kills or crystals earned 2) award was crystals so... guaranteed that much when I (eventually, sigh) complete it. But you may be right - the ratio may not be worth it, and it does "force" me to basically play only normal battles. Good chance I just ditch it next time.
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Please just leave the Forum if you find posts... unsettling. See how that works... ;) FYI ... your opinion on what is good might not be shared. Maybe all that info you like displayed clutters the screen and contributes to lag?
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Isn't Raiden Thunder-M3 / Viking M3?
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They are effective in the no-supply battles, as are any area-effect turrets. But waaaay more brutal in supplies. They use a DD to wipe out the pit, and pop a DA when confronted. And since they are one of the rare tankers who bought a magnum protection module self-damage is <<.
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It's kind of sad the lengths people will go to for a battle fund. If I'm on the short end of that stick and in too deep to leave... I make a point to repeatedly attack just one of the other side - regardless of how many deaths. Make that one tankers battle a wee bit more uncomfortable, if only a little. Sometimes that's all you have.
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Magnum needs the post-introduction tweak - just like every other turret received. It makes CTF and one-point CP battles unplayable.
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10 shots? Move your tank. ;)
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At least it is for experience and not kills. Isida will come in handy here - just need to find battles with a lot of "fatties"
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Right now "super-missions" are a pain. I'm basically stuck playing only "normal" drug-fest battles because if I devote time to Pro-Battles it will take f-o-r-e-v-e-r to complete the super-mission. For time being I only have 2 (3 with switch) choices on daily missions to keep weekly chain going. Won't be re-newing my Pro-Pass until my "super-mission" is complete.
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All it takes is a couple hard-core druggers on same team, and 5 min in battle is lost. Those two hard-core druggers get OD much faster than anyone else. Then, they juice up their team-mates and the pack goes on killing spree. The defenders are now "suppressed" - re-spawning means you are building up OD even more slowly. It is a positive-feedback-loop. I've seen quite a few battles where outcome is decided in 5 min or less. Can still happen without OverDrive - but - OD speeds it up considerably and makes a "comeback" even more difficult.
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I would do this (and have done in past) but... I now have the "super-mission" to get 81,000 crys for 99,999 xp. Can you imagine how long that would take if I just did one mission/day and logged out? Once that Super-Mission is complete I can go back to pro-battles. And next time I'd think 2x about keeping it - or not.
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