-
Posts
13 114 -
Joined
-
Last visited
-
Days Won
59
Everything posted by wolverine848
-
Not from my (unlucky) experience. Get waaaaaay more supply missions than crystal missions. Rough guess at 2-1 ratio.
-
"make it independent from DA..." ?
-
All at M1? if so I agree with you - too many. Was just commenting on the general comment of going with only one m1 combo. Might work for some, but for many it would be boring.
-
cough "buyers" cough... (that was why I left in usually - there's always someone with too much $$)
-
Buying every turret & hull before upper ranks is usually a waste of crystals, however... It's not uncommon to have a couple of hulls and turrets at low-to-mid levels for... -trying out different equipment - use on different maps - use of different battle modes. A Titan is not likely to capture many flags on Dusseldorf, just like a Wasp is unlikely to survive long in gaining CPs in Polygon.
-
A few tweaks to make something currently Op a bit more balanced is ok. Devs make mistakes in designs and need to correct. But nerfing a characteristic (like Isida's self-healing) by 80% is short-sighted. WAY too big a change. They should have tried from 50% to 30%. See how that goes. if another small tweak needed, then fine. Not to mention the Viking - Hunter switcheroo. Just brutal. Ultimate bait-and-switch. I bought a Viking, They gave me a Hunter. :wacko:
-
The two-minute pause time limit does not seem to have solved this problem. Not sure why mults not being kicked out. Are they moving the tank periodically?
-
Not necessarily. With drugs a DA basically cancels a DD. Plus they can use a RK which...... prevents death. = less kills. No supplies similar to above except.... no RK. Means tank destroyed sooner.
-
Surprised you see Shaft last on Rio. Always see them there camped on beach or long roads.
-
Can't access WIKI at moment... What are Isida & Smoky alterations?
-
Yeah - that's why I said "slightly improved"... better than before but not close to Thunder/Rail/Shaft Not sure what you mean in 2nd part... What's the difference between "placement on overall spectrum" vs "actual tech distance... it's effective"?
-
Don't hold your breath. A lot of these updates are designed to help us spend our hard-earned crystals. The more we spend the greater the likelihood gamers will use real money to get a bit of advantage.
-
Don't let this influence you too much. Thunder is only one of many weapons you will face so choose your turret based on what you are comfortable using as opposed to what you find hard to fight. You have no M2s including hulls? Do you have enough crystals for a kit? Getting M2 hull & turret & Module at same time will make a huge difference.
-
Can you still buy Atlas/Northerner at Captain? Imagine an M3 Smoky/Viking fighting Warrant Officers. Many of them still using M1s. Would be a blood-bath!
-
True - but - it's getting up that's the hardest part - usually without a free supply. Red grabs boosts on way down (adding more if supplies enabled). It's not uncommon for Red to arrive fully boosted. Plus it's easier for multiple reds to storm blue base because many can jump down at once. During the melee, flag carrier has a better chance of escaping. It's not a giant difference, but more often than not (teams being ~ in power) Red controls mid-level platform. At that point Blue struggles.
-
Same with East Coast NA shortly before and after server re-set. Slowly climbs to 8k as the RU servers start loading up for their morning fix.
-
It will be slightly improved at long range with the critical no longer suffering from distance reduction.
-
Kind of like Noise. Blue needs to use the ramps (can be mined/blocked) to access supplies on mid-level. Red can jump down to avoid mines/blocks. Really on Noise they should move one DD and one DA to bottom level.
-
But we don't have to buy the alteration. It's a choice. It might give someone with many crystals a bit of advantage if that alteration seems OP. If so the Devs need to tweak it, like they tweak turrets. It's similar to supplies and MUs. Those with extra crystals can have greater amount of supplies and MUs and be more OP. Thunder is still much better than smoky at long distance - even with critical update. So one is > mid-range while other > long-range.
-
I bought a Pro Pass. Doesn't mean it's easy to complete those map missions. Sure you can create the game - but you can't force anyone to join.
-
It might - if it's lucky. Or it could do 28...20...22...31...25...23...22...350. That's averaging 65/shot. With 1-in-5 chance it would avg ~ 90/shot. Thunder with it's 50% "weak" damage will average over 250/shot. So Smoky will no longer be pathetic at long range - more like - somewhat useful.
-
As LittleWillie says the dmg does drop off - except for critical - which is only 1-in-5 shots. Impact? It went down from 370 to 330. Thunder actually went up from 300 to 350 (both on M4). Why do you need extra graphics to give away where shot is coming from? Thunder is unseen. Rail and shaft have graphics because they do way more damage and this does not decline over distance. Unlike vs Rail and Shaft, a smoky at long range gives you a decent chance to find cover - it takes many shots to destroy tanks at that distance.
-
I think Riddler_8 was referring to map-based-missions. Update says those have been removed.
-
Happy with Smoky update. Happy with no map missions! Oddly enough have not seen any supply-drop missions for about a week.
-
Seems a bit... complex. I'd just go with 20% to 25% self-healing (all modes) but DD does not affect self-healing. This is still quite a step down from before the "re-balance".
Jump to content










































































