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Everything posted by wolverine848
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Like we need more Status effects ... LOL.
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valid Decrease the number of mines in the game
wolverine848 replied to r_Fish.tank980 in Ideas and Suggestions
Actually it is related to them. Because of their speed it is hard to target them and defend against them. One work-around is mines. Their speed does not help much against mines. -
valid Decrease the number of mines in the game
wolverine848 replied to r_Fish.tank980 in Ideas and Suggestions
1) Well it does and has so for years. What does F2P have to do with supplies? I'm a F2P tanker and have over 20000 DA - and that's after using Defender drone by default for 6 months. It's your choice not to use DA, even though it would help you a lot. 2) Your idea can't be implemented when it creates other problems. Solving one problem while creating another problem is NOT a good solution. Why the heck should I come up with a solution to a problem you create with your solution? Okay - here's my solution - don't adopt yours. You've come up with a partial effort - we have lots of those running around and don't need more of them. Next time try to think it all the way through - else no one will support your ideas. -
valid Decrease the number of mines in the game
wolverine848 replied to r_Fish.tank980 in Ideas and Suggestions
1) Mines do 1500 damage. With DA a medium hull can survive 3 mines. A heavy hull 5 mines. You want to survive more than that, equip a Spider module. 2) What does "resolved" mean. It's kinda side-stepping the issue. 3) Miner was #2. #3 was Saboteur. 4) If they are close enough at least two will go off. Never seen 3 all that close so not sure. Point is, with decreased damage, mines can be mitigated with DA + a module. Yeah, Saboteur can be a bit of an issue and maybe needs some tweaking. -
For a medium Hull? sure. But it should not be able to push a Titan. Hunter 3000(w) + 1600(p) Titan 3800(w) + 1400(p)
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category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
mammoth currently does 3996 hp per second. So what does the "667" represent? LOL... so you're moving Mammoth OD (part of it) onto Titan. Interesting... not sure 5 sec is long enough. It's slow and enemies can just avoid it. With 5 seconds it would have limited applications IMO. -
And yet ... we still have Stadium and Archipalego... ?
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category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
What is Mammoth OD purpose in your revised version? How much is "lesser damage"? Titan - 5 seconds? The dome is immobile - so what purpose will this serve? And what counters will still exist? -
category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
Hornet and Wasp have same access to all the drones Hopper does. But Hopper IMO accounts for 2x the caps those other hulls have combined. So it's not the drones. It's the hull + OD. -
Majority of players know nothing about that article - so IMO it has very little impact on player base. Players have left because there are too many changes coming too fast - many of which do NOT improve the game. TO has been in the habit of introducing items that when combined, create the OP-Meta of the month. They wait until they have soaked a bunch of buyers for money, then nerf the OP items (most times) and then move on to a new OP meta. Majority of current players have become tired of this strategy and have left - slowly but consistently since around 2018. And new players coming into the game are not staying in bulk. The game as designed now put new players at a huge disadvantage and they become frustrated and quit. IMO the number of players quitting because of the vast (poorly implemented) changes are far greater than the number of new players that have joined and stayed. TO has a real problem retaining new players.
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category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
It already does. 50% max divided by as many players as received the boost. Before... boosting 5 players at 33% each added up to a lot more for the team than 50%. I like the idea of 1 OD per battle - makes it a LOT more strategic instead of the default fall-back. In this case though, a bunch of ODs would need to be tweaked. -
category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
Hopper would not cap nearly as often as it does without the OD. -
category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
Buyers will have OD way, way more often than non-buyers. Lower ranked players will be hosed. And we know there are giant rank-spreads in MM. Players with faster internet connection can often cap before defenders have spawned, giving that player a giant advantage wrt to OD charging. Players will fight over capping something since it rewards a lot of score-points. This is the opposite of what we need. Passive-only is the only fair solution to have OD a reasonable number of times per battle. -
valid Increase XP gained from kills based on killstreaks
wolverine848 replied to r_Fish.tank980 in Ideas and Suggestions
I agree. -
Brutus drone will operate with no batteries and will passively boost your supplies - amount depends on how many MUs. The other drones will do the same thing, but require batteries.
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valid Increase XP gained from kills based on killstreaks
wolverine848 replied to r_Fish.tank980 in Ideas and Suggestions
No way should scoring be boosted by this. There's already enough players treating CTF, Rugby, CP and Siege modes as TDM modes. We don't need to encourage more of this. -
valid Decrease the number of mines in the game
wolverine848 replied to r_Fish.tank980 in Ideas and Suggestions
1) Mine damage has been decreased 2) What about the "miner" drone? Max 5 mines? Waste of a drone. 3) What about Saboteur drone? Max 5 mines? see above 4) I've seen mines placed close together both explode. So if a tanker happened to place a string of mines all 2m from the next one they could all explode now. -
Welcome to the real world. ?
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I'd rather lose without hopper than win on a team where someone uses hopper in Rugby/CTF.
wolverine848 replied to r_Fish.tank980 in Archive
They really need to lower the %. 70 is just way too high - they should try 50% -
I'd rather lose without hopper than win on a team where someone uses hopper in Rugby/CTF.
wolverine848 replied to r_Fish.tank980 in Archive
Here's some perspective... Wasp is faster than hopper and hornet has similar speed. Both would be ridiculously fast with Crisis as well. But Hopper is responsible for more caps than the other two hulls combined. So a large part of it's success is the hovering mechanics that allow it to bypass many defenses and hardly (if ever?) flip. -
Who thought it was a good idea to remove Deathmatch (DM) mode?
wolverine848 replied to ftp in Archive
DM would be okay if it had half the number of tanks in the battle. But as it was, re-spawning with your back to the same tank that just killed you got boring real fast. -
Anyone can challenge anyone on arguments - so long as they back it up with reasoning. And how do you know that's LambSauce's only account?
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So you think introducing Rail stun on every shot is the way to counter Crisis? Your approach is wrong. It would mean everyone needs to buy and use rail to counter Crisis. Terrible solution. Here's a novel idea - tweak Crisis.
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removal of micro upgrade button does not benefit any player.
wolverine848 replied to MEDlC_DageLV in Archive
I upgraded all my protections to mk7.0 just in case during last sale. Now I'm safe. But if I was half-way.. say mk6.2 or mk6.3 I would not have had enough time. I would be quite upset if they disallowed MUs when I was almost there.
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