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Everything posted by wolverine848
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First off you are wrong - haven't used viking in a long, long time. Don't assume... As someone else pointed out... what is the range of freeze? Can't immobilize an enemy that's 50m away and moving fast. But a Rail will bring them to a complete stop and can be closing the distance at full speed. Another shot will hit that tank by the time it buids up speed again and wham! Stunned again. Repeat until that flag-stealer is dead. Try comparing apples to apples next time.
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removal of micro upgrade button does not benefit any player.
wolverine848 replied to MEDlC_DageLV in Archive
Tis would make sense. But I highly doubt that is the case. -
Does not matter if you don't drop your items. Your tank won't be moving. When you aren't moving you're dead. And knowing you will stun enemies on every shot is a giant advantage over other turrets with 10% chance. What the frank does freeze have to do with this?
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It applies status effects to all enemies in a 10m radius. Should every player equip EMP immunity? then the other 7 players not using Gauss will just apply stun or AP effects. It's ridiculous the status effect is applied with splash.
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I wrote it TODAY. I'm still in the Forum. My experience in the game gives me plenty of insight into what is just ridiculous and what is not. And when someone calls for stun on every shot I will call them out. Or saying Gauss EMP is fine when it applies status effects to enemies in a 10m radius of the target - with a reload of -50% to boot.
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How does me not currently playing affect my ability to comment on the game? I mean you just stated above that you would prefer Rail-stun to stun every shot - even if just for 1-2 seconds. Do you understand how ridiculous that is? And you are currently playing. My judgement of the game while not playing is still miles ahead of yours while you do play.
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Yellow will defend EMP Salvo and Hopper to the end of time. ?
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Well then the drone is pretty much useless. You are just giving it a free RK - at the expense of tons of crystals and not being able to equip a different drone. No one would use the drone.
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Who thought it was a good idea to remove Deathmatch (DM) mode?
wolverine848 replied to ftp in Archive
LOL... Why? -
The worst was when they changed Isida from 50% vampirism to 10% vampirism. The turret was garbage. It's like they didn't even test it before releasing it.
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Bingo! Mind you ... I'm not all that sure how much they are actually trying to keep balance.
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Who thought it was a good idea to remove Deathmatch (DM) mode?
wolverine848 replied to ftp in Archive
LOL - it was not. Buyers dominated F2P tankers that had no team support. Those players were often in the bottom half of the scoring and thus received a lot fewer crystals. You have yet to offer an explanation for why DM mode was cancelled. The official explanation was it was not popular, which I concur. Offer a a better one. -
Who thought it was a good idea to remove Deathmatch (DM) mode?
wolverine848 replied to ftp in Archive
At that time Assault was new - and because the objectives are different, they could not just add all maps. It needed a lot of tinkering. Why would they remove a mode they just added? Again - makes no sense. I get it - you liked DM. Why don't you satisfy your DM urges in pro-battles? -
Who thought it was a good idea to remove Deathmatch (DM) mode?
wolverine848 replied to ftp in Archive
False? How you figure? I did not like it and I know many others did not like. Just because you liked it does not mean majority did like it. The Devs removed DM because it was unpopular. Maybe you can provide a better explanation? -
Who thought it was a good idea to remove Deathmatch (DM) mode?
wolverine848 replied to ftp in Archive
Many players did not like it - the maps were too crowded and all you did was die-respawn-die-respawn... etc. B-O-R-I-N-G. And it was doubly bad because you got daily missions for that mode. So many were forced to decide using the free switch on DM mission or the top-3-x3 mission. Lose-lose. -
Well, since we are talking about EMP... the EMP shot is critical, and thus ignores any module. Then the follow-up shot (which comes well before supply cooldown wears off) now does not have to deal with DA. A DD activated Rail EMP should have an easy time taking care of many (even 'protected') targets with 2 shots.
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category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
This. Without the delay there is no activation failure. You either activated and stunned the other Hunter. Or did not activate and was stunned without loss of any charge. -
category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
"half of the time"... hmmm... sounds like 50/50 to me. -
category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
So when a Hunter with full supplies and a ready-OD enters your base to cap a flag or score a goal - you will ignore your own OD? And save it for... what? Same thing when a Hunter + team-mates enters your base to steal your flag. You will ignore your OD and let it escape? I assure you it's using it's own OD to make a getaway. Of course there's times in a 1-on-1 with nothing on the line when (trying to ) use the OD is a waste. But there's plenty of situations you will encounter another Hunter and just letting it zap you will be costly. -
category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
Your semantics do not change the issue. Who gives a crap if it is luck or probability. Both of you have to activate within a specific set of parameters - within range. Of course you can see their OD is ready just like they can see yours is ready. And you will both be committed to activating at the same time. At higher ranks players have more of EVERYTHING and thus will be moving faster and are much more dangerous. There is less time for the go-no-go decision. -
It is quite meh. It's like having thunder when you could buy the alt that (only) removed splash damage. I bought it (on sale), used it twice, and never equipped it again. At least u didn't waste crystals on it.
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category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
It's like flipping a coin. 50/50 heads or tails. This is what I'm talking about. In a way though you are right - one-time 50/50 is pure probability. Getting favorable results a bunch of times in a row is what we would call "luck". In the end it is irrelevant what we call it. This whole string is about Hunter losing the charge to another Hunter even though it never really activated it's OD. -
category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
You equate those two things to timing in pushing a button in tanki? ? -
category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
So neither will activate because both are too scared they will lose? Your motto must be "Never try, never fail". LOL. -
category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
YES Two players trying to do the same thing with same odds of success. Each of those players has a 50% chance of defeating the other. One pushes shift 0.5 seconds before the other and wins. No one playing this game can estimate better than a half second timing. When two competent players confront one another, it pretty much is luck that one comes out on top.
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