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Posts
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Everything posted by wolverine848
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So hornet got shafted BIG TIME. It's a light hull, but to use it's OD it must get close to enemies. They expect suicide runs? LOL. They buffed Gauss augments - as if they needed any more power. Yeesh. Dictator lost points scoring. Well, no point in waiting for more than 1 tank. Just use OD the moment you are next to one team-mate so you can start charging ASAP. And they lowered striker aiming recover time? Are they nuts? it was hard enough to get off a salvo with a paltry 1.0 recovery...
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Yes. More F2P tankers will quit. At the very least there will be even longer waiting times. Which leads to wider rank-spreads. Which leads to more players quitting. Which leads to... I really don't understand how you (and the Devs) don't get it. It's short-term gain for long-term pain.
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How long Defender lasts is irrelevant when the Booster player can activate DD and just kill the Defender. In that case I's say they both last ... ... 3 seconds.
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- yes I'm sure. You need to upgrade drones to make your supplies more effective. - I was referring to 3 & 5 from ThirdOnion - stun status effect comes from augments.
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Booster trumps Defender. It has 50% more bonus.
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It should be that way. Magnum is like a howitzer firing from behind a defensive bunker. Does not need to see target and can't be hit back. Shaft is like a main battle tank with a smoothbore 120mm cannon - must get up on the hill for Line-Of-Sight. Much better for targeting, but also puts itself in danger. Indirect-fire vs direct-fire.
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Well there's plenty that do - many of them are likely on mobile. And they are very difficult to hit, even without OD. They shift around like a UFO with anti-grav and dodge 1/4 of the shots unless it's from a turret with insta-hit.
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3 & 5 are kinda connected... no?
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Bullet #4 ... should that be "supplies" instead of modules? Drones don't affect modules. Then change #7 to include affect on modules.
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What? Are you discounting the ability to strafe? Even without Crisis active it can dodge shots from many turrets that are not insta-hit. It's the equivalent of having medium hull armor.
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From my experience most people refer to it by "scout". Many do not know what EAS stands for.
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"Players can watch up to 10 ads per day, earning up to one additional container" One bonus container per day = 90 free containers from ads. And some from just logging in. Missions don't make up the difference to get 1000 containers in 3 months. How many bonus containers does doing battles on mobile give in addition to daily/weekly missions?
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Yeah - you are not a "new" player. Just a new account. You have many advantages over players who have never played before. Heck, you know how to turn your turret at recruit.
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New players might start the game. But after a 2 or 3 weeks of rapid advancement and then playing veterans with much better equipment (including things that used to be default like 3 module slots) I can honestly see them quitting the game in frustration. TO has set new players up to fail in order to make the buyers happier. Short-term gains for long-term pains.
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Sure. Now try it with stock arcade...
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The game is so bad now I've stopped playing cold-turkey. I won't be surprised if others follow suit. And with recent changes to the game, I strongly doubt they will be able to retain new players, who will be at a huge disadvantage. These P2W cash-grabs might generate income in short-term. But they are doing this while sacrificing long-term prospects.
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Might not have been brought up recently - but has been mentioned numerous times before when discussing Hopper. And you are right - many turrets have a hard time hitting it - turrets like vulcan, ricco, thunder, even smoky from a distance. Any turret without insta-hit struggles when trying to hit the drunken monkey.
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I can't understand the logic behind the way they set up overdrives. In some cases it's all-or-nothing. Viking should have somewhat less punch, but get OD more often. Before the ODs came out, I never envisioned them as being god-mode-on. The battles are almost completely dependent on them.
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There's more things wrong with matchmaker than just the rank-spreads/lack of players. That just happens to be the core issue. An example is loading players into the battle. Many times I see an enemy tank grabbing the flag as my team is still loading. They are capping with no opposition. I just exit at that point - not gonna play a battle where enemy is spotted a 1-0 lead.
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So they do "accept" them in practice. They just take credit for the ideas if they happen to like them. It's a goofy way of addressing ideas from the community.
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Oh yeah - forgot about that part. They need to collate the notes together on the WIKI. So I guess the "real" chance for rail critical is somewhere between 30% and 50%?
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Have you missed all the posts mentioning players can just load up low gear and change in the battle? And what about players that upgraded one combo but have nothing else. Then they might be at a big disadvantage if their one very good combo is poor for that map. The issue currently is not GS. It's rank-spreads in MatchMaker. They are too wide. Narrow rank-spreads would prevent the silly 3000 vs 9000 because you have to rank up a lot more than the player with 9000 - unless the 3000 just had bad resource management. In that case - they suffer or start over with lessons learned.
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It's Rail... need we say more?
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So the WIKI page was misleading - as it mentions "Chance Step" and "Consecutive Chance" both of which are 10%. It never mentions Rail jumping from 10% to 50%.
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Well it's not actually 50%... It starts off at 50%. if "fail" then it jumps up 60%, then 70% then 80%... until a critical is achieved. The WIKI page then is a bit confusing. It mentions turrets dropping down to "Consecutive critical Chance" which would normally be 10%. But then that seems to ignore Rail's Initial "50% chance". I mean... is that initial 50% ONLY applied to first shot in the entire battle? It's like a wooden-ship that prepared it's cannons before leaving port. Those shots are always better than any prepped mid-battle. So my best guess is it falls somewhere between 20% and 50% overall. With that in mind, 10 seconds is still nuts - since you have to consider it's a team battle, and not only the Rail might be trying to destroy the target. That one tank is without supplies for 10 seconds regardless of which enemy will target it.
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