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Posts
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Everything posted by wolverine848
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DMG per sec or DMG per min are meaningless to high-damage turrets. It's the ability to one (or two) shot an enemy that matters.
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I can't tell what you were trying to prove in your wall of text. In today's system, there are so many things that make the modules useless, swapping equipment means nothing. 9999 GS come into the battle with their pre-loaded regular kit and won't even bother to swap because they will always do fine with their initial set-up. The only players who will be swapping are the ones struggling. But hey - let's take that away from too. ?
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Would be a start anyway... With immunity to status effects, having Jammer is still overkill
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unjustly nerfed by freezing augments.
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Well I answered your question about Shaft-Paladin and it's similar to a Shaft-Hunter. Asked and answered. As for the DM... I have no idea. I stopped player before that event. I'm sure any turret with a long reload was experiencing issues. TO crams too many players into DM events and I would avoid those events even if I still played.
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Because the Paladin OD would be mostly wasted with a Shaft turret. The Jammer and AP aura would not come into effect as often. Would be same as saying why are there not many Hunter-Shafts... because of the OD.
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90% of battles there is no en-mass co-operation of a team. The switching you speak of rarely exists. And why it would exist for Rail is beyond me since TO catered to the squeaky-wheel Rail players and gave it the highest critical chance out of all the turrets. Rail module is next to useless unless you also have Armadillo. I equip 50% modules and died all the time. They are not nearly as effective as you suggest.
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1) 50% protection is not "low cost". Takes almost 3 months and hundreds of thousands of crystals. 2) not everyone has 4 modules 3) Criticals and status effects make modules way less effective than you claim. And you complain about RAIL being neutralized???? 4) There's 15 turrets in the game. We get 3 (possibly 4) protections. That's hardly an OP coverage.
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Then don't miss. And it's not like misses happen often - you DO have a scope that kinda helps with targeting, right?
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3 second reload? ? Hard Pass.
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OK - that is weird. But - 5 or even 4 players should be able to kill a JUG and move on to the next player as JUG.
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How is this "disgusting"? It's a strategy that can help your team win. I've often been JUG and never attacked the other JUG. If the other JUG is dumb enough to come over to my side, sure I'll take shots at him. But he is likely to die under fire from a JUG + other defenders. First job of JUG is to not die. JUGs dying is how the other team wins.
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Changes in the past year have made it much harder to compete without using a drone that consumes batteries. And the silly missions like Top-3-Winning-Team are pretty much impossible to complete without using batteries. Many players get those regularly. You will be shocked at how fast your batteries deplete as you use the potent drones more regularly. And 15-min battles doubles the depletion rate for many missions.
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It would make sense to add a re-set. But you are wrong in that it doesnt change much. Your team would probably already have 1 cap before that 60 seconds is up. Not the systems fault the other team lets you sit there to grab the flag when it appears. Can't cure stupid.
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Wow - I never even considered this. But it's absolutely true. Finishing many of the missions can consume > 2x amount of batteries compared to before. Combined with fewer ways to get batteries players really are getting shafted. Glad I quit this game - it's just another reason for that.
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So as you are sitting on the cap point waiting for the Flag to spawn, what are the defenders doing?
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Better for low-mid ranks to wait then enter a battle with Legends and get stomped. Many exit once they see what they are up against, and spend even more time looking for a suitable battle than if MM was set up for reasonable rank-spreads.
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Not only that - the Crusader OD has a much, much longer range than radius of Titan OD. What are the odds of a Crusader NOT using it before it's within Titan range?
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Good luck using autocannon against anyone with Armadillo. You'd be tickling them all battle. On the plus side they might be laughing so hard they get distracted.
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To give it a 100% success rate it would definitely need a nerf somewhere. As others have stated, fixing the bugs would probably even it out. Don't think anything should be changed until all the bugs are worked out.
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Maybe, but... I've encountered same issue as Ghost. Many times tanks drive right through my blocking tank and it is NOT heavy-weight. Also, the hovering hulls often seem impossible to block. And Viking somehow manages to slip under a Titan - just drives under it and lifts it up. That definitely is not heavyweight as the Titan is not being moved backward.
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It would then need a lock-on period either longer than the 1.1 second delay or ... with a laser. And ODs should not be guaranteed success. Hunter has to get close so can be killed as it tries to get into range or during it's 1.1 second delay while it is completely exposed. Wasp bomb can be negated during it's timer. Titan has many counters, etc...
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tl/dr: I think this person just has no patience - needs instant gratification and can't wait 60 seconds to play a game. Or... Can't see the forest for the trees. Sure there's PLENTY wrong with the game. I've posted many complaints. But not acknowledging that one specific change is beneficial is just ignorant. But hey - that's just my opinion.
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You mentioned the delay update - then try to evaluate the overall update. You can't have it both ways. Has nothing to do with "the full picture". Most players DO understand there are lots of issues in the game. Just because they support that specific update does not mean they think the game is fine. Stop trying to put words into players mouths. Next time just post the last 2 sentences IF that's really what you want to say. You have been complaining about the delay update for two days, failing to understand that one specific item is an upgrade.
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What are you talking about? Which specific posts suggests that players think the "delay" fix balances everything? Not one post I've read suggests that. All people are saying is that the start-delay fixed one existing problem - players capping before defenders have loaded. THAT's IT.
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