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wolverine848

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Everything posted by wolverine848

  1. wolverine848

    Critical damage

    From WIKI... "Railgun: Default damage now ranges from 450 (Mk1) to 900 (Mk7+);" LOL. This can't be real...
  2. wolverine848

    Critical damage

    Questions... What does "Removed default damage range." mean? Rail - Added critical damage: 800 (Mk1) up to 1600 (Mk7+) with a fixed 50% chance; Rail has a 50% chance for a critical? How do Critical modules work? How exactly does smoky Incendiary work? If smoky mk7+ now has a 50% chance for critical, it does incendiary damage 50% of the time? Mines do only 1500 damage now? LOL. they are useless. This sounds too much like a joke. But it aint April 1 yet...
  3. wolverine848

    Critical damage

    I said turret augment so ignore hull augments. We all know those are P2W. You went out of your way to list 18 augments, which are really 2 different augments for each turret - they are the same thing. And Adrenaline - yeah it does give a boost - a small one, and only under certain conditions. The other ones listed Do have a negative, even if it's only +% on 'warmup". And even those now only do so on "critical shots". What you have listed is nothing like the augments of the poster I was replying to.
  4. wolverine848

    Critical damage

    Is that benefit only for smoky? So ALL turrets will have bonus damage, and smoky, if not facing a module, will have nothing special versus ALL other turrets?
  5. wolverine848

    Critical damage

    Even the absolute worst augment - Gauss EMP - has some "downsides" to it. There are very few turret augments that do not have a downside - be it slower reload, damage nerf, etc. Hammer 5-shot is one of the few that has no downside. How many more can you name?
  6. wolverine848

    Critical damage

    You realize augments are not supposed to be pure upgrades, right? What is the downside of using any of the above?
  7. wolverine848

    Critical damage

    The entire idea is bad. Any turret will be freezing you, or burning you or stunning you or removing all your supplies. Tanks will be dying way, way more often than they used to because it's impossible to protect yourself against all those effects. Re-spawning more often is NOT good for the game. Then there's "critical modules" - which for the most part will be in buyers hands. ANOTHER P2W layer. This all assuming it's not an April Fools joke like the tandem JUG was last year...
  8. Not in general. More often than not the target is destroyed. And that's speaking from experience. I've easily destroyed JUGs with smoky on a viking. Rail would be even more devastating. The vikings that are unsuccessful don't know what they are doing. Can't count on that on a regular basis.
  9. wolverine848

    Critical damage

    Why would this be good for the game?
  10. I say both are OP regardless of drones, augments, status effect.
  11. wolverine848

    Let's Discuss Matchmaking

    In a word ... ... ... B-O-R-I-N-G. There's two "sides" to that battle-mode. The only reason I'd want to play "attacker" exclusively would be if I had a "Capture Flags" mission. I did not, so 5 times in a row is just ridiculous.
  12. Which is not always true? Most targets hit by that 7-second fire die. If it's interuppted because the viking did not take precautions, then that is on the user. April 1st is approaching so I'm not sure I believe in critical shots. IF they actually do implement that - another foot of earth on the TO grave.
  13. Not sure I agree (about the not OP part). It has the rapid fire AND damage boost for reload turrets. IMO it does not need the damage boost. The rapid-fire alone is enough to easily destroy enemies. Even a tank with Defender and module won't stand up to that many rail hits in such a short time. And the "it takes a long time to recharge" rebuttal? Come on - we all know in an MM battle it really does not take as long as people claim. Between scoring, and dictators and supply drops the Viking gets OD plenty during a 7 min battle.
  14. You mean from a turret augment? Two different arguments I guess. Not a fan of the status effects in general. But in Vikings case, does it really matter? The target is likely destroyed regardless of status effect or not.
  15. I don't see the conflict. Both can be OP in their way, and both are in need of some kind of tweak.
  16. Recoil won't make a difference. The hit is automatic. And the shooter will have recovered balance long before it's ready to shoot again. If it can ambush and kill a medium hull with one shot, tweaking lock-on or reload won't make a difference. Without the laser, a tank should not be able to one-shot a medium hull. Why would anyone use a shaft if they can do the same thing with this Gauss, which would also have a better arcade shot.
  17. wolverine848

    Let's Discuss Matchmaking

    MatchMaker puts me in a battle with 1:59 left on the clock. SERIOUSLY? ? And Assault - 5 times in a row on attacking team. #mmsux
  18. wolverine848

    Let's Discuss Matchmaking

    Hope you bought a lottery ticket same day ... cuz you're never gonna have rank-spreads like that again.
  19. wolverine848

    Inciendary band augment for Vulcun

    Maybe Wild meant "while using Incendiary Band". Doubt I wpild use IB without heat immunity. The slow projectiles, and fact it takes a while to actually get to the overheating means you will need to self-damage a lot to actually burn enemies. Spinning down to not kill yourself means it's another wait to start burning again. And then there's the enemies that have HI. So if there are enough of them and you don't have HI, you are burning yourself more than the enemies. Would have preferred no immunities and the fire module reduce overheating like it used to...
  20. wolverine848

    Let's Discuss Hopper!

    Good luck. There's a bug with Hoppers and they ghost right through you.
  21. Yes. They should reduce (remove?) the bonus damage viking gets (except for full DPS turrets like freeze, etc). In these cases bonus damage should be... x2? x3? The ridiculous increase in attack rate for "reload" turrets should be enough. I mean, that's what I was expecting when they announced it years ago. immediate re-load. No bonus damage.
  22. Shaft impact is 650. Even with "only" a 50% impact boost the augmented Gauss will still be over 1000. Why does it need this? Even with "only" a 50% damage boost it can still one-shot a medium hull. And does this without a laser... How long does Shaft take to get full damage shot? I never play it.
  23. Time to lock on without a laser is not all that relevant. It's mostly an ambush. So 100% damage boost is way OP. And giving it a large boost to impact on top of that? It's already 700. Your boost puts it over 1000. For comparison, Thunder does 330.
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