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Everything posted by wolverine848
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My secret to getting good rewards from just a small amount of containers.
wolverine848 replied to DieselPlatinum in Archive
Just opened 30 containers, and in those 2 x 15 batches I managed to get Stun immunity for Titan and Titan Prime Skin! WOW! Shame I don't have Titan on that account... ? -
Now it's ALL about the missions and Challenges. Many players don't care about the mode or winning, so long as they get their daily missions done. It's sad. The quality of battles since Challenges were introduced has been terrible.
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This is fair. I have an mk7.20 sitting in my garage gathering dust. As you say, it's just not worth the effort.
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category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
Sure, but it's not like old hornet OD so it's only those in LOS affected, not entire enemy team. Anyway... it's still basically the same thing - one tank weakens enemies and others can reap the benefits. -
WOW! They nerfed the wrong augment and buffed the wrong augment. Figures. ?
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Well, the odds of getting that particular augment are more than slim - they are miniscule. So I'm not sure how much incentive that augment being "available" leads to increased sales of Ultra Containers. Maybe a little...
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category Ideas for Hulls and Overdrives!
wolverine848 replied to Ilia.ArchangeI in Ideas and Suggestions
You mean like when a hunter stuns enemies but also removes their supplies? And team-mates have an easier time killing them? -
I was referring to the "syphon off money" part. There's no more syphoning to be done since it's no longer for sale. Devs have no excuse.
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And... you can't actually buy the augment anyway. Was only available in a special offer.
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we won a CP battle 30-5. Top 3 players on losing team had higher score than anyone on winning team. Because they played TDM and just killed tanks, even when they had a chance to cap. It's amazing how dumb and/or selfish some players are. Team battles are wasted on those noobs.
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Striker modules are rarely used because striker generally is a poor turret. Even with no modules in a battle it is not very effective. Between the left/right shooting and the long target acquisition time it just does not get the hits. Why equip a module against a turret that probably just won't hit you? Even when I see the odd enemy using striker, I hardly ever go to my garage to equip that module. The only version that's remotely useable is hunter augment - the missiles will hit 90% of the time. problem is you then can't do a full salvo.
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Striker and shaft both do a lot more damage than Gauss does - they can one-hit-kill. The shaft laser can be hidden and many targets really don't get advance notice. Striker pretty much sucks so making another turret suck as well is not a solution. EM augment - I'd go further and remove splash entirely. Should be a one-target shot.
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Hopper with (crisis or defender) and (emp immunity or AP immunity). Leaves only 1 possible counter - whichever of the immunities it does not select. Attacking wise... Gauss-empAugment and Titan with defender + AP-immunity. Only real counter is itself.
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Assault on desert map - 6 campers on attacking team. Why does desert only have 2 flags in assault? Much easier for defending team.
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Agreed. EMP salvo is by far the most broken of all the augments. And price tag should in no way justify that monstrosity. Staying in a battle against those ridiculous augments is futile. I often just exit the battle.
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The reasoning (as I understand it) is... nerf rail = fewer players using turret = fewer players using rail module == net buff to rail I don't buy it as part 3 (fewer players using module) certainly won't apply to me. I use it because of the range and damage Rail can do.
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It's easier to escape a hornet-rail shot than a hunter or wasp that needs to get up close-and-personal? I find these reasonings interesting - as they often ignore the range "of reach" of the tank using the OD.
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Well, you can say that about most ODs then. A wall protects you against wasp bomb, hunter EMP, viking OD, etc. Hornets are not unique in this "weakness". The fact is, hornets activate their ODs when they have a target in sight - it's useless otherwise. Then they press space-bar and the target is likely dead. Target probably has less than 1 second to find cover when they see the AP status on their hull. Only target safe at that point is a mammoth with OD ready - and I'm not sure it retroactively erases the AP. It might just prevent it if already activated.
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Rail used to be like what LCR augment is today. Then they nerfed the damage and increased the fire-rate some. Rail players hated that, and had to buy the LCR combo to get back what they had before. Kinda like Twins had to buy an alt to avoid self-damage due to the silly splash introduced. For Vulcan, I'm talking about the change that nerfed regular damage when Vulcan was overheating. They did this specifically because Vulcan+Incendiary band was doing overheat damage AND (a slightly reduced) regular damage. So the Devs nerfed any regular damage during overheating to oblivion. But this was also applied to stock vulcans, so they became useless the moment they started to overheat. Sacrificing themselves to take out a flag carrier was no longer an option. They had to stop firing since they were basically doing no damage. In any event, wouldn't bother me if they made your suggestion permanent. I don't use rail, and I would still be equipping that module because of the high damage it can do.
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Aside from the AP-immunity hull augment (only available via TK or Challenge reward) how does one counter this status effect?
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Of course it is unfair - especially if the stock Rail is not the problem. It's like when Devs nerfed Vulcan because of Icendiary Band. Stock vulcan suffered because of that and it was just dumb. Don't throw the baby out with the bathwater - fix the actual issue. Scout having full impact with very short reload is the issue. You don't nerf all rails to fix scout. Lower the impact of scout to fix scout.
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Well good luck trying to combine all of that. Not even your own team-mates are gonna let you camp on the nuke-supply drop area. And if you have driver drone - you don't have defender - so trying to camp (in one spot) will become that much harder.
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My default modules are shaft/gauss/rail and I might switch one of those out if magnum is more prevalent in a battle. I don't equip those modules because they are popular - I equip them because they are high damage turrets, and without a module I might be one-shot more often. So tweaking reload on Rail will not cause me to change my defaults. I would still equip rail. Nerfing stock turret to indirectly nerf an augment unfairly punishes those who use stock. Thirdly your argument is missing an important fact - that modules themselves now have less of an impact in battles due to ODs and augments. Wasp bomb, hornet OD, viking OD and AP augments have decreased the effectiveness of modules by a lot. I don't think nerfing of stock rail will have the impact you claim it will, and I don't think it is necessary.
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I never said it was impossible. I'm saying it is unlikely. Sure there's Dictators, and Supply drops and drones - but then you are not equipping Defender are you... 5 or... 10 ... for a viking ... ?
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Why is it "annoying" that players use modules against the most popular turret? And you think nerfing Rail will somehow make the game better because fewer players might use the module? Makes no sense. Scout augment is broken because it retains very high impact with faster reload. Nerf the scout impact and all will be well. Stock Rail should not be touched - it is fine.
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