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Everything posted by wolverine848
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It recharges so fast you are usually dead before then. And the splash has such a ridiculous radius that even tanks hiding unseen get the EMP unless there's a wall between them and the target that was hit. Any way you slice it the augment is obscene.
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Well, to be fair, I find it very annoying that the hopper can't be stopped from capping - even when there's a full mine-field and 3 defenders are trying to take them down...
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Put Vulcan on it with Incendiary Band. They get too close and zap them...
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Hopper + EMP immunity + Defender rivals that I'd say... good luck stopping them from capping.
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Even this is too much. There should be no splash with EMP snipe since it replaces the high-explosive shell.
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True. Titan dome is almost useless in many instances since it's not just hornets that can break it.
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You said toggle on/off - not alternating augs. Which is it?
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I understand. The "dumb" part is directed at short battles in general. They give us "7 min" battles but we never actually see 7 minutes of battle. It's always less, and IMO that's just too short.
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But you seem to want to have less of a "challenge"...
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Not a very good (stated) reason IMO. Being able to turn on/off turret augments does not make the game more dynamic or interesting. And supplies are not the same - they are consumables. Just visit your garage one time during the battle if you think the augment is not appropriate for the map. Since you can choose the battle-mode that should not be a factor at all. What you ask for does not need to be "balanced" since it is unecessary in the first place.
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Not sure how you see being able to cap-at-will does not break the game as much as going on killing sprees. They have different functions, but both are OP in their own way.
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As others have pointed out - you get an advantage with few disadvantages. The Incendiary Band for Vulcan example given is a fine example. Same with Rail LCR. What is your reason for suggesting this? Avoiding penalties? Just don't equip the augment in the first place.
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So you want a Crisis drone for your turret? Nah - this will help buyers more than anyone - since they are more likely have multiple augments for each turret. Current model is strategic. You have to weigh time in garage vs a diff augment. Nothing wrong with that.
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My bad - I was thinking of IM. But - CFT is still strong because 1) modules no longer help and 2) Not a lot of players equip Heat immunity - many of them are too busy equipping EMP/Stun/Heavy hull augments for rugby, assault and CTF. There are more options to choose from and you can only equip one (thank goodness). So IM is definitely more OP, but even at high ranks CFT is very strong.
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Wasn't? Hopper still is OP. It may not enable players to kill at will like old hornet OD did. But it DOES allow players to cap at will - which generates just as much score, if not more. And also leads teams to wins in those games with caps like CTF, Rugby and Assault. There are now 10 hulls in the game, but IMO Hopper is doing more than 50% of the capping in battles. That ratio is outrageous and definitely qualifies for OP status.
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How was it OP 2 years ago but not OP now?
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Well, Hopper came out this year, and it dominates battles at least as much as Hornet did in its hey-day. If we had a multi-check option I'm sure both Hopper & Hornet would have been selected.
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Supposed to be 7 min. I never see more than 6min 30sec. it's dumb.
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No. Weak damage is 25% for both, as opposed to 50% for Vulcan. And even with 100% increase in Ricco projectile speed that is still slower than Vulcans. Twins is even slower than Ricco.
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And it's been brought up multiple times. The battles are silly. If I had an alt account that low there's absolutely no chance I'd remain in those battles. Hit tab - see tanks 8-10 ranks above me - hit EXIT. Kinda reminds me of the Hornet OD situation going back 2+ years...
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Well it IS high, especially for a longer ranged turret. The only turrets with higher DPS have to get much, much closer. Which is the "previous version"? Before they made it a balistic weapon? Sure it was easier to track moving targets. But it is what it is now. It gained DPS in that change. I use it on my alt account a lot and in most situations it's very effective. Not as good when there's many walls or when enemies can get close. But overall it's not bad.
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It is pretty balanced as of now, excluding augments. Not as good at very long range due to mechanics, but very potent mid-range. Which makes sense for a gattling gun with lighter shells. it's the machine-gun of cannons and we all know machine-guns don't have range. They have DPS. DPS is not bad now. When it was 1000/sec that was too much.
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For stock vulcan yes. Not for Incendiary Band. IT. MAKES. NO. SENSE.
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I agree. Here's the order of my preference. 1) Remove EMP augment from the game 2) Remove splash from snipe and add it to arcade. If it's an EMP shot it should not also be high-explosive (splash) 3) Remove EMP effect from the splash 4) Make EMP affect user if in splash radius.
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Depends on which specific iteration. It has been up-and-down since its introduction. Initially it was OP due to impact being too strong. Then it was extremely weak when they gave it 3 seconds of spin-up time. Then too strong with huge damage buff when mechanics changed. Then it got a damage nerf and (stock) is fairly balanced. The players dominating tend to have turret & hull augments to combine an OP set.
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