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Everything posted by TheCongoSpider
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They are both useful in their own scenarios.
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Mhmm. I already say the DE and RU auto-translations of Alteration names so I wanted to see what the Chinese names translate to, and I like some of 'em. Visited the Chinese Forum as well.
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It has a nice ring to it.
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V I B R A T I O N F R E E Z E
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It also feels a bit inconsistent now. Like some of them zap me in what looked like the past radius, and I miss my zap even when I'm closer to them than they were to me.
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Pff, we all know this is superior.
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Ehh, it's not useless. Compared to Stock, it excels in a particular area, and that is constant shooting. If you are to stay in your base and lob shots into the enemy base, AGLM is better for that. Most of my experience with it was before its nerf. AGLM used to be better than Stock back then if you were using it head-on in the enemy base. The reduced amplification time allowed you to shoot consecutive 100% velocity shots faster than Stock could. The draw back was in the upside, where it becomes harder to stop it at the right velocity for the right enemy at a particular distance away from you. This downside can be negated with experience, and then it would turn into only upsides. The nerf puts it more on par with Stock, but still excels over Stock in lobbing constant shots. It's really just like Stock, but just with a faster amplification speed. It requires the same % velocities to hit the enemy. And Mortar is just unnecessarily OP.
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5-container opening: 3,500x Crystals x 2 125x Speed Boosts 125x Mines 10x Gold Boxes
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This is how it ended:
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5-container opening 125x Speed Boost 125x Double Armour 125x Double Damages 10,000x Crystals x 2
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5-container opening: 125x Double Armours 50 Batteries 25,000x Crystals x 2 Poland Paint Not bad.
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Now, what was surprising was the that first 5 players on my team that joined at the start were lower than . That made me wonder if we were going to get trampled when I saw the enemy's first members were the s. But i was the first to spawn and made my way towards the enemy base. There had at least 3 Railguns there that kept knocking off my aim. 0ffice had 6600 GS but was using Ricochet + Hornet, so he wasn't able to pull off greatness for his team.
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Express your purified hatred about the overpowered hornet OD.
TheCongoSpider replied to DieselPlatinum in Archive
Flash puts an icon on the enemy players' tanks. The speed boost feels like an actual speed boost now. The duration increase is nice. While the immediate full-repair can sort of resemble the removed immunity, being able to be fully damaged is a big drawback now, that has made me see many failed attempts. At least you retain some Overdrive charge if you die quickly after activating it. -
I'd rather not be locked on a modification lower than what I may have gotten if I upgraded once more, and then have to pay how much ever crystals for those upgrades and wait how much time for those. I'm also hoping it doesn't forcefully interrupt ongoing upgrades because I have a turret going to M2 10/10 on Wednesday and it'd be a shame if it gets interrupted and I have to pay for a few upgrades to get it to as max-levelled as it could be with the new system.
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I've had a few instances where I played with some players with max-levelled protection modules. I remember trying to freeze someone with 50% Freeze protection and it didn't faze them. I'll test this again. If anything, it may not help protect against the initial chill, but it may help with your tank regaining its neutral temperature faster.
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Dear MM, what is this?
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I pulled a sneaky on them. They huddled around in a newly placed dome. While I approached them from behind, they moved in a way that opened up a space juuuuuust right for my Mammoth, then instantly killed 4 of them. Went after the 5th and the Firebird Hunter legged it out of there.
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Express your purified hatred about the overpowered hornet OD.
TheCongoSpider replied to DieselPlatinum in Archive
And even there it's not useless. The Juggernaut takes whatever protection modules the player had when they spawn as the Juggernaut. So you can bypass that with Hornet's Overdrive if the Juggernaut has protection against your turret. And then if you're defending your Juggernaut or just roaming about, your Overdrive is just as potent on the other 7 players as it is in other game modes. And considering the nature of TJR and what you need to do to win, revealing enemies can outline Vikings or Hunters that may be flanking and you and your team can deal with them before your Juggernaut has to suffer. After the last change, Hunter, if it uses its turret to shoot the Mammoth while it's stunned, becomes a hard counter to Mammoth's Overdrive now. I'm still torn on this. I'm seeing some benefits with the new one but I'm seeing more disadvantages than before. -
Saying your team is useless even when they're trying.
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The Russian Forum delivers once more. We have a record to beat. This was something I should have posted a while now. The Juggernaut score going past 7, and others noticed. A Juggernaut had spawned and drove straight into the self-destruct area. It was on 5-6 at the time then pushed it to 5-7. I then killed the last Juggernaut and the score went to 5-8. I haven't had another experience like that since.
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/t Itakethingstooseriously
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Let's hope the transition phase doesn't bring too much imbalance for too long.
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Express your purified hatred about the overpowered hornet OD.
TheCongoSpider replied to DieselPlatinum in Archive
Too many Dictators on a team is not a good thing. 3-4 Dictators? Alright. Any more than that and you'd be getting potential diminishing returns due to the lack of hulls you're able to give Overdrive charge to. -
Express your purified hatred about the overpowered hornet OD.
TheCongoSpider replied to DieselPlatinum in Archive
Well perspective matters here. You're seeing Hornets all over the place. I'm seeing Vikings all over the place. Other players are seeing Hunters all over the place. ¯\_(ツ)_/¯ -
It happens when those 6 players are somewhat bunched together. It deals insane damage and can eat through the unprotected enemies in 1.5-2 seconds, then goes onto the others with 8 seconds of ammo remaining. It has happened to me 3 times so far. I stand no chance as a light hull against them. It has too much ammo, for what it is able to do. And its reload recovers too much of that ammo too quickly.
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