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Everything posted by TheCongoSpider
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The Mechanic drone was the first drone I purchased. I purchased it basically to only use it when I'm playing isida. It's really good for those times when you're low on ammo and multiple people need to be healed at the same time. Gives you a nice amount of time to reload and heal the others. Also, in those cases of failed overdrives where everyone is on low heal, someone uses an overdrive and everyone gets about 1,300 health but then a magnum or thunder hits us, I use it right after so everyone doesn't feel demotivated or scared to attack. As an isida, you have to understand how a player might feel in a scenario when they are by themselves and under enemy fire. They would retreat and when your angelic beam touches them, they feel motivated to get back into the fight knowing you got their back. Imagine going into the enemy base to YOLO it one 10% one last time before respawning, and suddenly, you get a repair kit and from an isida no less. You'd feel like mashing up every enemy in sight. So that's why I think the mechanic drone is the best drone for isida overall. The Supplier drone can be a good alternative for those isidas who like assisting the attackers on the team. give them and yourself double armor and speed boost and you're all good to go for a tactical raid.
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In my opinion, these are the ones that don't need alterations to be necessarily better or more efficient. Firebird - Even with protection against it, the direct damage is good enough to make burnt toast out of any tank. I'd prefer it over compact tanks because I'm not a fan of leaving an enemy to die while not knowing how much health he/she has. you never know when he/she could poop out a shot at you and damage your perfect strategy when he/she was 1 tick away from dying. Freeze- The DPS is good enough to sustain itself in 1 v 1 battles. While Corrosive mix makes the damage even more deadly, the freezing ability is what makes it formidable. Isida - The alterations basically turn it into more of a healer than an attacker. With the standard settings, it can hold it's own better. The broadband emitters help you to hit enemies who are directly jammed up to the side of you while driving but when they get out, the range decrease becomes a big problem. Ricochet - The rate of fire on this thing is really fast. Put that together with the damage and the amount of ammo it has, it is very necessary to protect yourself against this turret at all times. It's really good without the alterations, the range decrease was needed. Even with the range decrease its stock settings is a force to be reckoned with. Striker - Many people, including myself, either partially or totally underestimated this turret's potential. Now I'm seeing so many strikers in battles and they are terrifying. The stock settings are perfect, the projectile speed is fast enough to get a kill on peeping enemies. The salvo can take care of unaware heavy hulls easily and has very good crowd control. Even with protection against it, it still is a formidable opponent to watch out for. Thunder - This was a hard choice because of the new alteration it has. The alteration's drawback doesn't seem to be much of a drawback at all because it feels like they are getting more DPS than without it. However, the stock settings thunder does have a noticeably fast firing rate with really good damage to accompany it. I'd say the stock settings are better for all-around purposes while the sledgehammer alt is better for dismantling groups. The ones I left out are, in my opinion, the ones that need an alt to be as efficient as possible.
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Most paints allow you to see the metal parts on turrets without much difficulty. So if you look hard enough, you'll be able to tell what modification the turret is and know how to approach them when you encounter them again.
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This would make some no supply battles unplayable. For example, the most popular geographically unbalanced map, Noise. If the mines were to stay permanent then the blue team can potentially be stuck in their base until the battle is over assuming the red team has good suppressors and at least 2 magnums with the mortar alteration. The blue team gets stuck in their base for a good portion of the battle. The red mortar magnums continuously fire at the ONLY entrances the blue team have to properly fight the red team. Result? They die before they could even go up the entrances. This would most likely lead to the demotivation to remain in the battle and they will leave. Why? Because it's all magnum's fault. Honestly, I think either magnum needs to be made unusable in Noise or they need to redesign it. While in some instances the blue team's magnum can make good shots, the red team's magnums can be more devastating since they don't really need to aim. So making this happen will only have a backlash to the players who just want to relax and play a good "fair" battle.
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Heh, I love being the healer on teams but I would never buy this. Sure it would help your team out with all those firebirds running around and whatnot, but freezing yourself completely just to heal someone is too much of a drawback. This could encourage people to mainly play isida to attack the enemy. And don't forget those no supplies battles. The object of an isida is to survive as long as possible to heal ANY teammate in range. If you heal someone with this and someone is coming up behind you, then you're basically setting yourself up to die. You won't be able to get away and they'll kill you while you barely healed your ally. The same thing for this one. One thing I noticed is the price difference for these. It makes sense since there are sooooo many firebirds running around rampant and the damage 1 tick of fire damage does is insane hence the higher price of the freezing counterpart. Also because Fire protection is basically everywhere now so there would be no reason for it to be expensive. If this were to be on the list of player-submitted alterations to be added to the game, some changes have to be made: Incendiary Nanobots Effects: (+) Nanobots thaw frozen allies when healing them. (+) Ignites enemies when attacking them. (-) +20% energy consumption when attacking enemies (-) Self-ignites when healing allies Cost: 70,000 crystals Cryotherapy nanobots Effects: (+) Nanobots cool ignited allies when healing them. (+) Freezes enemies when attacking them. (+) -30% energy consumption when attacking and healing. (-) Damage decreased by 25%. (-) Self-freezes when healing allies. Cost: 120,000 crystals Note that the self-ignition will not be like Vulcan or firebird's ignition. Its damage will be relatively small (hopefully 150 per tick instead of 300) AND it can also be decreased using fire protection hence the low cost. The freeze counterpart of it costs more for the reason that isida turns into even more of a supporter for defence and suppression. The damage decrease was to facilitate the freezing ability it gains towards enemies. Therefore it would be advised to use this alteration together with a teammate. I was going to make the turret rotation faster for the incendiary nanobots and the rotation slower for the cryotherapy nanobots but that would have been too many changes to keep track of when playing so I made it as simple as possible. Feel free to tell me what you think Simofigooo. :) Any mistakes in this post will be rectified soon.
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My favourite turret! :D Looking foward to many dynamic battles. Edit: My second favourite turret now. :D
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I finally did it. I never thought I would have reached this far in the game on any of my accounts.
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XP/BP isn't my thing but I still got it. ;)
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M3 Viking and M3 Isida with the Moss paint.
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This didn't happen today, but I think it deserves to be said. In a Bridges RGB battle, this Firebird + Hunter and I were making really good plays. It started when at a point in time in the battle, I found him with the ball and started healing him. He soon got out of my range but what he did next was simple yet spectacular. 2 enemies were blocking his way at the top of the smaller bridge. He accelerated to maximum speed, threw the ball into the air, drove over the two tanks and collected the ball immediately after it touched the ground and scored. The 2nd thing that happened was he was going to score but two defending titans were blocking his way. As he approached them, they started to come foward towards slowly and reluctantly. I was about to come up from behind them and distract them but then when the Titans were far away enough, he drove off the bridge slowly. When he was about to fall totally, he threw the ball into the air towards me which flew behind the two titans and I took it and scored :D. The last one was where I had the ball and was going to score but then I saw the same guy slowly hesitantly following the defending titans, instead of driving to the capture point I drove away from it. Like the "programmed defenders" they are, they followed me, only it was a mistake for them because when they were far enough, I threw it to the guy while he was sitting on the goal and he scored. We need more clever and tactical players like these in Matchmaking battles. I know they are out there somewhere. While their numbers may be small, they are truly a blessing to have on your team.
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The available shot colours can be obtained by opening containers. It is under the Epic Category so it might be a bit rare. Since Isida has the least amount of shot colours compared the other 7 turrets, it might be even rarer to get one of isida's instead of another turret you may not want one for.
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Ah yes, I love it when this happens. :wub:
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There is a mistake in the crystal costs of Hammer's "Dragon Breath" and "High capacity ammo clip" alterations. Dragon Breath's cost on the Wiki says it's 100k but it is actually 35k in game. High Capacity Ammo Clip's cost on the Wiki says it's 35k but it's actually 60k.
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The damage retainment was very much needed.
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That was my initial thought when I realized that the fire protections decrease the damage. In Polygon CP battles, Almost everyone on the enemy team uses fire protection. So my fire damage was almost negated in terms of effectiveness. It was even worse when they also had hammer protection. So I either changed to isida or changed to the Slugger alteration for more consistent damage.
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I'm glad that I can get feedback from a player who consistently used it in the past, with 800k XP gained as well. I guess this was where my fault came. I usually only use Titan, this was understandable. To test it further, I changed to Hornet and while it does move a bit faster, it still moves considerably slow in my opinion. I guess the Slugger alteration wasn't made to fit my playstyle. However, I do enjoy using with Titan in Polygon CP battle. I'm able to hit enemies with the full damage at ranges where I'd get usually get about 40% of it. I've also noticed that as well but I forgot to mention it. I like to fight my enemies with it Face to Face. Rarely do I use to auto aim except when trying to shoot people on the Polygon CP point below me when I'm behind the small ramp.
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Buffing the "Slugger" alteration. Hello everyone. As you know, the slugger alteration after the update is now the cheapest alteration for Hammer. With the addition of new hammer alterations, I've noticed a very steep decline in the use fo the slugger alteration. I had just enough crystals to buy it so I bought it and tested it out. The pellet spread was a bit wider than I was expecting but that is ok, it still does it's job. The downside, however, is that the turret's rotation speed is decreased by 75%. Now, this in itself is a HUGE decrease. When I started turning my turret, my thumb finger that was on the 'z' key started to hurt. It turns REALLY slow. Even rotating my tank while turning my turret didn't make it move that faster. I seem to be losing a good set of 1 on 1 fights when the enemy is moving. My suggestion is to give it 25% more impact force. If you don't think it should have more impact force, think about it. The bullet spread is decreased meaning it's more concentrated to one area. The surface area of the soon-to-be affected area would be smaller when it is affected. This would mean that the area would not be able to absorb the shock as greatly as it would have being shot without the slugger alteration. Feel free to agree or disagree below. :)
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Polygon CP battles are filled with them. Usually, the winning team has at least 3 Firebirds on their side.
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Encountered a player with M4 rail using the Hyperspace Rounds alteration in a Noise CTF battle. He was on red and would drop down into our base and hide behind rusted Titan and Firebird. He kept getting a kill because he would get a triple shot everytime he shot due to the limited moving area the blue team had. My Titan M3 had full health and I had double armour activated. I was the third tank in his shot and I died instantly. the titan that was in front of me's life decreased from 100% to 10%. I'm assuming that this alteration is to make up for railguns bad damage when protection modules are used against it. Overall, pretty good. I'd definitely say that this alt may be worth it. PS: Imagine the potential damage this thing could do at M4 with double damage when it shoots through 39 tankers in Dusseldorf who don't have Railgun protection!!!.
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Heh, played in a Polygon CP Pro battle and there was an M4 striker Mammoth with the Uranium Rocket alt and he got a kill almost everytime he shot into the centre when my team were trying to cap. For maps like Polygon, it can be a beast. It needs a small increase in reload time, like seriously, who uses striker for long range (and by long range, I mean shooting from one base to another in a map like Highways) purposes only? Sure they are slow but at short to mid ranges in no supply battles, It's a bit on the too powerful side. But what's the solution for that? Disable alterations when making pro battles. I'm gonna assume that it's gonna be nerfed in the next alteration balance changes.
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I'm worried about Noise CTF battles, If one team has a shock freeze on defence then that's an almost guaranteed win considering the enemy wouldn't be able to leave the base with the flag.
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Don't ya just hate it when you shoot the last shot of your hammer and the enemy survives on 1 health to help the enemy capture a crucial point or flag? Well, the Dragon Breath alteration is the thing for you. Bought the Bumblebee kit an hour ago and I had enough to buy the alt so I did. All I'll say is that the alt, for me, basically has no downside to it. Other Hammers like to go up to their enemies' face and hammer them into the wall. I like to stay at a distance where I still keep my damage high and consistent. The alt is great because it perfectly fits my style of play. From what I've seen, A shot where all the bullets connected will inflict 1-2 ticks of fire damage (300 damage). Hitting them with all of the bullets from the 2nd shot immediately after, will inflict 3-4 ticks of fire damage. Note, However, that the Fire damage can be decreased using a protection module for Firebird. Overall, I like the alt, It helps me finish off weak enemies who would have posed a threat to my team if they were kept alive after my clip was finished or I had died. The other alterations are better but if you are on a budget, this alt or Slugger can be a great alternative. PS: Hammer was my least played turret and by the looks of it, it may turn into my most played turret. :D
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Insulting the player who caught the gold box immediately after the player caught it. Seriously, what is the point of doing this?