-
Posts
293 -
Joined
-
Last visited
Reputation
114 Excellent-
how about smoky m1 because its cheap and you can save crystals for m2 kit. otherwise from your list, thunder m1 is best, but its very expensive.
-
its common sense, their revenue was drying up because RU1 was full of xp/bp, everyone doing missions in that mode, where buyers get no advantage whatsoever, so no need to spend money, and they can't pay anybody to win. supplies give buyers their biggest edge, but nobody was playing supply enabled battles when missions could be done with supplies off. btw, if you search cedric's virtual office thread for posts dating about a few months back, there was atleast one players who said "your job is to supply us with moving targets", to which his diplomatic self replied "not really", but then this missions update came.
-
yeah, same with me on all accounts, I think probability for crystal rewarding missions was 50% prior to the update, on so many days I used to get all 3 crystal missions. they say its 37% now, but it feels like only 25 to 30%. im only going to do 1 mission per day when matchmaking comes in, and might even stop doing them at all once the rewards become one-third of what they are now. xp/bp yields decent amount of crystals, plus it saves me annoying encounters with full time druggers.
-
http://ratings.tankionline.com/en/user/jekamix/
-
save for a better kit
-
i love railgun too :wub:
-
1. Isida 2. Striker 3. Vulcan or Magnum Railgun and firebird are really good, but unfortunately, the maps in which they do best are filled with heavy protections against them at legend rank. Shaft and Magnum have too low damage per second, it will be very difficult to put up a fight against enemies if they approach with overdrive on. But if your team is dominating in non-pro, then Magnum is OP. For custom battles like polygon no supplies, m4 vulcan should do better than magnum.
-
smoky, because it has better range and will be handy in matches where supplies are used. for hull go for viking m1 or mammoth m1 both hornet and wasp are equally bad at m1, so choose whichever one is cheaper.if you really like them.
-
B. Hull, because you only need 2 of them at m4 - viking and titan You need to keep changing turrets and modules in battles, based on enemy modules and turrets, but you hardly ever have to change hulls. second priority are turrets. get atleast 3 turrets at 15/20 and then start MUing modules beyond 120% total protection. hmmm.. i would suggest getting a new turret instead of hull, because vulcan is .. well.. a bit underpowered, even with MUs, because the turret rotation speed is so slow. but if you are doing fine with vulcan, then instead of spending ~50k on a new hull, better buy MUs for your dictator and get it to m3. since you do not play a lot in a week, you can get m3s much earlier than Lt. General.
-
Why is talking about rules pointless here? This thread is Mr. Cedric's virtual office, not the helpers' board meeting room. He is in a good position to have the rules changed.
-
twins with no self damage is so OP because you can run straight into most enemies and blast them to bits in no time at all thats why they added self damage to nerf it a bit
-
change keys for up down left right to u,h,j,k in the settings that fixed it for me
-
will be biased towards players with premiums also many old legends do not have correct 'time played' in their profile ratings, so you might see somebody with 2 mil xp and only 15 hours played.
-
this is good to hear. i wish we have more of those polygon xp/bp for m2 ranks. but we won't be able to do missions in pro battles still. the great thing about xp/bp is that you don't need MUs, modules, supplies and a variety of turrets/hulls to win. all mid rankers should buy hornet rail m2 and save your crystals for buying m3 kits. i guess doing missions can also be stopped altogether since we don't need to bear cost of pro-pass.
-
Problem with spawn killing - how can it be prevented?
WaspShaft98 replied to DieselPlatinum in Archive
i read a good topic in ideas and suggestions section by BlackWasp777 which gave good suggestions on this. It included something like invincibility time for new spawns, and reduced supply power and other stuff. i don't like it at all when i find there was a mine under my tank as soon as i spawn, but then i do the same to other players, so i can't really complain in that aspect. many maps like highway and brest are tailor-made for spawn killing. rail with the m2 alteration is able to spawn kill on any map. its just a part of the game though, i think its fair as long as teams are balanced (equal numbers and no mults or laggers). with matchmaking teams should be mostly balanced, but then they're bringing back the overdrive, without removing effect on teammates, so i guess spawn-killing will only increase from here