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Posts
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I am all for spawn protection going away at higher ranks, especially in cap games. I can't imagine how many times I've killed someone going for the flag, they respawn before I'm able to pull, and I am not able to survive the invincible respawned enemy. This is major reason why speed drones (Trickster and Crisis) are so important in these modes. Other options would be not allowing player to attack while under spawn protection spawn protection ends when the user takes some action (shoots, moves, turns, scopes, etc.) increase respawn time to increase penalty for dying
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I think Ares OD is stronger and much more practically useful. It heals team and leaves a very wide path of destruction with extreme damage in area of impact. Mammoth OD has short range of effect and ends if you die. In my experience, I almost always die at some point during the usage of OD. It does have the benefit of clearing out dead tanks which theoretically has it's advantages but I think I have been flipped in the process more times than I have actually knocked dead tanks out of the way.
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Doubling HP was a silly, extreme test. There's a lot of room for balance between current state and doubling HP of all hulls. I think you just need to effectively increase survivability by ~25-33% to make a huge difference in playability of this game. That's just a piece of the puzzle. The balance of turrets and augments is all out of whack with camping long-range turrets being much too strong for minimal exposure. The incentives are wrong to get people to play for objectives.
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Everything does too much damage and/or tanks have too little health. It is what is making the game all about camping.
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Very happy to see increased openness about issues and this vlog answered almost all the questions and concerns I have seen.
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I'd vote yes for that and even more strongly for hull alteration. I have a bad habit of changing hulls without checking the hull alteration. Even more strongly I would love to have each protection module slot be able to be changed once per battle. It would give you back some of the flexibility lost.
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What are some differences in tactics and playstyle when using Thunder and Gauss?
DaringDeer replied to Generalissimo in Archive
With current version of gauss, which I strongly, strongly, strongly detest, there is almost no reason to not use salvos constantly and hide while reloading. The scenarios I can think of to use arcade shots is when you have supercritical effect or when you have a target almost dead who is very close to you to avoid self damage from salvo. Thunder is going to play differently because the rhythm of the shots is faster than gauss's salvos. Thunder requires you to expose yourself more and has damage fall off compared to gauss salvo so you need to be closer to be most effective. Thunder Hyperspeed gameplay is close to Gauss's salvo-focused gameplay. Thunder EMP is nice augment but it's much worse than Hyperspeed (big maps) or Vacuum (small/mid maps). Unless you have a bunch of crystals you don't know what to do with, I wouldn't suggest upgrading Thunder from Mk1 to Mk7/8 for that augment. -
This isn't like previous events where there were winners and losers and winners received rewards above what was earned during game. This game you just get the treasures that your team earns. I'm not even sure if you need to earn stars to get your team's rewards.
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I just have it locally. Couple years ago I created a tool to pull profile data daily for specific accounts and a website that displays the data in interesting ways. Thought about putting it up publicly but never did. They've been talking about replacing current profile system for that long and I didn't know if what I created would continue to work.
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What's your opinion on the delay before removing a destroyed tank from a map?
DaringDeer replied to 0179432 in Archive
Dead tanks are just another blocker to capping in CTF and RGB which is already too difficult now. It helps campers when campers need no more help in current meta. I'm fine if they are still blocking objects but make it dramatically shorter (1-2 seconds). -
Was hoping for lollipops in rewards of special missions
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What's your opinion on the delay before removing a destroyed tank from a map?
DaringDeer replied to 0179432 in Archive
Spy is the first person I have seen that say they like this update. I do not like it and It is a common irritant for many, many players. -
Lots of things in this game are not how I would like them but I still choose to play it. If you watch my videos or read my posts you'll know what I think are problems in the game. IMO it is not hulls and their ODs.