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Meh. I don't disagree with you that they were perhaps not a top notch team. Or maybe they didn't have great communication. And there might have been 1 mine. But no, there was no saboteur with huge mine laying... or if there was. I took an alternate route. The map had 4 separate avenues to attack from. I came from one that was not really a backdoor, but I had cover going in. Well, of the 5, one was hidden behind a wall, so i set my hunter overdrive to activate right as I went up the ramp to zap him. The freeze mammoth, and isida dictator were right up almost against the ramp but kind of back in front of capture point for rugby. So it was not a hard zap. The shaft I believe and smoky might have been looking away when I first arrived. But as soon as I used my zap an dthe lightning bolts started fizzing around their teammates I'm sure I saw them point their guns at me to shoot me. But that was the beauty of it, the shaft was camped back in behind and the mammoth freeze I'm pretty sure was between us, so there was no immediate shot. And I'm pretty sure the smoky was just off to the back by a building, and he had better line of sight, but I think the isida dictator was slightly obscuring it too. So I just wove around the mammoth dictator. And it was an instant score. Of the 4 overdrives I used, 1 was blocked. The other 3 scored. Yeah... they might not have been the strongest team. But neither was my team. But my combo made all the difference. Hunter zap for the win. I ended with like 680 point in rugby. Fantastic. ---- As for the whining about hornet... its a joke. Don't talk to me about all this over drugging. I have over 15000 of almost all drugs except repair kits. I literally can not use them fast enough. So I get it that maybe repair kits are still a viably exhaustible drug. But don't tell me you can't afford to drug like a maniac with the weekly containers, and containers themselves. 90% of what they give is drugs, or crystals. The odd paint. And even 1 hornet is ok. I've been in game where half or over half the enemy team was hornets. There were constantly not only 1 activated hornet OD, but 2. And while I've been in games where I faced 3 hunters, or 3 titans, and I was just like... god damn. Facing 3 hornets or more... was incredibly frustrating equally as much as multiple hunters or titans. So if they decided to nerd hunters and titans. Yup. nerf hornets too. I get they are light hulls, and thats the counter balance. But have some intellectual honesty and admit they could afford to leave one form of resistance untouched. Especially the spawn resistance. Let alone either a protection or double armour.
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Yeh.. but how often do you face 9999 players? Nothing really justifies the strength of hornet. On the upside to my hunter views. I bought it while back, and have upgraded it to 16/20. The thing is still ridiculously strong, its even bit worse than I realized. I went to capture a rugby, and went into a base with 5 defenders. Just to be clear, more than half the enemy team was defending at their rugby capture point. I went in with full health double armour. Stunned the defending mammoth dictator / isida freeze. And some tank behind a wall I don't what. They just froze. And I drove around them and scored. I scored 3 times that game. Game ended 3-0. I was so strong. Hunter is so good. Oh Em Gee. But its worse! because the other 2 tanks, a shaft and a smoky I believe, but could be wrong, couldn't hit me after I froze the 3 enemies. The mammoth and dictator were both blocking lines of sight! I mean. I hadn't realized this aspect of it before, not only is it bad that the hunter can block and freeze and score like this. But in any case, those enemies then become little puppet defenders of the attacking hunter. Can't wait to get my hunter to 20/20. The health isn't really there. But the gameplay advantages are. Hornet OD maybe also could be balanced a bit with say detection working the full 20 seconds, but the excess damage working for a significantly less amount of time. Still think it shouldn't be ignores all resistances entirely. Anyways. yeh. Let's get on this tanki. Nerf for hornet. The time has come.
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Yeh, I would agree. Percentage vs these defences seem best. Pick what the OD is really focussing on. I don't think a hornet should be able to do much of any damage when someone is spawning. The immunity should stay. or be like 90% defence. Then pick what to give it the strongest advantage against. If someone has protection vs your turret, how much should it be lowered? say down to 10% protection? In a sense, in a sort of thematic way you could look at it as... what did the Over drive figure out how to do? Was it that, for a long time protections gave X ability to defend, and the OD picked up on it and just found a way to counter the protections? Is it just really good and squashing any type of armour, so it doesn't matter how much thicker you make you're hull, somehow hornet can just smash through armour really well now? But it's clearly to strong. I think something like, 90 percent damage going through some type of resistance, then either lower percent damage going through for others, and maybe none for some. I.e. No damage go through on spawn. The whole point of spawn immunity being place in game, I don't see any justification in saying that its ok for hornet players, its a gameplay base mechanic so you can't crush people on spawn. +1 vote hornet OD nerf
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Based on some of our previous discussions, I'm surprised by you for this comment. Hunter is OP. Just kill it before it gets close. Well, in principle yes, a player can try to kill a hunter before it gets close, does not always work in practice. In any case. It is an old topic. And I'm happy with the number of nerds hunter has got. Especially the 5 sec loss of drugs, and being able to redrug faster. My main complaints against it are still there... but oh well. Hornet is still an annoying pest, maybe it will get attention sometime too. Ok but on topic with Gauss..... Now we have a moving long range hunter that disables drugs. I've faced off against this a few times now. It is a challenge to face a double armour double damage gaus, when on its first shot, it takes out your armour and double damage. So you are a drugless tank facing a powered up gauss. What is the reduction in damage for gauss with this alt? At least the money aspect will keep the number of players with this alt to a minimum.
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I wanted to add, after having just played a game as vulcan wasp... but first some admissions. My wasp sadly is not fully upgraded. Its mk7 9/20. Will upgrade it to 10/20 tonight. So this is not at full power. But this combo does work. Like... it works. And this is going in as vulcan player with no experience really as wasp. I've tested wasp out.. but it just wasn't my play style. With short range turrets mostly. The main thing to just make me rage is when I'm one shot. What is the point when you go out, and get on the field and a single shot from a rail, shaft, gauss, thunder, hammer, magnum or double shot from any number of other turrets just finish you. I just can't deal. Sigh. So, the main problem ones i have, i got protections against. Except Gauss. Gauss hornet is a pain. But back to vulcan wasp. Especially when my wasp is 20.20, I realize the extra few hit points maybe isn't earth shattering, but I'll take all the health I can get. And when I've played it a bit more, with different settings, and I'm used to the adjusted angle sway from the wasp tank upon stopping, moving, sudden jolts left and right. How the turret rocks and adjusts its aim. I just don't know it as well for this hull. But mainly, I see this working with open concept maps where you aren't bogged in, or forced into spots the enemy can just pin you down. Just had a great rugby game with it, and actually, I've never been crazy about the whole wasp OD. A bomb? Come on... But with vulcan wasp, I really feel this thing compliments the turret. And it's weird to say, because I go in thinking, all wasp hulls have this play style of you get in a spot where setting the bomb off does it thing, and the hull/OD as a combo you do your thing. So why is it that Vulcan Wasp is an especially good combo? Well, from my initial viewpoint, is wasp in combo with a short range turret just isn't getting the full effective power of what vulcan wasp does. Vulcan wasp you go into a region, you set off that bomb and you are firing the whole time at the targets not affected by the bomb. You go in as fire wasp, isida wasp, and freeze wasp... well the bomb is taking out the only targets you can hit. Maybe I didn't fully appreciate this mode of play playing my boring titan vulcan. I just see wasps and I'm like, ok hit and run, set up my dome move around a building if I can.. if I die I die. But I think vulcan wasp put a bit of pep in my step. I'm must like, I've got a mid range weapon, with a killer short range effect? In the rugby Game, I had sort of this surreal moment where the rugby was being dropped, and 2 opponents where closing in, and 2 opponents were further back offering ranged support. Me and a few teammates were going to the rugby, and were gonna get there slightly first. i zipped by the rugby, letting a viking vulcan pick it up, and dropped the bomb as I approached the 2 incoming opponents, while shooting at the farther away ones. The close ones both blew up, giving my teammates clear travel out of the drop zone, and I proceeded to kill one of the other opponents at range. Then I got in kinda close with the other, and duked it out. I might have killed him or he might have killed me. But it was an entirely different experience I hadn't had in tanki before. I can't lead a charge as titan vulcan. I'm so slow. I'm definitely good support. I got bulk and health, and fire power. But I can only clear the lane way of the drop zone. Once the viking gets ahead of me and goes to score... my ability to support him is gone (taking into account different maps of course). But the speed of the scorers, at best if they fail I can come in try to pick up the ball arriving late and kill any survivors but sometimes it just doesn't work. But it was just a great feel, to lead the charge, drop the bomb while still shooting at the rail killing him, then going for the other opponent. The speed at which I could engage and distract 4 enemies, was certainly an attention grabber for me. Like right in the game as I was playing I'm just realizing all the possibilities this hull is affording me. Congospider certainly gets all the credit here. I'm just adding to what he's already observed. Getting a bit of fun from it. And I have to play this more, for the next week or so see how I do. I mean... yeah theres this downside where I walk into some enemies, ... and I just die. No health. And that isn't something I mesh well with. But sucking up the odd spawns where I don't get much of anything done because of a rail one shot on me, a hammer flipping me etc, if you get the angles and are able to be the mosquito that kinda just distracts the enemies while your teammates do some of the heavier work, you can really be a real pain to the enemy at distance and when you need to, dart in at close range drop the bomb and keep going without missing a beat. Really enjoyed being active at the close range OD effect, and my mid range turret, just feeling part of the action at every moment. Pretty cool. And the agile nature of wasp let me really use corners/buildings as navigable protections that really were oblivious to me as titan vulcan. For the sake of buying wasp just to use with vulcan, I'm still on the fence about full endorsement. I had always planned to upgrade the wasp/isida combo for the odd game. But hey, vulcan wasp just works.
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I use mine with fully upgraded brutus. Vulcan fully upgraded. Titan fully upgraded. It works... so very, very, well. My most appreciative part of this review is the number of bullets/damage per sec. So this thing is in fact a beast. Now, don't get me wrong. Is this the most powerful thing? No. I use titan vulcan. And it is great. But hunter firebirds od still kill me with ease. Hornet Gauss od, well basically anything hornet OD kills me with ease. But vulcan is certainly better equipped now to deal with other problematic tanks. Not much mention in this review about the angles. I.e. 60 degree angle and greater. Map shots of where and how this is best implemented. Ok one other thing I wanted to add and maybe I'm slightly biased not sure. So though I'm a vulcan through and through, I have some affection for twins. I really like it. But now I just wonder, has vulcan made twins obsolete? And what about Rico? These things were high damage pelters at mid range and are meant to be beasts in their own right. But does vulcan now overshadow these? Perhaps rico in its full onslaught of ricochets still has its power. But how do ricochets and twins feel with facing vulcans? At mid range... they are in their domain. But playing twins I feel you can somewhat not avoid missing 25% of your shots due to engagements with skilled opponents. I don't say this in an amateurish way, I could land some pretty nifty twins shots even with both me and my opponent moving. But inevitably you will miss the odd shot. Maybe not 25, by only 12.5 percent of shots missed. That's fair. But vulcan is so much more focussed than that now. In thinking about it... the rotation of vulcan is not effective like that of rico and twins at closer range. Also, twins can pair with hunter or viking and whirl around a titan vulcan doing cut throat damage. But just feel on edge about the effects to the mid range heavy hitters in this game. I don't feel vulcan has taken away from hammer gameplay at all. Just think maybe twins and rico are not quite the menacing threat they once were. I agree with the shark assessment. Playing vulcan before, I felt ok because you just never faced vulcan protection. The turret did its job the way I needed it to, it was good. But there was a certain lacking to the gameplay of vulcan. This is better, but vulcan protection doesn't make the turret unusable. It negates the damage, but it will get the job done.
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Btw, I do have dictator. I used dictator in wolfenstein recently. But you are way to high up on the ramp to be getting the maximal range. Just be lower on the ramp, and try it with both hull orientations facing forward. Sometimes forward facing is bit easier to use. Now, this is even better than I first wrote. Because of the width of the arches, you get different areas based on where you hit in the arch. Not only hitting right above, middle above, left above, and in between right and middle, in between left and in middle. Just the whole range is good for shots. But if you hit at the side of the arch closer to the ramp, or the side of the archer closer to the blue point, everything changes the areas you can hit. It's really an awesome spot. In massacre, shooting from hills off hills in various areas, ... or even while driving on the floor shooting of the floor when going down creates ridiculous good ricochets. So much to add to this thread.
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I'll add another useful one for you in bridges. The areas are actually depicted in your current pics. And going off the edges of bridges is def something that everyone should be practising in all maps, but anyways. Ok so in ASL, on blue side of Bridges. The ledge where the double armour is located, with the low ground of a repair and speed boost. This is where you sit, you can see it in your first posted pic for Bridges. You have a building in front of you, so you are well shielded. Ok so you are going to shoot the bridge aiming for almost exactly where the vulcan viking is in the 2nd pic, you will also hit somewhere visible in the second pic, any enemy camping on the top of that ramp. So if they are out on that spot defending, or camping shooting into your blue asl base. Thats the counter spot. Finally, going down all ramps vulcan is now an excellent turret. Most turrets when going down ramps will shoot the floor at the bottom of the ramp. With vulcan angle, the bullets fly off the ground and up to the advancing enemies when they are at close ish range. Very effective, and keeps you firing even when going down the ramps.. off bridges and stuff for sure. Maybe the steeper terrain ramps I'm not as sure off. But am always testing. Works famously on the brest map. Those bridges going up and off is frequent thing.
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Oh interesting. Yeah you are right. That angle looks a lot worse on dictator. But equip titan. And you are almost right near the base of the ramp to get the right aim. And its better. I think?
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Hmm. I dunno... problem actually with this spot is just the level and amount you have to tilt on the ramp, and aim. You actually don't get much of a view of where you are hitting them. Like from a birds Eye, you can't see. All I do is shoot, and see numbers. No, I don't th ink they have to be right in the archway. Or even really that close to it. I feel I shoot up and into it, and you can aim for the left, middle, and right. And I'm pretty sure left of middle, and right of middle. And each sprays a wide area with auto aim. It's utterly devastating. Now as a counter for blue. Because of the angle you need to look at to shoot and all, and the just seeing numbers while you stay at the base... They can easily come from around the sides and behind you on ramp and kill you. Cause you just sit their staring at the ramp/arch and look for numbers. So. But hella fun time.
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Wolfenstein. - blue in assault.. you can aim for almost the entire platform at bottom or ramp But yes, i'm healthy. All good.
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pssh. respond by helping me with the name of the map that i just can't think of. now I'm wasting precious time trying to find it
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This is missing the most powerful ricochet. What is the other castle map? Where you have either side with the raised ridge. And a central mountain. Gah I just can't think of it. But on the main ramp going into that central mountain, there is an arch. If you sit at the bottom of the arch with a slight tilt, ... cough, in assault mode, cough as red. You can rico on the curved arch in all three directions... and you slaughter the whole team. Cough. You win
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ok so i just tried incendiary band etc, and can see perhaps with some of the other alts. yeah, i see what you mean with the shooting being delayed for incendiary. its not the best. i agree. in this case.. not even a nerd that is needed. could be a buff in some ways. not sure. need time. but i understand what people mean now.
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No, the ricocheting bullets are in stock vulcan now. The bundle just makes it so that you get more ricochets. Think stock its 1 maybe 2 ricochets off of surfaces then nothing. So bundle will be better for shooting into tunnels etc. I didn't buy bundle. But I am getting kills shooting at walls as enemies close in around corners :D. This update is great. Was hoping for more in depth discussion from changes. Like the damage displayed is 50. So what is damage per sec? How many bullets are shot etc per second? 15? 14? Damage was 688. so 14 bullets is tiny increase to 700 damage. 15 bullets is 750 damage per second if its that. So how m uch was damage buffed? Don;t see a nerf in the works. Sorry folks. Think. How was this advertised? They know its "strong". They know vulcan has been "weak", collecting dust and very few playing it (though, clearly, I adore it). What bout when they released changes to turrets like freeze, and magnum? They stayed strong for much longer than a few days. They waited. Let players purchase them. Enjoy them. etc By the way... I'm still dying, and people need time to adapt. Wait until more people equip protections. That is only downside I foresaw. Was that up until yesterday, I rarely saw any protections against my turret... so I thought it was good. Now they buffed it, but I'm fighting against more protections... so. Anyways. The sound is great. The turret and changes are pretty good. Not really sure about the comments about targets being hard to shoot while moving.... I mean I'm a really long time vulcan. But i have no problems shooting and aiming and hitting with this thing. Sure yeah, extremely long distances really are discouraged now. So don't try to be a shaft. And this weapon just works.