-
Posts
2 850 -
Joined
-
Last visited
-
Days Won
2
Everything posted by FrozenRailgun
-
The Railgun fires dang fast (even without OD) but at least it deals a lot less damage.
-
I think a better to solve this is to tackle camping first. I do remember when SporkZilla suggested that campers should have their OD charging point cut by half. This gives me the idea of reducing their reload speed as well?
-
How is that possible?!
-
Only if crit hit doesn't overpower modules....
-
Not stonks....
-
Unpopular opinion but I find HC useful for dynamic sniping as well. I consider it as a pseudo-counter against Eagles whenever I see them.
-
Status effects... I do have mixed thoughts about them, notably AP status effect.
-
I made a mistake for that. I was meant to say that HC should keep its 6 seconds charging time while stock retain its 4 seconds.
-
I'm calling armies of Hopper Crisis/Tricksters gonna dominate the gold box event.
-
I don't know what else to say.... @Tanker-Arthur Come here to discuss how should we rebalance Shaft.
-
Actually here are my proposals: Assume Mk8 Shaft: Exactly 3k damage when charged up. Takes 5 seconds to refill its energy after firing a sniper shot (regardless fully or semi-fully charged shot). HC: Keep its 6 seconds charging time but crank up its damage boost by 40% (4,200 damage @ its peak). Looks like a buff at 1st but the reload time is decreased. LC: Keep its 2 second charging time but decrease its damage penality to -15% (2,550 damage at full charge)
-
My bad, I was meant to say that balancing out Shaft is no easy job (even as a Shaft main myself). I still want to keep HC's ability to OHKO heavy hull yet.... making sure it it's not too easily or difficult to use for dynamic gameplay.
-
First point: I will not give back its 8 seconds charging time. After the HC buff, I can actually it dynamically on my Hornet-Shaft combo. If you are going to bring back its 8 seconds charging time + rotation speed reduction, then it wouldn't be useful in terms of dynamic gameplay thus encourage camping. Second point: I will buff LC as well from -25% to -15% (this translates to 2,550 damage at its peak). 3rd point: Some auggies like SBE gives 20% damage boost to arcade shot but taking 25% longer to reload isn't consistent as well.
-
Me main on Shaft and I have Eagle module for it.
-
Prolly because Shaft became EZ to use and armies of Shaft campers.
-
This I can agree. To me, I would do that but buff HC's damage increase by 40%. It was not HP but rather damage reduction buff.
-
Hornet-Ricochet?
-
I would keep its durrent duration but get rid off its damage boost and soup up the charging rate (as fast as a Dictator).
-
[Review] The Tesla Turret (Developer’s Corner #2)
FrozenRailgun replied to Viking4s in Writers' Corner
That's a weird name... -
This one... I do agree AP auggies are annoying but... I would like to see Hornet OD gets reworked again. Reminds me of module vs turret issue. Mammoth OD can pseudo-counter them too. Not always but still works.
-
I miss the old module system <3 <3 <3
-
I say a no (well in normal battles) as they create distraction and derails tankers from fulfilling battle objective. In boosted gold drop rate, that's a yes but beware of armies of Hoppers (which I don't mind but if you do, just giving you a reminder).
-
Juggernaut Rugby was hella fun, seeing phat tanks flying and flipping everywhere when everyone slaps their OD makes me LOL real hard. Wasp-Firebird Polygon CP from last weekend was too, quite fun. Great for XP-farming. Actually, crystal/experience ratio won't matter once you hit to Marshal (as you unlock everything Mk7). Now I would like to see Juggernaut CTF/Assault/Siege/CP.
-
Fixed that for you.
-
Guys.... I think this is world record of Recruit to Legend, an insane sub-38 hours of non-stop gameplay. This man spammed Wasp-Firebird mode and got there real fast. Profile — The-Goldhunter (tankionline.com)
Jump to content







































































