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Everything posted by FrozenRailgun
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Take your time man, but don't delay us too long.
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That is nothing. Those Eagles are much lower leveled than the ones I faced.
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Congrats to @B.A.B.I for ranking up to Field Marshal. :D Also: I decided to drop my remainer of 5 golds.
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Welp.... that's an army of Eagle modules. One Shaft vs 7 Eagles. Edit: At the end.... didn't do well. #ShaftNeedsNerf
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Should I do it? <3
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Didn't realize I could rank up that fast.
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No product kit for hovering hulls RN.
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Alternativa are going to make a phat stonks.
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I'm not even trying to complete the Challenge as it is rather an absolute grind-fest RN.... BP costing 3x more than b4, nah.
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Me as a Shaft main, I strongly disagree adding critical damage for its sniper shot despite of facing Eagles quite often in battle. If you can deal 3.3k critical damage, then Shaft will be really OP and expect to see bunch of them unning everywhere (also that will upset me because I have 50% Shaft defence myself as well). What? That auggy has no drawback whatsoever, just camp and you can AP a tank real easily. Old Hornet OD was really powerful. Let me be frank, at 1st I didn't like the Hornet OD's rework but then I started to realize that it is quite powerful when you are facing any AP Immunities. NGL, I have AP Immunity for Hornet myself not because the OD but because of AP auggies almost everywhere. Got the immunity back in May Challenge. This I can agree with you. To be exact, the effective range is 50 meters. It's still quite strong NGL, but not that broken like before. ?????? That's a typical stereotype.... Be careful, this will eventually get them to use Eagle modules as well.
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I would make Striker's grace periods 2 seconds and Gauss 1 second.
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I wouldn't nerf the damage and keep the current 0.7 aiming recovery. But.... Gauss should have its splash radius reduced to 10 meters (note, you can deal full damage even within that 10 meters).
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valid Better Aiming system for Gauss and Striker(Salvo)
FrozenRailgun replied to Newton_Error in Ideas and Suggestions
Are you saying that the targeting system for Striker/Gauss should still lock on the tank even if is is blocked by the other tanks or what? -
My man, if Gauss does Crit, we would have armies of Gausses everywhere just like Railgun RN (which its Crit rate is on phat steriods at this very moment). While my statement of: is true, it's not always the case. I main on Shaft myself and faces its protection fairly often, and when I do, I change my auggy to HC to get that extra damage without overpowering Eagle module (which guarantees 2HKO if the target is a Shaft-resistant medium/heavy hull, 1 if light hull). Hilariously, I main on just 2 modules if you take a peek of my profile. The critical damage update is a terrible method to tackle module vs turret issue. It used to be modules overpowering turrets, now it's in vice versa.
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IK that, but there is no way to tell a Gauss is aiming on you unless you see its ear open wide. Again, phat explosion radius and easy to rack up kills per supershot than Shaft. Any module can, more than just Owl vs Gauss. And Gauss completely relies on Booster/Crisis to score multi-kill unlike Shaft... No laser + 2 second of aiming recovery time: No way you can tell when you are looking @ it. And looking at your profile, you use Owl way more than your Gauss.
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Hello what?! Gauss is OP. No laser + phat explosion radius and EZ to use. When a turret is popular, more module in response. Please explain why there are armies of Owls???
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When Alternativa slaps in updates that made players quit... they try to fix the "getting enough players in a battle" issue but ended up getting worse.
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May the strongest take the 1st place. And may the weakest.... improve.
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The 1st thing I noticed is Shaft. I figured that you placed it on "somewhat easy to use" and 'most effective" spot is because of what reason? When it comes to camping, I would put its "easy to use" much lower than you would positioned it and keeping it "most effective" regardless what augment they are using. But when it comes to dynamic, fast-paced gameplay, it would depend on what auggy are they using. No drones factored in. HC, I would put it place its "hard to use" much higher, but not to the highest. Effectiveness.... I say not quite effective. LC, its difficulty would be on the middle and nearly most effective. RFM, I would place it to nearly "easiest to use" and most effective. Short band emitter, a bit lower than the middle difficulty and somewhat effective. Adrenaline, harder to use and most effective. AP Shaft, easiest to use and most effective. ------------ Next one, Magnum. Dynamically (when you can rotate the barrel horizontally by default), it is easy to use and most effective. Camping wise, it's easy and hard to use at the same time, but also most effective. Why? When you camp, you are eliminating the risk of getting destroyed. But when using it while camping, you have to figure out the correct angle + amplification to score a direct hit especially on a moving target, which not every Magnum can do.
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I use Hornet both for camping and fast-paced gameplay. When I camp, it takes no skill or whatsoever. Still remember back then I was using my Shaft with stock Mk7 Titan, I got those lazy 22 kills with only 1 death. And it was in Highway ASL. When it comes to zoooooom counterpart, it's a lot harder because not only you have to stop for brief moment but also because you are a light hull, you are pretty much an easy target to anything. With Drones, the amount of skill you'll need is depending on what drone you are using.
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Railgun is EZ to use and more of them in the battle field which means armies of Falcons. Really reminded me when I was in younger ranks. Had 1.3+ million crystals at the peak and spent them carelessly after. Also the lowest K/D that I got was 0.89 back in December 2017 during the New Year event. Haha DPS and K/D goes brrrrrrrr. Let's see: Maggy + Gauss. They have identical damage but you can move around and deal that 1,745 damage without hindering your mobility. And while they do encourage dynamic gameplay, they are easy to use with little drawback. Which means armies of Griffins + Owls at the battlefield. #RailgunCritRateNeedNerf. For me I would revert Railgun's damage back to 1.2k (but consistent this time) and have 10% crit rate like other turrets. Maggy needs a reload time increase and Gauss need to have a laser like Shaft. I wouldn't buff Shaft to compete with the other 3 turrets in term of dynamic gameplay or expect armies of Eagles flying everywhere. When I rethink about Tanker-Arthur's ideas of reverting its sniping damage back to exactly 3k, it would make sense because you can score kills easier with that 10% damage increase. I also added couple tweaks that: HC increases sniping damage by 40% (also give back its rotation penalty (Arthur suggested it) ). Simply put, with the reverted Shaft's damage, cranking up HC's damage increase would be on par with what we have now. Basically the current 4,125 damage vs the tweaked 4,200 damage. Energy recharge would be nerfed back to 200 units per seconds at Mk8. Meaning it would take 5 seconds to recharge after firing a sniper shot. But then LC, yes LC, its damage penalty would be decreased from -25% to -17.5% (the they would still share the same final sniping damage).
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We had that before....
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Imma set mines back to Chinese for that luck too. From yyang: One word: Worked <3
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Classic choice yet pretty good stuff.
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