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Everything posted by Aegis
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One of the most useless turret in this game. The model is a failure. The offset design makes it almost impossible to aim in mid to long range, which is what this turret is suppose to design for. Although it has higher DPS and longer range than Thunder, the poor aiming makes it nearly unplayable. I would rather have a design similar to this: At least I can aim with it properly, instead of dealing damage by luck.
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Actually, the answer is YES. (Kungur is my signature map) The blue circle is only for light hulls, an aggressive approach, because the wall is just too small.
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Like the old man said, don't fix something that is not broken
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I think you have misunderstood what I was trying to say. (My apologies for the long post) Let’s take an example. Scenario 1 Player X on the red team got the blue team’s flag and drove back to its own base. Player A on the blue team noticed that and run to the red base, destroy X and return the flag. Scenario 2 Player X got the blue team’s flag again but immediately got destroyed by Player B, B then return the flag which is close to the blue team’s base obviously. From the scoring system in TX, the score rewarded for returning the flag is based on the distance between the flag and the base. i.e. Player A will get huge amount of points while Player B will get dramatically less. Now guess who will be Player A? The light hulls, the flag carriers of course. Who will be able to get to the enemy base in time besides them? In fact, sometimes they are just going to get the enemy flag and in coincidence, the enemy just carries their own flag to them. I can tell you without a doubt, the score rewarded to Player A is enough for him to climb from the bottom of the of the list to the top. And who will be Player B? Mostly the flag defender, who are usually heavy hulls and, as you mentioned, not able to, and should not leave its own base, or Isida who are healing the defenders. They got the minimum amount of score. This is happening right now in TX, that’s why no one is playing heavy hulls in TX. And from the way the devs describe the new scoring system, they are going to implement the same, or at least very similar system to TO. In TO, I used to see a Freeze + Mammoth defending the blue team’s flag in Highland, it just sprays its saliva to everyone drive past. In that 15 min, no one, I repeat, no one is even able to touch the blue team’s flag. It’s safe to say that he is the MVP of the team. But guess what did he got rewarded? He is NOT the player with the highest score in the team, although he is the MVP. With the coming scoring system update, it will only get worse. p.s. I’m not toxic or salty as I am usually in the top 3 of a CTF match even though I seldom return the flag (which I’m too slow to do so) and nearly never capture a flag (except mission). But I doubt am I able to maintain the performance after the update.
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I played TX for a while and I'm really triggered of the battle point system in there. In TX: 1. Kill an enemy reward you 20 pt 2. Capture/Return the flag reward you 100 pt averagely (really depends on how far the flag is way from the base. e.g. if player A get the enemy flag and die in mid way back, player B get it and cap it. Both will get around 50 pt respectively) 3. Kill an enemy flag carrier reward you around 50 pt (also depends on the distance between the enemy carrier and your base) See the problem here? What about heavy hulls? What can it do? He can only do (1) and (3). While an hornet railgun thief can steal the points from you by returning the flag. Honestly, I got 200 pt at the first 3 min of the game by returning a flag which the carrier is killed by another team mate (and he got absolutely nothing). Also, what's the main duty of a defender? 1) Keep the enemies away from your base as far as possible, 2) destroy the enemy flag carrier ASAP. Now turns out you can get more points by violating (1), let them get the flag then kill them afterwards, which reward you extra point. Also, by violating (2), let the enemy flag carrier back to his base and kill him there, which again reward you huge amount of point (there is no way a heavy hull defender can do it in time before a light flag carrier steal your points). From what the vlog said, it seems it is the same system that they are going to implement in TO. This system is all out flavor to the flag carrier which most of the so call "pros" love to be.
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Let say, I'm a titan vulcan standing next to the flag defending it. If a wasp manage to steal a flag with speed boost, yes I will be able to kill him, but chances are he will be miles away from me. So you expect a titan to drive half of the map to return the flag and assume no other drive by "flag capturer" will return it instead?
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Er.... Today is 16 Mar, any further information about this? There is not even slight amount of info given out.
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Usually weapon with higher damage per shot will have lower damage per second (DPS), this is for balancing issue. Since railgun is expect to be used as a sniper like way, you should not expect DPS from it. In fact the purpose of the two are completely different, Shaft arcade shot are usually for emergency situation like an enemy run close to you or take down serious injured enemy. If you really want to make a comparison with Shaft arcade shot, compare it against Thunder..
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According to the future plan posted quite awhile a go, the XT skins are expected to be released around Feb-Mar. Today is already the mid Mar, but we still have no any information regarding the skins. Any extra info?
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Next time, if you want to use a random number generator, use the one in google spreadsheet or other third party generator
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Actually, according to high school physics, heavier object will not cause it to drop faster, if we ignore air resistance. Even if we do consider air resistance, it won't make a big differences as well (unless you are comparing it to a feather). B)
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And imagine if gold box suddenly dropped?
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In my opinion, the game mode should be changed as followed: For all players except the Juggernaut, they should be on the same team (i.e. they can't kill each other). Assume Juggernaut is on the red team while the other normal players are on the blue team. When the original Juggernaut is destroyed, player who destroyed it will become the new Juggernaut (switched to red team) while the original one will become normal player (switched to blue team) Scores are calculated based one personal kills, exactly like DM. Note, this is the game mode called One Man Army I have played in Flash game Strike Force Hero 3
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What is going on? Glitch everywhere!!!!! Do the devs noticed the RU is losing the War so they glitch everyone so that every one's K/D sucks? <_<
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I would like to know, if we lost our capital but have captured at least 1 area, will we immediately lost?
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What I feel about this event, especially when I saw the frontend source code of the web site:
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OK, devs how about let's do it like that, since the war is nothing like war but a total mess, just give every one 15 (5 turns, 3 for each turn) containers and randomly choose one faction for bonus rewards, so everyone is happy.
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That's why I said TO should never host these kind of events again, they just can't handle it. If they want a give away, just do a simple give away. Anything more than that, well we saw what happen. Honestly, other than the container reward, everything sucks in this event. The web site is a total mess, players have used more drugs because they want more kills.
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I have just given up the user friendliness of the UI. The system can't even work properly, and some how the devs think it is ok and release it officially in commercial purpose. Luckily those guys are not making software for medical devices, or everyone will be dead.
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The 200 kills requirement is not crossed out AGAIN!!!!!!!!! I have been told that the 200 kill is somehow updated once an hour which I can tell you that it is unacceptable for a dynamic web page. Not to mentioned that I have CLEARLY WAIT FOR AN HOUR, and I have no idea whether the heck your poorly structured system has recognized my 200 kills or NOT
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100k crystal event bundle payment is broken when using master card, it supposes to open a new page for payment while it doesn't. Why every thing is broken these days?
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The battle indicators are fine for me, but I have problem with the new battle log/kill feed icons, mainly the turrets icons. Who is/are the designer(s) of the new turret icons? You should fire him/her/them. Really!!! The most important principle of UI icons is users immediately know the meaning of the icons without any experience or extra text. Now tell me, how in the world that 2 grey lines represent Vulcan, a machine gun? There is no way a user/player can immediately know what turret that icon represent with first glance. You can make a flat style icons of the turret, like silhouettes. That is what you have done in TX, and it's great. While in here, your Morden Style ICONS, are not user-friendly AT ALL. Yes, your icons look pretty now, but no one understand what these mean
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No wonder the devs needs half day to fix the war site....
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I have to say, as a UI/UX designer and frontend developer. The UI of "war" map is designed quite poorly, here are the reasons (I'm not talking about bugs, I'm assuming it is working as intended): 1) First thing I noticed right after I had a look of the map, which one is my capital? There are 4 capital obviously, but which one is mine? 2) I'm assuming I have to click an area to attack it, but what are the available options? The light red highlight is just too "light" which is very hard to notice in the first place. I personally can't even find any indicators showing the available areas for me to defense. 3) 200 kills count are updated once an hour. Really? What kind of design is that? Is that really that hard to use Javascript + AJAX + PHP + Database (assume you are using legacy system)? 4) When I open the web browser console, I saw warnings "Accessing createClass via the main React package is deprecated...". NEVER EVER use deprecated packages, especially you know it clearly. 5) I only see 1 single .js file with nearly 80k line of codes. Where does MVC go? Where do the software engineering skills go? Edit I saw this comment in your .js file /** * Composite components are higher-level components that compose other composite * or host components. * * To create a new type of `ReactClass`, pass a specification of * your new class to `React.createClass`. The only requirement of your class * specification is that you implement a `render` method. * * var MyComponent = React.createClass({ * render: function() { * return <div>Hello World</div>; * } * }); * * The class specification supports a specific protocol of methods that have * special meaning (e.g. `render`). See `ReactClassInterface` for * more the comprehensive protocol. Any other properties and methods in the * class specification will be available on the prototype. * * @interface ReactClassInterface * @internal */ This is a REACT tutorial/template comment, did you just directly copy and paste it in your own business code? Then I found this: https://github.com/reasonml/reason-react/blob/master/src/ReasonReactOptimizedCreateClass.re in line 59 compare to your code starting from line 2103 I have lost my words