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Posts
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Everything posted by Genuine_Noob
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can the devs please explain to me why medium range turrets are so weak in 1 vs 1 ?
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this has to be a bait. it single handedly revived rail and thunder in MM thl battles, i only have it at m3 and i still find it more useful than my m4 viking even if it was m0 id still use it over viking.
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not working, same thing html5.
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html5 is to unstable too use . how do i get back to flash version ?.
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that's exactly what i'm doing. autocanon with viking OD is trash i switched to using high precision aiming system and its works magic. im probably never going back to autocanon, unless they give hunter OD a fix by making its effect instant.
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i m interested in hunter's OD but the effect needs to be instant.
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i don't play low or mid lvl anymore with the new module system it became frustrating, the gap between free and pay is just to great. so yeah please excuse my lack of knowledge on ranks and unlocks.
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nice headcanon you got there if thats all my wants than i have better options available. what i love about this alterations is it hazardous nature makes for a rather amusing gameplay. looks i understand that railgun is overpowered at mid level, but at the stage where im at almost all players have protection against it, its not unusual to find a game where everbody got falcon on.
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Round Destabilization was my otp. ii will never forgive them for nerfing it.
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GET KILLS ? never understood this. smoky is a **** duel turret in 1 vs 1 its only behind thunder and vulcan in terms of how bad it is. smoky however will always get you excellent results, just drop the idea of killing opponent or capturing flags and focus on annoying your foe. all smoky alterations are worth buying except supercumulative rounds. in DD i equipe high precision aiming system and invoke my inner Trex (scavenging if you didn't get it) never will i go for dueling.
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it WAS the best railgun alteration.
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it was a close range turret well until alterations happened they gave it the only alteration with no negative side as if that was not enough the devs increased the number of shots per load. look i have alot of criticism for many alterations but the only turret that i consider over powered are twins and rico.
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MEDIUM AT BEST ? its supposed to be close range with great melee capabilities not medium not long range.
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The maximum damage boost from "Round Destabilization" is now 70% instead of 90% but the minimun remains the same .the dev are starting to get on my nerves. and what the hell is wrong with them endlessely buffing rico. first they add range and speed to the projectiles with minus field than they double the amount of projectiles and now they buff the rest of it alterations rly ?.
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i recently bought hyperspace round alteration and i just wanna ask. how do you lots manage with the stress and frustration of knowing that your allies are your worst enemies ? also any tips on how to use it more effectively.
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changes to the game balance are good (except isida i'm still skeptical let's test and see). changes to daily mission reward are okay but only if you take out drugs out of the regular price (except the bundle of course)
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when the opposition party has to many mortars the game becomes unplayable, but thankfully that rarely happens. magnum same as striker have a hard learning curve, unlike some op turrets.
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so which alterations do you folks consider broken ?? personally i think that duplet shock freeze and compact fuel are the most broken
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firebird's compact fuel tank is the choice , autocannon is great and all but it doesn't hold a candle to compact fuel + it will save you crystals, unless you personally enjoy playing smoky of course.
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now that the dust has settled and i don't encounter many players using protection against smoky i have to say that autocannon is great overall still overpriced, cyro is great to even more so if you have the saboteur drone
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balls won't bounce very far?,what part of close range do you not understand. for example uranium missile is op and it gives striker great close range capabilities but it sacrifice long range and its still crap at melee. what are the drawbacks ?. twins need stable plasma you say, well lets see twins has great damage good range great fireing rate good impact force and you are telling me it needs more !!. firebirds compact tank is op and need to be removed ? nah its still just a melee turret what needs fixing is the afterburns interference with repair, also the devs should add more big maps to MM that will downplay the threat of melee turrets.
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same story with railgun and thunder at HL protections, i get where you are going and i understand hummer and smoky in my opinion are the 2 turrent which struggle the most against their counter module , rico and twins are op and the dev don't have the guts to delete stable plasma and minus-field stabilization ( lets get real for a second those 2 altaration have no draw backs whatsoever no matter how their fan try to sugercoat it). but: DUPLET IS TO OP
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Fire and Freeze are overpowered . YES SURE ABSOLUTELY RIGHT YEAH AGREED but: DUPLET IS TO DAMN POWERFUL
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majority of the maps are also small and medium sized this helps feed the imbalance bigger maps will force short range turrets to compromise their hull choice granted there is not much gaming you can do in 8 minutes .
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so emm eh emm i hate to be that guy but when are you fools gonna nerf duplet
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