-
Posts
5 -
Joined
-
Last visited
Reputation
0 Neutral-
General Turret observations (from m0 to m3+) so far: Everyone hates magnum due to its unpredictablity and damage. I share the feels though but its balanced no matter how hard I look at it, unless its on a ledge... OK It has a tactical unfair advantage. TO needs to nerf the turret's damage, projectile travel, some maps and other things related to "Tactical Advantage". Isida now focuses more on its role as a support. It's decent and regular for team play but not on DM's so its fine Railgun... Here's hoping that TO absolutely applies VERY VERY "VERY" little change on this original treasured turret for seasoned and pro tankers alike. Hoping that they won't overbuff it like what happened to Firebird and Freeze as; Firebird is now more focused on group destruction. While freeze focuses more on protecting against flag capturers and point takers as well as sneak attacks and slowing down fast tankers. Vulcan. Your typical long range version of twins. Twins. Your typical short range version of vulcan. Ricochet. Your typical mid range version of the two previously mentioned turrets. Striker... TO needs to calculate this turret's balance soon. Its too underpowered except when played in CP mode. This turret needs to be a sentinel in general. Smokey. a turret for pro tankers no balance needed. Thunder. a turret for normal tankers, unless when equipped with the wasp, viking or hornet hull. No balance needed. Hammer. Your tactical operation's No. 1 partner where you deal high damage in limitation of it having an ammo. No balance needed. Shaft. Your normal 1-hit KS in the game. Its a support in general so ... no balance needed. What else did I forgot?
-
1ST & 2ND GENERATION TANKI FLASHBACK INTENSIFIES. Didn't TO improved the Anti-Hack system of theirs?
-
Yeah I agree with that. Anything but buffing/nerfing Railgun. I definitely do not want another nightmare like that of overbuffing Fire&Freeze's capabilities. It will ruin the starting level/later levels of the game again. Though I do hope TO can improve the damage a bit by 15/178 of it as well as its Impact force by minor. And if possible I like the old Rail's capabilities returned a bit though. I literally missed it.
-
Magnum huh... The turret sure is decent in every battle due to its supportive/devastating damage and angle based aiming that makes it unpredictable to tankers and destroys the formation of a team by a ton. So even the higher ups got the same problem. Well for now we can still fight tankers as they are since such likes of OP magnum users (whose calculations are terribly accurate) didn't exist yet. In time that they soon will appear, TO will make drastic changes on this weapon like damage and alterations and other "balancing" stuff. I'm pretty fortunate to prestige on TO. I hate those ledgers, those magnum isida campers are a terrible combo to fight head on. And If I fight against Dave in this state with his Magnum/Wasp combo, and his decency to "Tacticalize" his opponents in close quarters, I'm not sure if I can keep up anymore...
-
Guys I got a question Days ago I found a Striker Dictator tanker that was capable for firing salvos without laser and reload time interval. I was wondering if that is normal, cause I thought TO changed it and might have missed a VLOG or something. Speaking of which, I hope TO can change Striker into something like that w/ the balance of its reload and its capabilities. Its made for being a sentry to the team so TO must show it in general because my friend said its only good for CP mode, and mediocre in CTF in open maps/tactical medium maps. And tankers with their Shaftophobia always run away when the laser is on so I hope TO can balance the laser, by a small 1/24 fraction of it.