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Everything posted by Kill_the_Propaganda2
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And a faster arcade shot reload as well.
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Nope, and I'm not going to finish it. It was shocking to see that I even reached 3,000 kills.
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See? Yet another person who looks at stuff superficially in the game.
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So you wanted them to showcase a paint on a combination that you would use and many others would use as well, right? And on an M3 Combo? Tanki can choose whatever combination they would like to showcase the paint. If it is a GIF of the combination in action or driving around in a deserted map, it would make sense if it was on a fast hull (light or medium hull) since people wouldn't want to see it on a Mammoth moving slowly and just shooting it. They may use the Mammoth if they want to make it look like a behemoth rising above the horizon slowly but they (the players) would want something cinematic which light and medium hulls can excel in. What I'm getting from this is that you're in the majority which represents the players who play with common combinations. I don't want to isolate you from that group but I'll have to: Why should Tanki bend to your wishes only? It sounds like you want them to please you. It is better to put it on an M0 combo so that no metal would obstruct the paint. As you can see, Mammoth M0 has a lot of area that can be covered to showcase the paint and not Hornet M0 or Viking M0 or any modification of it. It's not a minor suggestion if you say "And who even uses Shaft and Mammoth?" You made it into a deal that was not needed to be made.
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That seems a bit selfish although it would help everyone else. The idea is good but the reason for suggesting it is selfish. It can't be a special mission if it's too easy to complete now, would it?
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Everything about missions piled up this morning and it frustrated me. On this account, I got the same missions and rewards that I had yesterday. Until I had completed the first battle and completed two missions from that, I had wondered if me collecting the rewards from the missions yesterday was all just a dream. Nope, 'twas just a coincidence. Onto my lower account now, I had two Assault missions (400 Crystals in Assault and Finish 5 battles in Assault). Now this ticked me of because for 3 days straight I've had at least two assault missions on all 3 of my accounts. I used to like Assault with the old Overdrives but with the new ones, the love vanished slowly. Oh how disheartening it was to see this on the 19th: Now onto TheCongoSpider, I look at the progress I made with the Top 3x15 Weekly mission thinking I had 2 or 3 more days and I saw that I had 8/15 on the last day...again. Ok, I'll just grind some DM battles with Hornet and hope my Overdrive does me well. Nope. After 10 battles (8 DM and two TDMs), I only managed to get it to 10/15. I was being put into Legend battles over and over. One of them were against non-Legends and in 6 of them, I was the only non-Legend in the group. I'll sacrifice the container. I really hope I don't get that mission there next week. I can complete that way easier on my two other accounts but I seem to get it on that account so often now.
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You asked for my reference; I gave it to you. :)
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Ricochet kills 3 on average for me when I face them. Some get two, a lot more get 4 or 5. They seem to activate it at the right time to get the most kills.
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Let's see if we can document this casually. I remember getting 10% of my Overdrive charge for obtaining a kill. Then, last week, I saw that it was 8% for a few days. Then this morning, I noticed that it's back to 10% again. So if you notice some changes in the distribution of % charge, you can post it here.
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@Viking4s, I was doing some Juggernaut battles this morning and the number of % charge I got for killing an enemy was 10% again and not 8% anymore. Definitely seems like silent changes. At least it may not be too noticeable.
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Hmmm, not to be mean about putting this down but there is no "charging rate" parameter for Magnum. There is only the amplification time parameter which is what would really be changing. An increase in the charging rate is another (and easier) way to interpret a decrease in the amplification time. What could be an alternative to this is putting a note like how they did for a parameter change for Nanomass Reactor, Incendiary Rounds, Cryo Rounds, Missile Launcher "Cyclone", Incendiary Band, Mortar, Heavy Capacitors, Light Capacitors and Rapid-Fire Mode.
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I'm willing to gamble that that was caused by Incendiary Band Vulcans and not any other type of Vulcan. The other types of Vulcans had and still have nothing to gain from shooting while overheating; only Incendiary Band Vulcans did. I'm curious as to how Vulcan's damage works as well as stated here. On my now M2 Vulcan, the highest number I get when attacking someone within my maximum damage range is 106 when I think that it's normal. Sometimes, I get even more damage than that on a bullets and may just to 142 or even 200. I assume that that is just bullets that piled up but didn't do damage so it stuck with the next bullet's damage. I sometimes get as low as 3 when I'm that close but that's usually when they die. While overheating, my damage becomes consistent between two numbers. I think they were 11 and 26 when I saw it yesterday. I give up whenever a Freeze starts shooting me from the side. Even with the Reinforced Aiming Transmission alteration, my turret and hull's movement is down to 10% of what it was which makes me immobile considering I use Mammoth with it. You can find the two most recent Vulcan changes here: First Vulcan Change Second Vulcan Change Basically, try not to overheat at all unless it is crucial or you know that you're going to die anyways. All modifications of Vulcan had gotten a 10% damage increase so you can utilise that. :)
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I'm just trying to deduce the mentality you had when you wrote and posted that first reply. It seemed like you were the one whom was wounded by them showcasing the paint on a combination you deemed relatively unpopular. You had a problem with it and I tried to deduce what that problem was and why that problem was there in the first place. And yeah, I'm generally willing to write essays if it gets my point across clearer.
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Alterations shouldn't make a difference. I can't have any objective data on that because every 9999 GS tanker I've seen was using an alteration for their turret.
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Valid Modules that increases your damage against specific hulls.
Kill_the_Propaganda2 replied to DieselPlatinum in Ideas and Suggestions
I wouldn't consider the Defender Drone and the Booster Drone to be separate boosts since they just enhance the effect of one of the boosts (double armour and double damage respectively) already mentioned. I'd omit the double armour and double damage supply since the they are subsets of the Defender and Booster Drones. Hornet's Overdrive does not give an increase in damage. Think of it like this: A tank spawns with no supplies. It is at 0%. It equips Double armour. It is not at 100%. It goes under a Titan's Dome; it is not at 185%. When an enemy Hornet activates its Overdrive, that tank is now at 0% to the Hornet because it ignored all protections. So if the tank had spawned with no supplies and was at 0% initially, that wouldn't change if the Hornet activated its Overdrive. -
That's why I looked at all of them when they were put on the Wiki so I would know how to approach them. To my knowledge, I've only seen one Remote Rocket Explosives Striker in a battle and that was months ago. All of them are using Uranium in the Legend ranks. I use Missile Launcher "Hunter" more often now that it's viable.
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tick tock, 12:32 is in sight.
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You can do this with any type of Freeze (except Corrosive MIx Freeze). This alteration makes it so that the Firebird can do the unfreezing for itself, by itself, without an external source (an ally or enemy Freeze).
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Nope. Remember, pressing the spacebar again will detonate the missile where it is. There is a reason it says, "Be cautious while firing single shots!" in the description. It will only detonate the missile if you have not reloaded another missile as yet. If you wish to detonate the missile that is still soaring through the air while you have one ready in your chamber, it will shoot the one in the chamber. This makes it impractical (in the higher tiers) to use for large map fighting from bases. When I saw how it worked when it came out, I always wondered how M4 Strikers would fare with this alteration compared to M2 Strikers because the former has a 1.8 second reload which may be balanced out with its increased maximum projectile speed (since it is increased, that means that it would accelerate faster than the other tiers because of the fixed shell acceleration time). They seem to have the slimmest margins out of all of the tiers of Strikers for detonating the missile. You may come close and think you detonated the missile but you end up sending another one. I'd say this is more for close-medium range combat when on higher ground than your enemy. With this though, I'd have to stop hammering my spacebar when I need that one shot to kill that person before they get away and I'm on low health.
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The initial velocity of the rockets are quite low. The shell acceleration time is 3 seconds. That is pretty good considering Striker's maximum range. If the shell acceleration time was 2 seconds, it would accelerate too quickly. Having it at 3 is good enough since that gives you enough leeway to time when to press it. I'm presuming that this alteration is one of them where you have to experience it and get the hang of it first. Just like Reinforced Gun Carriage for Magnum. It's a whole new level of aiming and you have to master the decreased projectile gravitation coupled with not having a charge meter to go off of. Like the alterations are supposed to do, it changes your playstyle with Striker. I had only tried it once on the Test Server a while back and I could definitely say that I have a lot to get used to with that alteration. I was barely hitting enemies with splash damage from it.
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Does that "LOL" mean that you have yielded?
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Been surfing through the Russian Forum and I'm noticing that some of the players there have understood and experienced the potential of some of the rare expensive alterations are like: "Death Herald" Compulsator Remote Rocket Explosives Adaptive Reload Just looking at that Remote Rocket Explosives video made me want to buy it but I don't have the crystals.
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Interesting:
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Uranium Striker has the same acquisition time as Stock Striker. Since he may have been playing with M3 Strikers (M2 10/10), the acquisition time would be 2.965 seconds and not 4. What I don't like when it happens is a salvo hitting me out of nowhere. I don't even see a laser, I just see 4 missiles impact me and I die. When I look at them, I can just barely notice the laser. Sometimes, the laser would wave all over the place and I can see it in front of me and it still locks on. That I understand but I don't understand why I can't see the laser when players are locking onto me from behind. When I do it, they see and turn around or go for cover immediately. And yes, the majority of Strikers I face are on Vikings and the majority are Uranium Strikers. Which kind of Strikers? Is it one type or all types?
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