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Posts
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Everything posted by Blutaar
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The Gold Box notification and siren have not been removed. You probably missed it at the moment or the orange text quickly passed by because of other in-game notifications. Small maps are no part of the MatchMaking-system, it is mostly medium-sized maps and recently introduced larger maps. Although many of these maps offer gameplay for all kinds of turrets, it is best to invest in a diversity of weapons so that you can adapt to most maps. Speaking of which, it could also be the large size of the map that no one noticed the gold laying around.
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I don't use Viking, or like it, but this skin looks quite good
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Why wouldn't that be the case with other buildings?
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Unlike other buildings, staying and hopping on the red towers will lead to self-destruction. Even floating above it for a second is enough to kill yourself. I am aware that the props of the tower allow tanks to go in the building, which made developers decide to place self-destruction-zones in them. That's fair enough - I assume these props are going to be reworked in the near future once all props are updated anyways (?) - but please remove the SD-zones above the tower, for now at least.
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subtle hint that you are leaving?
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I cannot help but admire the new HD and UT skins. Mammoth UT looks awesome!
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Off-topic, but most certainly worth noting after tomorrow's restart:
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Of course it is not hard to press [esc] and move your cursor to the leave-button, but I'd prefer not to do that at all in the first place
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Not even talking about TJR gameplay, it is basically a camping manifest. Luck is to those who use boosted Heavy Capacitors or who managed to infiltrate the enemies' base with a charged Viking
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Shaft is a relatively multifunctional turret, its usage is not limited to camping and keeping distance between the enemy and you. I use Shaft as a mid-field weapon and I even use it to directly attack enemies and bases. I equip the turret with a light hull so that I can drive across maps finding enemies to snipe and breaking down defences and clusters. For this, I often use the augments Light Capacitors or AP-Sight. It requires an aggressive playing style and it is difficult to be successful with it at start, but it is lots of fun and is truly rewarding at most times. Perhaps you could give it a try. There is also an in-game group that specialises in Shaft called Mobile Snipers, you can visit their forum page and see if you are interested. However learning how to use a new weapon is highly suggested, you cannot always rely on the same turret because some weapons may not be suited for some maps plus enemies can basically equip the corresponding protection module. I myself specialise in long-range turrets because I am not too fond of close encounters, plus I like turrets that deal massive damage, hence my most-used weapons are Shaft Gauss and Magnum. If you are into long-rangers, you could give Magnum a try: it is hard to use but really pays off once you discover how to use it, plus there is quite a variety of augments that offer different gameplay experiences. That being said, it is also good to look at different kinds of turrets e.g. melee, close or mid ranged. It is hard to compare weapons with each other, so I think it is best to choose one that seems interesting to you and delve a bit into its mechanics: test it on the test-servers or ask people for advice on the forum. Some suggestions if you can't seem to think of any: Isida (melee), Ricochet (close) and Striker (mid) are interesting and fun turrets to play with. Go have a look at them (on the Wiki or according forum-section) if you'd like. There is no guarantee that you will receive less score when using a different turret, it is all up to ones playing style and acquired skill of a weapon that determines your success with it.
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Likely yes. As long as it is being added, along with the AP-immunities for non-hovering hulls, it's fine by me
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It is not about me wanting to get Harpoon, my point is that it is strange that the augment cannot be obtained from containers like all other epic-tier augments. To add, yes I like Harpoon and I would definitely use it once I have it. However, I am currently using AGLM which works great too. I am in no desperate need to get the augment right away, but if I were to get Harpoon from a container for free - if it was possible of course - it would be a pleasant surprise
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To further distinguish hulls from each classification, developers could introduce a specific HP-range per category, e.g. -200<average<200. For heavy hulls, this would mean that Ares would get 3800hp, Titan 4000hp and Mammoth 4200hp. I don't know if this range would be any practical and balanced, it is just an idea I came up with. It used to be the case with hulls back in the days and I liked the feature, every hull had their own characteristics; nowadays hulls are mostly distinguished through overdrives and speed - which is not a bad thing, but I would appreciate it if differences in health-points were to came back again
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I have noticed that the Harpoon augment for Magnum cannot be found in containers, being it regular or ultra-containers. Currently I am missing two Magnum-augments, those are Adrenaline and Harpoon. When looking at the in-game possible rewards-section, I could find the former of the two listed but not the latter. To say, Harpoon is classified as an epic reward so it is not a special augment. Is there a reason Harpoon cannot be obtained through containers? If no, can it be added in the near future?
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Congratulations. Healing Emitters looks like a fun and interesting augment. What is your opinion on it after using it?
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As for now, no. I don't want to bear the responsibility to raise children and I am not willing to spend my time in them. Currently I am 21 so my perspective may change when I am older
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valid Nerf trickster (and rename it please), booster and defender
Blutaar replied to mjmj5558 in Ideas and Suggestions
The development of a battle cannot be predicted from start so pre-determining supply-activation will only make it harder to play and will also lead to a increased waste of supplies. It's just an impractical solution which does not tackle the main problem: it will only become harder to control and use your drones and will make the drone's mechanics unnecessarily complex -
as I quote a well-known forumer: "it's a double-edged sword"
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@asem.harbi @wolverine848 fair enough. I say scout from time to time as well, but since we call most augments with their abbr I tend to say either EAS or Scout
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Regularly I use abbreviations, but the only items that can get a proper abbr. are Fire, Rail, Rico, Dic and Crus, potentially Mammy. For augments, clanmates and in-game friends of mine always talk with abbreviations. Typing AGLM and EAS is more practical than saying Automated Gunpowder Loading Mechanism and Electromagnetic Accelerator Scout
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The amount of crystals and tankoins is not fixed and varies per open testing, sometimes a player receives dozens of both resources while an other time they only have 1000 crystals to spend. In most cases, the test-servers are opened to experiment with new changes in equipment hence test accounts often get a large sum of crystals that enables players to buy most/all items in the garage; tankoins are only useful for buying hull augments and are not too important for the testing. Why the amount of resources is randomized per testing is not clear. EIther way, this is not the proper section to ask this question. Best you can try is to post this message in Q&A
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with the existence of status-effects and their impact on their game, being made visible by Scout Radar is least of my worries
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To be honest I cannot agree with your points at all; increasing critical chances, damage, shot delay... what?? Your arguments do not make any sense at all, they will make the augment incredibly unbalanced and form it into something brokenly... underpowered. With the large amount of Falcon and Armadillo users, you think increasing damage will help? Think again. And to add, the EMP-effect is really underwhelming due to the large amount of EMP-immunities in the game as well, especially due to past challenges. Rather than above points, I would suggest to add the stun-effect to it's shots: that way it is always guaranteed that your opponent will receive at least one status-effect, plus it adds more variety to the augment, making gameplay more diverse and exciting
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