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Everything posted by Blutaar
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Perhaps his equipment was higher than yours because he has been really lucky with the transition included in the modification update or he just has efficiently spent his crystals. Dictators overdrive is team-orientated rather than focused on attack, having several of them on your team can be extremely beneficial. The conversion of modifications has caused some cases of extreme unbalance, most players can agree that the developers should have tackled this problem more properly. However the example you have given me does not come over as an extreme situation, plus you mentioned yourself that you havent encoutered many severe exeptions. Again, I would say this is not a large balance issue, but I can agree that your example is mostly due to the general 'failed' modification transition
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He likely had the Driver drone equipped or he had one or several dictators on his team, making his overdrive charge relatively fast. I would say it is rather a strategy than being a balance issue
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Someone who knows what the max. percentage of damageboost is with this augment?
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As a response to your answer: 1. If you want to try out new things, I recommend using the test-server. Once Ares is released, you can try it out by using these alternative servers instead of buying it yourself on your main account. The next 50% sale is most likely to happen in September, so do not feel like you are in a hurry or something. 2. Dragon's Breath does not have a pellet-spread penalty anymore (Duplet does however), now DBs only drawback is the 10% extended reload time. Almost all of Hammers augments are valuable, being it Slugger or Adaptive Reload. But remind yourself again that you shouldn't buy a weapon solely for a certain augment, nowadays you pay way too much in order to get one anyways, so only buy it if you are interested in Hammers mechanics. 3. I have my own thoughts of RGC, I personally detest that alt since it takes away the entire difficulty and skill-level of Magnum, making it rather cheesy to use. But if you want to buy it, who am I to stop you. 4. Shaft is more interesting to use than RGC imo. Give that sniper marksman-rifle some more love 5. Exp. wise, Hornet and Dictator offer you the chance to get higher amounts of experience for their ODs, just if you were wondering
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You have too many options on your mind, but I'll try to clear some stuff up. First, don't consider buying Ares. Even though the new hull seems like a cool and truly unique concept, you have no idea how it will function - in fact, none of the playerbase does. Since its controls are totally different compared to other hulls, Ares may not come to your liking. Plus, people speculate that Ares will be only available in the shop at first; if that's the case you won't be able to buy the hull anyways. Looking on your profile, you already have a good light, medium and heavy hull, two good medium-range turrets, firebird and railgun. In general, that is a good collection of equipment parts. What I am mainly missing are protection modules; most of them are only at Mk4 and at your rank you do want to be sufficiently protected against certain turrets. My advise would be to go for protection modules, modules I recommend Grizzly, Falcon, Owl or Shark. Anyways, if you do insist on buying a weapon or hull, let's check your options. First, I would say to go for a close-range turret, such as Twins, Ricochet or Hammer - this way, you have at least one turret for every kind of range. I personally have only experience of Ricochet, so I cannot tell you about the other two turrets. Ricochet is a good and fun weapon to use, that's why I am giving it Bloods Stamp of Approval (yay). You wrote that you are maybe planning to buy another long-range gun. To start off: do not buy a weapon only for its augment. Nowadays, augments are very expensive in price and buying one will take a huge chomp out of your capital, plus augments are only an addition to a weapon; they do not make the weapon itself. Remember this when considering buying a new turret. Magnum is one of the difficult, if not the most difficult weapons to use in the game. It requires a lot of experience and practice to at least know how to control this weapon with a bit. Be aware of this! About Shaft: I am well-experienced with it and I can say that, without alterations, it is still a good weapon to use. Shaft is a turret with which you can practice different playing styles: one does not need to solely rely on camping to have a good score, you can go out in the open too and show your enemies the true power of Shaft - practice makes perfect, I won't go into alterations, that is another topic. You don't need new hulls, but if you want to, here is some advice. As I told you about turrets and augments, this also goes for hulls in a way: do not buy a hull only for its overdrive! To substantiate this, you will have to use your hull more often without its overdrive than with, and you want to be comfortable with the hulls mechanisms. I dont have a preference list of hulls, this is up to you, but again I do not recommend buying a new hull TL;DR: Go for modules. If you really want a weapon, go for Ricochet or Shaft. You don't need a new hull anyways, so dont focus on Ares or Hornet or Dictator
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I do think Esplanade has to undergo some changes, otherwise the map is unbalanced to play on Scope would be interesting indeed, but won't snipers and other long-range turrets mainly dominate in this map?
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I would say they may lower the high platform and buldings, since the difference in height levels is too high and some turrets have an unneeded advantage standing on it. Perhaps they can fill the space on the empty surface on the other side of the map, it's rather a shooting range than being an interesting part of the map. Removing the tunnels might happen, as well as blocking entrance to the roof of the small building in the centre. Overall I really like this map so I do hope they will consider placing it in MM. Other maps that could qualify without being tweaked too much are Subway, Skylark and especially Novel
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No problem man, glad I could help ?
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Hey, I do own rico so I can tell you what to do there, but I don't have smoky and twins (hehe sorry At_Shin) To start off: Ricochet is a turret that does not really need to rely on augments, its stats make it decent/good enough to compete in MM-battles - if you are skilled enough with it then Ricochet is in good hands. However, augments can make gameplay with Ricochet more interesting and can even improve it. Because of the augment update, I do not dare to say if buying an augment in general is worth it - but if you are convinced you can financially bear the costs of such augment, please read further ? To begin with the first and also cheapest augment, being Destabilized Plasma: don't be bothered to buy this augmentation. By offering its truly unique ability of bouncing shells, Ricochet gets splash-damage in return. The splash-damage your turret receives is almost unnoticeable, Ricochets damage per shot is not outstandingly high and the shots travel to short-ranged distances meaning that your damage output per shell is rather mediocre and only effective at shorter range; to add that the splash-radius is also really small, so in the end you really don't gain much of a benefit - you can compare this augment to Stock Twins, but then with limited ammunition. If you want a turret with splash damage, consider buying Thunder or Gauss instead. Besides, Ricochets bounce-mechanic is way more useful and will help you out in many situations. TL;DR: Is DP worth buying? No Going on to the second alteration, which is the Minus-Field Stabilization (MFS): previously being one of the cheapest and early-available alterations in the game, MFS is used among many tankers at all ranks. Its increased range and projectile speed make Ricochet not only effective at shorter ranges, but also in medium-ranged battles. Faster-travelling shells make it harder for your opponent do dodge them, not suspecting a higher-speed projectile. Also, because of the increased range and projectile speed, Ricochets shells can now bounce even more frequently, which stimulates the beneficial use of the ricochet-effect of the turret even more. Having received a slight nerf in the shot-reload-penalty, MFS enables to shoot shells relatively faster, compared to MFS before the augment update. With a firing-decrease of only 15%, you really dont notice much difference in reload while emptying your ammunition with this augment. Another interesting and important thing to remember, which includes the small increase in shot-reload, is that your TDO (total damage output) increases overal: by having your shot-reload increased, more energy/ammunition is recovered between each shot fired compared to Stock Ricochet. This means that during your firing, you are able to fire more shells than normally, allowing your TDO to increase. Not many people realise this beneficial aspect, but it makes MFS having a rather useful ability too. Before the augment update, I would say that MFS was one of the best alterations in the entire game, only costing 20 000 crystals - however, due to the increase in price for all augments, MFS doesn't stand out that much anymore. Nonetheless, MFS is still one of the most useful augments one can have assuming they have a Ricochet. TL;DR: Is MFS worth buying? Absolutely I type too much, so let's hurry up to Plasma Torch (Torch): an interesting alteration, often used in parkour but also appears in MM from time to time. By increasing the firing rate but decreasing distance and damage, Torch transforms Ricochet into a meelee-ranged turret. At larger range, Ricochet is not effective anymore, but facing one from nearby will lead to a rain of deadly, impactful shells, almost impossible to dodge. Buying and equiping this augment does oblige you to treat Ricochet as meelee-ranged turret, to maximize its effect you will need to go in full-attack mode and approach enemies from nearby. A large upside to this augment is the high firing rate, with which you can overcome any enemy (assuming none of you have either drones, supplies or prots equipped and are not the Juggernaut) - one of Torchs biggest downsides however is the large amount of ammo you will lose when shooting at a tank; a decrease in DPS and shot reload results in having left a low amount of ammunition, making you vulnerable when being in open/enemy terrain. Attacking a large group of tankers is therefore not adviced, unless you attack in a pact as well. In order to fight well with this augment, I would advice to keep your attention to single targets, or small groups which you can conquer with ease, and attacking with a group of teammates. Having your back covered is always safe. In conclusion, Torch changes the mechanics of Ricochet and offers you a complely different gameplay-experience. TL;DR: Is Torch worth buying? Yes, although it is up to ones preference (concerning your opinion about meelee-ranged turrets) Too much text, too little time and energy (literally) - last but not least, here is Berserk: being one of the four augments that allows instant ammo-reload, Berserk used to be one of the most expensive alterations that was unlocked at one of the later ranks. Not much description: instant reload when killing a target, at the cost of increased energy consumption. As most instant-reload augments, to maximize the benefits, you will need to fire all your shots with care and make sure they all hit - plus you need to get a sufficient amount of kills if you want to use the instant-reload effect multiple times. Having a smaller amount of shots to you availability, succeeding in refilling your tank is quite hard. Even though the profit from it is worth it, reaching it acquires lots of skill and preference. Being a skilled Ricochet-user, or druglord, this alteration can be incredibly efficient for you. I myself don't own this augment, but I would advise you to buy it if you are convinced you possess the right amount of skill. But overall, I think Torch and MFS are more worth purchasing. TL;DR: Is Berserk worth buying? It depends. It's based on personal preference; be known with your capabilities of this weapon! Overall TL;DR: what augments are worth investing in: MFS and Torch (MFS > Torch > Berserk > DP) As I can see on your profile, you mainly use Ricochet combined with either Hornet or Dictator. If you want to go for an augment, I would say going for MFS is your best bet! I hope I informed you well with this. I am aware that this is one hell of a text (sorry) but you if you are interested in the aspects of each augment I'd advise you to read it (if it is worth your time of course). Don't mind asking questions if you have them. Any remarks are welcome
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The game does show unfairness in life, but I wouldn't say it can be considered as education. In the end it is just a game. One can learn several things of life from a certain (game)community, but the true lessons of life can be learnt in many ways and through many environments in the world. Eventually, we humans are knowledge seekers and we try to find lessons and knowledge via all kinds of ways, mostly the ones we prefer or that happen to you
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Agreed. Even though I had lots of fun playing with the drone in the test-server, where I fought against fellow Crisis-users, in the main game this drone will cause havoc and heavy balance-issues. I do like the concept, but it just doesn't work out. I am also wondering how a distinction can be made between Crisis-users and speedhackers - the latter is apparently still a thing nowadays...
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I've never understood that either, it's rather confusing if you want to buy a kit, especially when you are at the mk6 ranks and think that you can buy a mk7 kit. Perhaps the developers think the kits look cooler this way
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@ControlledChaos Thank you for answering and making things clear!
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Hi, I have been on the forum for a while now and I regularly comment under certain topics or join a discussion now and then, but since I entered the forum for the first time I've only been having the forum-status of 'general'. Someone who knows when you get the 'advanced' status or knows how the rank-system in the forum works? I have heard that your forum-status is based on your in-game rank, yet I am still classified as 'general'. I am not quite familiar with the forum system/statistics so I could be asking a rather dumb question, but since it's a q&a-section I figured out why not...
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Wasp is no upgrade from hornet or vice versa. Although being both light hulls and having the same amounts of HP (eventually), both hulls function differently. While Wasp is faster and smaller, Hornet is more maneuverable and heavier thus more stable. In the end, it's up to ones preference which of these two hulls they choose; some prefer speed while others tend to choose for stability. Fun fact: in the very early days of TO (2010) - way before the first rebalance - Tanki released the hulls Hornet, Viking and Mammoth; they were called 'the second generation of hulls' and were intended upgraded versions of Wasp, Hunter and TiItan (guess which hull was an upgrade of which hull). So before the rebalance in 2012, Hornet was actually an upgrade from Wasp - but that was very long ago. Throughout the years, and through many rebalances, Hornet and Wasp are both well-balanced in stats: none of both is superior to the other
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Without premium, its almost impossible to complete the challenge. Winning 17 24 battles every day while taking 1st place doing so is something I don't want to waste my day on
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Sinnoh and Kalos What is your favorite meme at the moment?
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Ok my bad, I thought you were referring to what I mentioned in my comment instead of the main topic. But I thought we could all agree that Hornet's OD description is rather vague and unclear
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Hammer when having light and medium hulls equipped; twins when both have a heavy hull. Whats is your least favorite skin?
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I can literally end this whole game by mentioning the paint 'E236'. But I wont, so I will say 'Eternity'
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maybe not, but the wiki gives plenty information about other items, not solely overdrives
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Additionally: • Whenever you are in sniping-mode, and another tanker spawns right at the place you are standing, you are forced to exit your sniping-mode. You lose your consumed energy and you have to recharge your weapon all over again. When being focused on your crosshair and enemies terrain, it is incredibly annoying when you are being disturbed doing so. I have posted this complaint several times and I don't know if someone has noticed this, thats why I commented this yet another time. Also - if possible - it would be nice if you would • lets us know what you are working on when doing an update: so if you are planning to do an update or patch, post a small list with details and things you are tackling or adjusting during the update. This will keep us players informed with what you are doing within a certain update, so that we know whats on the devs mind and what we can expect
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I would rather say the second guy was extreme lucky. Even on the test server I bought around 1500 containers and only managed to get 1 exotic container
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If one wants to find out more about a specific turret/hull/drone etc. they should look on the Wiki - or if they need to compare things or want to know about more details, they can check the forum. I doubt whether most players dont know about the existence Wiki, it is clearly visible at the homepage and even in the garage there is a link in every description referring to the Wiki; plus the Wiki has existed for a pretty long time. If one doesn't bother to click on it, it is their mistake for not knowing more details about the concerned item. Lots of info on the Wiki is pretty useful and most topics are up-to-date (with some exceptions...). Many things are described in detail on the Wiki-pages; e.g. abilities and stats of drones are explained and described better than in the garage. I would recommend people to first look at the Wiki if they want to know more about an equipment piece of something else, if still not clear you can always look on the forum
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