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ThirdOnion

Tanker
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Everything posted by ThirdOnion

  1. More augments == more $$$. Another thing to consider is the protection module problem. If a few enemy players have 50% modules against your turret you are effectively dead weight to your team. Critical damage will bypass protection modules, so you will be able to do full damage once in a while - will make the game less frustrating and grant an indirect buff to turrets whose effectiveness is diminished by the popularity of their modules (Thunder, Railgun, etc). IMO critical damage is the best way to realistically solve this problem. It doesn't seem like charged / scope shots will deal critical damage, so maybe Gauss players will start using their standard shot more often. Lastly, consistent damage is more predictable. With it is easier to predict how many hits you will be able to take from an enemy or how many hits you will need to destroy an enemy.
  2. Unlike the Juggernaut joke, critical damage actually makes sense. A critical damage system allows for more turrets to have status effect augments, and makes damage output more predictable.
  3. Pretty sure that critical damage is there for testing purpose. I think it's likely that critical damage will be similar to or maybe even the same as standard damage, but will simply bypass protection modules UNLESS you have a crit resistance module.
  4. ThirdOnion

    Rangefinder

    It would be useful to know how far away a target is, both to estimate approximately how much damage you will deal and to an overall get sense of scale. I suggest adding a "rangefinder" number that is shown whenever a red outline appears around a tank that indicates how far away from the center of your turret it is, like so: In Shaft's sniping mode, the number can be integrated into the scope overlay. An option in the settings will allow for toggling the rangefinder on or off.
  5. When he came up from the ramp at the start of the clip, the Smoky Viking and Twins Viking started shooting at him, but were only able to hit a few shots before he took cover behind the house because of how fast Hopper is. Most of the enemy team was in the middle of the map were there because the Hammer Hornet had taken the flag and was returning to his base through the middle - they were guarding the flag carrier, which was the right thing to do. After he stunned the flag carrier, another Twins Viking who had just spawned shot at him but couldn't hit him in the air for obvious reasons. The Smoky Viking who shot at him at the start of the clip also came back and tried to kill him, but was too late. You can even see the Vulcan Wasp trying to take the dropped flag but he couldn't push the stunned Hammer Hornet out of the way quickly enough. The enemy team did the best you can expect from a typical matchmaking team. No other hull could have done this. Note how asem stopped the flag from being captured at the very last second. Medium and heavy hulls would not be able to get in position in time. While Wasp could have made it to the enemy base, it would require an extra four seconds for the bomb timer to count down, at which point the flag would have already been capped. A Hornet may not have been able to destroy the flag carrier with its OD in time, and even if it did, the destroyed Hammer Hornet would have disappeared and the Vulcan Wasp would have taken the flag and capped it.
  6. ThirdOnion

    Bugs and Glitches Reports

    It was so close that auto-aim should have made the shot connect anyway.
  7. ThirdOnion

    Forum Reputation

    Comment under a vlog and @RIDDLER_8 will like your comment regardless of what is written.
  8. release a hull augment that prevents enemies from being able to see the outline of your tank ?
  9. I don't think most players care about their efficiency rating. Many are probably not even aware of its existence.
  10. ThirdOnion

    Ideas for Hulls and Overdrives!

    I'm not so sure that Titan's OD is definitively better than Mammoth's, but do agree that it needs to be reworked in some way. However, I do not think that it should grant immunity to status effects. Hornet and Hunter's ODs were from the beginning intended to be counters to Titan's OD, and in my opinion that should remain the case.
  11. Maybe more players would use Dictator and Hunter if they weren't so ugly. ? I can't recall getting overly frustrated at Vikings, nor do I feel like I'm being targeted. It's entirely possible we have different experiences in battle. I certainly get frustrated when I get killed by another player in a cheap way, but again, Viking's OD is but one way to get a cheap kill. I get far more annoyed with Booster players, Magnums, Gausses, Railguns, and Shafts than I do with Viking's OD because they kill me much more often. Being stunned and being able to do nothing except watch as a Hopper flies across the map with the ball or flag and caps without anyone being able to stop it is to me far more infuriating than getting killed by Viking's OD. In fact I would much rather a Viking waste their OD on me only rather than destroy five of my teammates.
  12. Interesting. Hopper ends games in two minutes - underpowered hull. Viking gets cheap kills - OP, needs nerf.
  13. Spawnkilling is a result of poor map design, and not the consequence of the mechanics of any particular turret. Attempting to address the problem of spawnkilling via a misleading visual inconsistency is not the right approach. Spawn locations should be designed in such a way so that players shouldn't need spawn protection.
  14. It would make sense if Railgun's status effect augments inflicted status effects on penetration only. But the goal of the developers is not to balance Railgun's augments. Their goal is to add status effect augments to more turrets, and critical hits are the mechanism by which they intend to accomplish that.
  15. You could similarly argue that turrets with a large damage spread such as Railgun take away from what makes Smoky unique because they too have a chance of dealing higher damage than average. Smoky is still differentiated by its rate of fire and sustained damage output.
  16. In my understanding this is the duration that the tank is at -100% temperature. After that it takes four seconds to completely thaw. So in total that would be 4.5 seconds of being frozen to some capacity.
  17. Four seconds. Not sure where the 0.5 seconds number is coming from. Haven't tried it myself, but theoretically the effect of Railgun and Smoky's Cryo Rounds should be the same. And the duration of the freezing effect inflicted by Smoky's Cryo Rounds is much longer than 0.5 seconds . . .
  18. Status effect augments will inflict status effects whenever a critical hit is scored. I predict that status effect augments may reduce either critical chance or critical damage to compensate for the effects that they inflict.
  19. I knew this would happen when the developers chose to use the word "critical damage" for the new damage system. I would have preferred "discrete" damage. Everyone sees the word "critical" and thinks "every turret will become like Smoky!" Currently, most turrets have a continuous damage spread. For example Railgun Mk7+ can do anywhere between 800-1600 damage. One shot might deal 932 damage, another 1451, and another 1023. Even though most shots tend to deal close to average damage, it's still difficult to keep track of how much total damage you have done, and it's difficult to predict how much damage the next shot is going to do because the damage values are different every time. With the new damage system, turrets will have only two possible damage values - standard damage, and "critical" damage. So Railgun Mk7+ might do 1000 standard damage and 1500 "critical" damage. There will no longer be a continuous damage spread. Damage will become more predictable, and you will be able to more reliably keep track of how much damage you've done to a tank and approximately how many more shots you need to destroy it. "Critical" damage does not necessarily indicate a significant damage increase like with Smoky. As Hazel said in the v-log, damage per minute will not change. Standard and "critical" damage values will still be within the damage spreads that turrets have now. I personally see this as a positive change. Status effect augments will not inflict status effects every shot (like those of Railgun do now), but only every critical shot. Continuous damage spreads are unpredictable and unnecessary. Of course, status effect augments should be removed entirely, but clearly that's not going to happen. I predict that every single turret will get at least one status effect augment and that hull immunities will basically become the new protection modules.
  20. I don't recall them promising new skins specifically for Friday.
  21. ThirdOnion

    Let's Discuss Drones!

    ?
  22. ThirdOnion

    Future of players with Maxed out accounts?

    I personally think the game becomes more interesting with maxed-out equipment because you no longer have to worry about being matched against players with better equipment than you.
  23. ThirdOnion

    Bugs and Glitches Reports

    HD skins use higher resolution textures. As a result, paints are rendered in higher resolution as well. I honestly prefer the look of paints on HD skins.
  24. ThirdOnion

    Let's Discuss Vulcan!

    Viking's OD disables Vulcan's overheating, hence IB stops working. Unlikely to be changed since if overheating is kept using stock Vulcan with Viking's OD would be rather unpleasant.
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