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Akame

Tanker
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Everything posted by Akame

  1. Akame

    Team Contracts

    The point emphasises 'team' contract, which in this case, I guess is one. Instead, they could have simply made it such that the team placement gives around up to 50% of the rewarding instead as a bonus. I.e, if you complete the days contract, you are guaranteed 100 points. And then for the teams placement bonus, provided you completed the contract, you get 100 for being in 1st, 70 for second, 40 for third and 10 for the last team. In this manner, regardless of how your team does, you'd get a minimum of 1100 for the event. A maximum of 2000. It would at least be incentive for the people who want to aim for a turret augment at minimum. Luckily for myself, I only care for 1 augment which is a 500 point costing hull augment. But from my discussions with people, they mainly care for turret augments. But at least this isn't the most luck related event, rally car was the worst for personal experience, landed in the team that went out immediately, didn't bother wanting to switch team to potentially go out right again.
  2. Akame

    Team Contracts

    You can also do it in TJR, provided you can kill 2 enemy Jugs.
  3. Akame

    Team Contracts

    Unsure, I'd suggest playing again for 2 golds asap if you can, not sure if tanki support would somehow credit you for those, even though it was their mistake, surely we would have heard something for such an error...
  4. About time I got something fun for my combo to replace driver
  5. Akame

    Team Contracts

    Surely not me with a couple alt accs I'm not gonna play one :Trolldespair:
  6. Nope, me and many others have had issues with quickplay stars not counting or counting regardless of being in a group or not. Like yesterday my group went for rgb, I got 8 stars for some reason, today I go solo quickplay, no bonus stars but i see 2 people in enemy get the star count I should have got.
  7. Akame

    Team Contracts

    There's a bit of miscommunication, do we only have 10 days worth of contract missions? Or do we get 1 mission each day during the event? If only 10 missions, f2ps worst count would be 500, enough for 1 hull aug, or 2000 at best case, enough for 4 hull augs/2 turret augs or other combo.
  8. In a sense, avg duration quick plays giving me 6 stars, which is nice, long games 8 stars, also nice. But with weaker players, some may still cope and cope.
  9. Akame

    Team Contracts

    From what I gather, assuming a player completes all contracts, they can purchase from 1-5 hull augments, if they spend some tk and crys, then another 2 more hull augs, note 1 turret aug = 2 hull augs. A player can also get a leg key at worst case provided they also spend tk and crys on all one-off purchases, tho this would be a waste imo.
  10. Akame

    Team Contracts

    Looks interesting. Are all 3 bundles confirmed to be one time purchases? Will the game grey out items we already own so that we can't accidentally waste points? And yet again, I guess the legendary container rewards will not be updated, so I will fully not bother with that since I have 4 saved. I see no option to switch teams, so good luck to all entering, worst case scenario is you get a terrible team that loses each round and provided you complete all tasks, 500 points. Enough to get 1 hull augment.
  11. @emrakul So, I was ofc bored and interested; I checked the rates on my recruit acc that has all turrets and hulls already unlocked: Do note that; new accounts need to rank at least once each time to unlock a certain rarity turret/hull set which will drastically change the chances temporarily until all are gained. New players need to reach Master Corporal to be able to get all turret and hull items. And my main acc; which now luckily has a bunch of augments to get with the latest patch releasing some: Ofc forced rares and epics respectively will change the actual respective rates for those rarities too for the 15 pity categories. At least there's the incentive that I have ~2.25x chance to get a legendary augment from an epic than a common container. Also since pity is 100 in epics for legendary items whilst 300 in commons. I do not like that I will likely get supplies/crystals at roughly the same boosted rate either, but it's nice to have this direct transparency. As of current, I am still saving my epic keys till maybe a shaft augment returns/drops i.e stun/incendiary or any new one.
  12. I assume this is to eliminate (well, reduce) political/international provocative conflicts? I don't see any other valid reason otherwise
  13. What are the chances we get to have a set of options for which modes we would like to be placed in for quick battle? Assuming you need to at least have 3 modes selected. I generally prefer to play CP because every other mode feels more frustrating to play as a solo queuer. I detest joining into SGE and TJR modes. I like the incentive, but if it keeps putting me in modes where I don't like the playstyle since it's overloaded with campers and people who won't work to play together, I'd rather play other modes where every little may help. I'll give quick play a shot but if most of my modes are the ones I don't like, I'm reverting back to control point queueing Majority of these pheonix's that are around currently aren't even worth respecting. They've mainly gained it via abusing TJR. Mastery of the item? Nah, might as well call it mastery of the Juggernaut. I never understood what limitations the devs had for programming/counting reputation exp and I guess they didn't mind the supplyless incentive TJR offers grinders. The secondary alternative was ASL flag capture grinding, which one of the latest was done for. Mastery of a turret? Nah. (I know a good few 100k was speedran in TJR too, I was utterly disappointed to hear this) One day I will see a player with a pheonix that is earned without cheesy reputation point gaining ways. I'm scheduled for 4 more years of pain, provided the game still stays up, not fussed, every other combo is still boring to me. Nimble gameplay feels fun, but that's just me. Everyone has their own set of fun.
  14. The pheonix nerf is hardly much, why r people even complaining about that ? I guess yall would prefer that they had changed it and not announced it, because they sure could have with ease and since hardly anyone owns it, by all means, the initial stats they had could have been wrong and unintended for reasoning purposes. We all know that augments and game items may be subject to change regardless of what they are, and the pheonix augments are no exception to this. It ain't a big deal for what it was, it is still more than busted. And well, at least he has more of an incentive to grind other pheonix augments. ?️ Most of this patch is about getting people to play and commit to games, whilst not speedrunning, but I can see people potentially stalling games now. Would it be bannable for a player to hold the 7th flag to gain stars from the early set of minutes? Technically is sabotage but people will want stars. Especially for this short 3 week elite pass and adjusted starset.
  15. basically, it's buffing lower modifications stats, so that low end people have a slightly better gear set when facing endgame players
  16. I mean, why not let him cope :trolldespair: Also, time to see all the star speedrunners cope too, guess challenge accepted will become a bit more p2w now. Just ever so slightly. This map needs more players tbh and a reworked ASL placement. Yeah, the key nerf itself, I'll have to double check, not nice to see a reduction in items gained. Finally, will not see these in the future tankifunds as placeholder rewards.
  17. Note that, u get 3 tk a day for the basic dailies supermission, so 7 days, thats 21, that comes back to 24 in total with the weekly mission, effectively you are less forced to play certain modes to get tk now with a smaller loss.
  18. In most of these maps, they could easily adjust up ball dropzones/capture points to allocate for atleast a single nuke drop
  19. Dusseldorf also has 2 drops, 1 on each side, aside ASL where both are in the middle from what I remember. But I'd rather have maps with a double drop unless they are small then a single drop. We've seen Chernuska with 4 point Capture zones, so I'm sure many of these small maps could easily lose their central point for that. Highways has 6 capture zones too, so keeping them even could be something.
  20. Like Parma has 2 dropzones regardless of modes, fairly clean, they may as well alter all maps to cater for 2 drop zones too.
  21. It is still the case, though not as noticeable since most people will repair sooner.
  22. For helpers from the information I saw only
  23. The Halloween one is the worst of the lot iirc, since you can't see the pushback steps, hopefully the space one wont be that harsh. The good thing is, that at least 1 lap is done and the entry is free. Most people manage to get to 3rd checkpoint, a few rare got to 4th from the general move set. But yeah, still partly luck orientated.
  24. As of now, nothing aside repeatable rewards in my common container once again, which is also probably why I ended up getting hard forced.
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