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Yes, twins is slightly ahead of hammer dps-wise at the 8 second-mark. However, you are assuming that hammer will go head-to-head with twins at super close range. The advantages of hammer are: - Longer range. Hammer by default has longer range than twins and with slugger it is much more pronounced. - Less missed damage with hammer. With slugger, I usually hit full 1080 damage, or something close to it, at ranges of 30m and maybe even above that. Twins' damage is already reduced at that range. Plus, many twins' balls will inevitably miss the target at that range and even at closer range. Usually, you won't miss any damage with twins only if you are right in the target's face. - Hammer can stay out of sight in-between shots. Thats around 1.5 seconds where it can stay behind cover and don't take damage. - Hammer's impact force when slugger is installed is strong enough to knock off even heavy hull's aim if you hit the very corner and make the medium hulls rotate by up to 90 degrees, thus being able to knock off aim even for turrets like freeze and firebird. - There are usually significantly less resists in battles against hammer than twins. - Initial burst damage makes it easier to collect kills. Hammer's big disadvantage: 0 damage after 8 seconds for 7 seconds and thus difficulty dealing with targets who have resists against it as you said above. Personally, I take hammer instead of twins 90% of the time, I have both m4. And I rarely use the alteration for twins. It reduces damage by around 17% plus it adds self-damage but its good on some maps like maybe Serpuhov.
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As I said above, those 2 alterations for hammer are life-changing and I barely played hammer before I installed both of them and saw what it can do. With slugger you barely miss any damage. I am doing 1080 damage practically all the time even at ranges like 20-30m. Plus, it amplifies the shot's impact force since the pellets are so concentrated and you can even knock off heavy hulls' aim if you hit the very corner. While the medium hulls are gonna be playing merry-go-round instead of hitting you. HOWEVER, at lower ranks I can imagine that the slower turret rotation speed due to slugger (cutting it by 70%) makes it unplayable. At m3-m4 the turret rotation speed is still satisfactory with the alteration. I did a comparison chart for the damage of hammer and twins for the RU forum recently. Hammer has the alteration for 5 shots installed and thus a reload time of 2 seconds. Before the reload of its drum at 8 seconds, which takes 7 seconds, twins and hammer have comparable damage output. However, hammer can stay out of line of sight in-between its shots and it also has that initial burst damage of 1080 at 0 seconds, while twins needs to fire for 1.5 seconds and hit all the balls to catch up. And that initial burst damage makes it a lot easier to collect kills since it can do quick work of light hulls and finish off weak enemies before others do.
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I would love that :D Please lobby for making one of the strongest turrets even stronger. I wouldn't stop using it then :P
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Yep, both alterations are essential for hammer. One of my favourite turrets.
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Don't know if it was because of the 2x fund, but the waiting times haven't been too bad lately. I usually get into a CP or jugger game within like 30 seconds unless its 2-4am. I think it was ok even before Tanker's Day. I just leave those 45-3 battles right away, pointless to play there unless I see that my team is stronger with enough time left.
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And even if the arguments from my previous post would fail (which I can't see why they would) , one can say that that ability to "spit" (lol) on players from above is a feature of magnum. Just as freeze has the freezing feature, firebird has the burning feature, striker has the salvo feature, hammer and smoky have the feature to knock off your aim etc. This is what makes the game diverse. Sorry if I sounded too harsh in my previous posts. I don't know if you have a legends account. But if you play there, you will see turret strength with different eyes when you are up against 4-5 50% resists in the enemy team. This is what I usually face on Silence as a magnum.
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Tanker's Day 2018 [September 8 - September 17]
UItimateExterminator replied to r_Nives5 in News Archive
To be honest, I would advice you to buy m3 turrets you would like to have first. Thunder, hammer, magnum, striker are all excellent. Striker is not easy to play though so I would start with others. Different turrets is what makes the game fun to play. Plus, there are no life-changing alterations available right now, except for hammer and rail maybe. But I very rarely use rail now since there are more effective and/or more fun turrets. The alterations for twins and rico for better distance are kinda good but I rarely use both rico and twins now. Rico is kinda weak because of the limited charge and twins has too short of a distance for my preference and a bit weak with the alteration for distance. Or do you wanna buy the alteration for shaft? Cant say anything about that since I barely use shaft, but I think many people playing juggernaut use the one for more damage. But for my taste it just takes too long to charge, I borrowed it for one day to see how it is. Smoky's alterations are pretty much useless. -
No, I was not talking about the high skill ceiling of magnum or any turret in particular. It was a general example why trying to nerf turrets because it is annoying in some instances of the game is nonsense. Because there will always be imbalance in turret strength on different maps and in different modes. Resists are responsible for taking care of that imbalance. And I am sure you talked to Orex, the main dev, and know how magnum was meant to be used.. I think the turret is balanced, but feel free to keep complaining about it. I am sure the developers will listen to you.
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No, let me stop you right there. The main dev will never allow any of those things to be implemented. If magnum is OP on certain maps, then people will use it. The more effective it is or the more people use it, the more resists will be used on the enemy team. That is what resists are for - balancing turrets based on maps and situations.. Or do you want to balance all turrets on all maps in all situations? Why not start balancing turrets with high skill ceilings huh? Because highly-skilled players will achieve extraordinary results with those. What a joke.
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Are you serious? You think you can quote the last sentence from my post while completely ignoring the first one where I say magnum has lower dps than thunder? If you say magnum is OP then why would that change if an enemy has both thunder and magnum resists... dude
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Why would they nerf magnum? It has a dps of 35 while thunder has 38. Thunder's splash damage is even stronger since the introduction of the "average radius" characteristic in July. Magnum's splash just reaches a bit furhter, ending at 15 meters instead of 12m like for thunder, but the intensity of thunder's splash near the impact is stronger than magnum's which has the same intensity as thunder had before the buff. But with the presence of serious resists in the enemy team magnum becomes only as effective as other good turrets.
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Play more Jugger, guys. Noobs and mults barely play any role there. In fact, the more noobs there the merrier :P
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Just when I thought I couldn't do any better :D
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Tanker's Day 2018 [September 8 - September 17]
UItimateExterminator replied to r_Nives5 in News Archive
The sky is the limit :D -
Tanker's Day 2018 [September 8 - September 17]
UItimateExterminator replied to r_Nives5 in News Archive
It varies a lot. I opened containers right after I got them in the star hunt. Opened 5 - nothing, opened 6 - 30k, opened 7 - nothing, opened 8 - 40k, opened 9 - 30k. You get the picture. Got like 120-130k from all 45 containers which is around 3k per. And didnt get a single decent paint from the 45.
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