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alkyng

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Everything posted by alkyng

  1. For the title, I though you will talk about EMP Gauss with the 10m radius or Magnetic Pellets (EMP Hammer). But Smoky ? Yes its augments are OP, but nowhere close to EMP Gauss/Hammer. I haven't seen 9999GS buyer use Smoky, they use Tesla - Gauss - Railgun - Hammer. (for status effects)
  2. Oh I used to do this alot, but I wasn't know that it doesn't work. Don't know why such an information wasn't available
  3. You can't strive for a certain thing you want "as a F2P player", depends on your luck you may get Crisis, or an OP augment you don't strive for. Maybe I get Crisis while I'm not striving for, but you don't get it while you're striving for.
  4. Sorry for off-topic, but look how MAMMOTH with crisis 2:16 was easily about to flip. Now imagine it with Hornet.. (even worse). And people assumes " Crisis is OP with Hopper not because Hopper or Crisis are OP *but they magically integrated* "? Hovering smoothly and unflipability was the MOST thing that made that combo OP.
  5. The fact is Mammoth immunity from mines is for Parkour players, not in a sort of balancing or for MM. Yes it annoy me in MM, but the biggest effect is in Parkour battles. Parkour battles are always active and there is 10/10 Silence for more than a battle (most of the times). Look how much Mines this player used for Parkour ..
  6. Corrected it for you? No, Crusader have this problem also. There are many parameters for a hull than speed in the game.. And even if there was similarities in numbers, still a huge difference exist being HOVERING.
  7. I don't see Tanki death is close or will happen in near future, I think it will last for more years. But don't believe their claims that HD textures takes from them such amount of time, obviously they're not. There are some skins have around 3 months interval between each.. If we took the average of skin resolution will we conclude that the employee (designer) take one hour for one pixel? I believe in this time (from 2020 december) they can release HD skins for every hull & turret and much more. HTML5 is yes resource taking, but HD skins no.
  8. Agree with you that Railgun crystal augments are in a disadvantage. Now I never use my Railgun especially LCR, which is very underwhelming compared to Shaft or Magnum or Gauss, especially when they have Adrenaline (the same cost of LCR) which give Gauss and Magnum the chance to one-shot light hulls. They buffed Railgun critical chance and impact force in expense of the damage, which is really seem nothing to me compared to the actual damage. I hope they reduce the impact force (which is too high) and reduce the critical chance to the same of other turrets. Then buff Railgun & LCR damage to be the same of Gauss/Magnum Adrenaline. Most of my criticism for Railgun are on status augments only
  9. I think you mean by 66% as the old Railgun which have a consecutive critical rates of 10 50 10 50 ... . But this have changed now, it have a constant 50% critical which give it higher chance to ignore protection modules.
  10. Railgun now have a constant 50% critical chance. If we shoot two shots, one will be regular one will be critical. (700 + 1310) / 2 = 1005 dmg average. So I mean we will buff the regular damage to compensate the new difference
  11. Protection modules are players' act, they shouldn't affect the overall balance of a turret. I suggest to nerf Railgun criticals to 15% or less, and increase the regular damage, this wouldn't affect protection modules.
  12. I hope the nerf hopper had to be implemented to all other hovering hulls (ares-paladin-crusader). Even though I see hopper nerf wasn't enough, but it's a good start.
  13. For my imagination -- Theoretically I see 1 kill = 1 die . For every time you kill someone, you die, with a perfect K/D of 1.00 - Remember every time you kill more than 1 player, you passed the limit. Shaft usually get way higher than 1.00 It's more than you think when you kill 2-3 players per run, you killed someone and forced him to refresh, not a meaningless kill. Honestly for old Shaft, I used to get in 2017 around 15+/1 K/D in the start of the battle (then it shrinks to 5 K/D). BTW, before or after the nerf my Shaft protection is the most upgraded & Shaft players haven't shrinks
  14. alkyng

    Ideas for Turrets!

    If it was possible to throw this amount of balls in such amount of time, I hope their damage wont be that huge?
  15. Mines are mostly not very important in MM, so I can expire them no problem. But the thing, is it will take from you a huge time to use 250 of them.
  16. They was a pretty easy missions for me, but now with the reduced amount of supplies, I wont take the risk of wasting them. Sure I can collect them from the ground, but this will take way much hours.
  17. Sorry but I have some difficulties in understand hovering hulls players sarcasm
  18. Nice contradiction in the same post. There are also players who paid for Toxic Mix Freeze, not only you who have paid for such augments.
  19. alkyng

    Ideas for Turrets!

    Splash damage isn't activated before the projectile hit the enemy. I think it's a projectile radius related.
  20. alkyng

    Ideas for Turrets!

    Smoky have a vertical aim assist of 9 degrees which is the same of thunder. I think you exaggerated with 70%. And yes mobile have generally a lot of assistants compared to PC.
  21. alkyng

    Mults and Saboteurs

    Players who have a low GS because they're on low ranks aren't mults. Yes you mean Shaft defenders who selectively choose which player to kill, preferring to kill a far Wasp than killing the player who meters around them and have the flag on him.
  22. I agree TDM is so boring I never play it except if I had a mission. And DM is one of my favorite modes, but I mean it wont change the equation alot. And I don't think number of players who don't play the objective will decrease even by 5%. Also I have no interest nowadays in returning DM, because now players with the most OP combos can just basically dominate and get a whooped amount of kills by just killing any player infront of them with zero skills. DM now isn't like what it was in 2017 and before. And I think number of players in DM events because it's an event battle not because it's DM.
  23. You mean by returning DM, players who don't play the mode objective and focus only in kills will all migrate to DM? This will never happen, and wont even reduce their amount even by a little. There is TDM, players can enter it for killing, but they don't, because #1 they don't care #2 it's easier to get kills in other modes because players are playing the objectives
  24. alkyng

    Mults and Saboteurs

    For saboteurs, I rarely see any of them, but mults are everywhere, with the change I see? With your model of a mult, this should be considered as a mult. BTW, mults/saboteurs were alot in the game before MM, especially in 2011-2014 where there was alot of unorganized clans wars that was full of D3S. I see one of clans make a player join the opposite team ruining the battle for them. He also take the enemy flag (his clan) preventing his teammates from taking it, while he is staying in enemy team, no one kills him, because it's pre-agreed. But for non-clan battles, it was rare to find a mult who help the other team and no one kill him. Because not all of the 10 players are knowledgeable and have the intuitive sense that this mult is actually helping them. This was for pro battles. And definitely is impossible for MM.
  25. I hope you haven't get fooled by such embellished words "adding paints - shot effects". They seem by first look as a very good thing, but in real, they increase the prize pool and make it harder for you to get an augment or drone etc.. I have many animated paints and many shot effects, they just become too boring and I don't want any more of them even if for free.
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