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merge obvious new grenade idea
Iquit replied to Iquit in obvious new grenade idea Ideas and Suggestions
two ideas actually: why isnt there a grenade that is just simply a mine, but without the invisibly of a regular mine and of course you would only be able to have one of these new mine grenades on the battlefield at one time? second idea is all grenades and regular mines should have the same form of damage. oh youre using titan shield? here come 17 grenades bouncing around you and a crusader overdrive. I should be able to stop the getting murdered randomly by baby boy hover hull mortar grenade garbage when I have a spider module on there are people angling their tanks on ramps abusing mortar grenades turning the mortar grenade into a 4000 damage a shot vertical aim magnum turret and increasing the range of it. the least you could do is make the damage 2999 so it cant one shot medium hull. make the max damage 2999 for every grenade quite honestly I mainly want this super mine to punish the classic "ram at the person with aoe to troll and make them self damage" kid strategy. I was thinking there would be a high chance mine grenade would just be added to the game in the future, but we cant even have the other grenades like the stupid wall grenade (dumb idea) and the healing grenade, and I cant remember if there was any others, because its been MONTHS since that vlog about the new grenades that are lost in the lazy game dev void. (sigh) all of my ideas have been shot down in the past so go ahead and take aim at this one too. I hope this is the last idea I have to make this dying, almost dead game slightly less unplayable. @congospider do not reply to this post. I dont want your opinion at all -
@NikmanGT the enemy is doing it, not teammate. there are two different sets of invincible frames for god knows why still. during the first iframes you cant shoot or put supplies on. You can move, but the hover hull kid is faster and more maneuverable and will block the second set of iframes when you are solid and can shoot and get your supplies ready. and of course little timmy will put a mine down and then blast off sideways after the second set of iframes are over. the second set of iframes will not wait until little timmy gets outta the way. the first set of iframes just bleeds into the second set of iframes when you can actually play the game. I dont even care if baby boy get punished. I just thought it would be funny if baby boy buyer gets punished for trying to grab yet another unfair advantage that he doesnt deserve. Its so obvious what needs to happen: combine the best of both sets of iframes into one set. Get rid of the phantom tank, allow supplies to be put on during the iframes, and then the second you push the fire button the iframes turn off. and of course make the iframes whatever amount of time is fair I think its amazing there isnt a drop animation for tanks spawning like what the supply boxes have with the drones. Just another example of the do nothing clueless game devs.
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little timmy hover hull keeps blocking me from spawning. I should be able to spawn inside and obliterate baby boy hover hull instantly who keeps blocking my spawn and turning my invincibly frames off.
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Also getting blastered when you rarely get to attack successfully with mammoth overdrive is also lame and unacceptable. 100% protection from chaos damage while overdrive is active will stop the unfairness. wasp bomb can shut mammoth overdrive off like it did in the past but no damage to mammoth. All other forms of chaos damage especially crusader drive, blaster augment, and grenades should do no damage or impact force. get rid of the instant full health bonus if you have to, shorten the active time of 15 seconds back down to 7 seconds if you have to. anything to make mammoth overdrive useable again. when overdrives first made an appearance in the game, mammoth overdrive's description was something along the lines of "mammoth becomes unstoppable." Lets make that happen again, because right now its pretty stoppable. Especially with hammer and its overbuffed impact force and augments for kids.
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@NikmanGT I did this already a couple days ago. The title says mammoth overdrive. Immunity from chaos damage and impact force will overdrive is active. getting blastered when you rarely get to attack successfully with the overdrive is also lame and unacceptable. 100% protection from chaos damage will stop the unfairness. wasp bomb can shut mammoth overdrive off like it did in the past but no damage to mammoth. All other forms of chaos damage especially crusader drive, blaster augment, and grenades should do no damage or impact force. get rid of the instant full health bonus if you have to, shorten the active time of 15 seconds back down to 7 seconds if you have to. anything to make mammoth overdrive useable again. when overdrives first made an appearance in the game, mammoth overdrive's description was something along the lines of "mammoth becomes unstoppable." Lets make that happen again, because right now its pretty stoppable. Especially with hammer and its overbuffed impact force and augments for kids.
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@NikmanGT @Maf well then pass my idea along too to make mammoth a useable playable hull again
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@NikmanGT so all the ideas do go through you and youre just vetoing 99% of all the ideas on here, what a world
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I could actually have permanent mammoth overdrive on the entire match and it wouldnt make any difference in gameplay. Well I guess status effect immunity and invulnerability to mines. It really is so obvious that grenades shouldnt work again mammoth overdrive.
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I need impact force immunity in order to have even a small chance to attack with this overdrive. You keep buffing impact force on little timmy's augments (that stupid hammer that permanently stunlocks your tank until destruction) so I need impact force immunity to counter this garbage also the interactions between mammoth overdrive and destroyed tanks is still trash and just needs removal. mammoth overdrive should just instantly disintegrate these dead tank corpses that take forever to despawn. and one last thing immunity to chaos damage: blaster augment, grenades, all overdrives with chaos damage (especially crusader overdrive the only hull little timmy uses) wasp bomb explosion can turn mammoth overdrive off without doing damage just like it did for while in the past If all these changes are too overbuffed in combination with what mammoth overdrive already does then just nerf or take away the instant health or the the 15 second active time. also the delay before the overdrive activates makes it super tedious to use
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why do you game devs keep changing things that dont need to be changed? this old classic goated augment is now the worst augment in the game after you devs put your sticky nasty fingers all over every isida augment you made the healing the same as regular non augment isida but doubled the time? this is worthless. Are you paying attention to what youre doing anymore? non augment isida healing has been nerfed to the point of almost not existing anymore. What is it like 3 or 4 seconds of healing? and you just double that time and slapped it back together and put it back in there. that +100% chance to get a healing crit means nothing. Even if I sometimes get a crit, its not consistent enough to be of any value. and you did something even more insulting to the player trying to use this augment: it still has -50% damage. this is obviously what you should do: UNLIMITED healing time if youre going to nerf how fast it heals I remember isidas description saying something along the lines of "this turret is a healer first and a weapon second" but not anymore What a joke sarcasm: Why dont you reduce damage to 50% on healing thunder and shaft augments next? you already did it a little bit to the shaft augment. the matches are still unbalanced train wrecks 90% of the time btw. I hope youre satisfied with all the unbalanced high damage destructive crap that is the total opposite of what this augment used to be. nerf uranium striker
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@POWER-OF-ONE nah defender drone is way stronger than booster drone. they should cancel each other out, but if a booster drone powered turret shoots a defender drone powered hull it still doesnt get regular damage. its still less than normal damage crisis drone defense should remain the same but defender drone nerfed down to the booster drone damage bonus crisis drone damage should buffed BUT NO its a horrible idea to do this because of all the puppy mode obnoxious augments in the game crisis drone speed cant be buffed either, because of the puppy mode hover hull that would fly sideways across the map in 3 seconds I take it back. I saw a few of those stupid new augment tesla cancer kids using crisis drone with hover hull or regular light hull, but they never put the crisis drone damage on. They dont need it. 5000 dps garbage @Hypersomnia you act like its 90% from ALL turrets but its just from one turret and that one turret still gets to crit every third shot for some unbalanced reason so... Critical damage happens way too often in this game. I would have quit a long time ago if I didnt randomly get armadillo module I sometimes use titan shield (90% protection from everything besides chaos damage) and it doesnt help. I get grenaded, hover hull overdrived, and on super rare occasions, regular hull overdrived. Like hunter, hornet wasp, mammoth, or another titan shield. Little timmy will even viking overdrive too even after you put shield down stun locking you for eight long seconds. Remember when titan shield was little timmy's favorite? with viking overdrive slowly getting buffed over the years and all these puppy mode hover hulls overdrives, things have changed. My point is I will just die to little timmys alternative forms of damage, crits and chaos with 90% protection. They will all save their obnoxious 4000 damage shot crusader overdrive for anyone that 90% modules from their puppy mode turret augment *cough* newest tesla augment *cough* that tesla trash still gets crits by the way. fools
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freeze especially makes no sense balance wise with firebird you have to take little small breaks to regenerate but freeze never runs out of energy an the freeze effect is just stupid overbuffed. Its basically like constantly getting hunter overdrived. no boosted damage, no speed, cant turn turret at all. If it can do this why does it deserve the same 1200 per second as firebird and obnoxious critical damage that makes it feel like it gets twice as much damage? how foolish and I am a fool too for even caring and continuing to play this game
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@Isshiki you forgot how the other three melee turrets: 1. hit multiple enemies at one time 2. their critical damage is irritating high and occurs more often especially with the critical augment. Isida gets nothing 3. the other three turrets basically have unlimited energy bar imo because they kill you so fast and have plenty of time to regenerate after. if you put on heavy hull with protection module, defender drone etc, it seems they dont stop shooting until youre dead anyway. Isida keeps running out of energy constantly for me @POWER-OF-ONEI really don't understand you and everyone's problem with shutting out JUST ONE turret's damage almost completely. And that one turret that would be blocked out still gets critical damage. If everyone on one side is kid thunder puppy mode augment then they all deserve to immediately lose. Also I have had this argument before. the counter argument was "then everybody would be firebird with protection from firebird and nobody would be able to damage anyone" what fools would play the game this way? I remember playing the map called island years ago and it was nothing but firebird, freeze, isida, and there was always a twins because it had unlimited energy. so you always protection module from three of those turrets and one of modules would always be twins protection. It would stalemate a lot when everybody was actually playing their best. I would switch from isida to old magnum and depending on how much rng damage the game would put out (between 1160-2330) I could obliterate almost all three's health on the enemy team and my two teammates would finish the rest of their little bit of health left. and if the isida on their side had no armor on, oh boy I would one shot it while hitting the other two I'm pretty sure if a bunch of people on the opposite side protection module from your overbuffed gauss, thunder, or magnum augment youre gonna switch to something else what about titan shield overdrive? is that way too overbuffed too? all I am asking for is the ability to block out ONE of the overbuffed unbalanced puppy mode augments for turrets in this game you know why booster drone is so weak and defender drone is so annoying strong? its all these unbalanced augments. they didnt have a choice. crisis drone goes in the trash. do you see anybody using crisis drone anymore? NO the bonus damage isnt worth it. if we still had old crisis drone damage, then all these hover hull mouse controlled kids would be impossible to fight back against. they would probably on shot you even if you had full health and protection. Even with a fully upgraded armadillo module, I still get critical one shotted anyway when I use a light hull by that stupid unbalanced destroyer augment magnum. I'm so tired of protection moduling from a kids puppy mode augment setup just to make them normal to fight against again. I would have quit the game a long long time ago if I never got the armadillo module randomly on both accounts also we should be able to change protection modules as much as we want. In the middle of a battle I change my turret and then later on a super gauss or super destroyer magnum one shots me and I cant change my protection because I changed a different piece of equipment.
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Remember when isida had the highest damage per second in the game? now it seem like one of the lowest dps turrets This is probably a waste of time like talking to a wall as it always has been in the past, but protection modules need to be to be stronger against all these horrible 2000 3000 dps augments all these hover hull and viking kids use I should be able to choose one turret to block out at least 90% of its regular damage like I'm in titan shield. This really isnt too much to ask for because half of damage comes from critical damage anyway. my suggestion would be if you had four protection module slots 1st slot: 90% damage reduction 2nd slot: 70% damage reduction 3rd slot: 50% damage reduction 4th slot: 30% damage reduction ________________________________________________________ If this idea is terrible and nobody agrees with me then: PLEASE add protection from IMPACT FORCE. All these augments that keep making the turret shoot faster dont seem to get the impact force reduced enough, or in some cases like thunder, you added more impact force to each shot while making it shoot faster. I'm so tired of protection module ing from a turret but still getting STUN LOCKED and dominated by it. Its even more irritating when it happens against a kid that seems like they started playing the game yesterday.
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hornet overdrive should reveal mines. very obvious if you dont do this in the near future then for shame also hunter overdrive destroying mines was finally completed after like 3 years of someone suggesting it. why dont you change it from valid (yellow) it as completed (green) it was even more irritating to not see it marked as planned (blue) why dont you communicate better with your playerbase
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