-
Posts
147 -
Joined
-
Last visited
Everything posted by Iquit
-
@wolverine848 but striker requires a lot more effort than titan shield. do hours mean anything if some turrets are harder than others? the only experience you need to have with titan shield is know the dos and the donts. which I told you already. wow I have 30 hours combined, I would have guessed lower. are you saying you don't even try to give yourself a head start to run away from mammoth or wasp bomb? what is worse: getting pushed out of your shield for a second by those two overdrives and then moving back into the shield after the bomb goes off, or just dying in 2 seconds. Not giving yourself a head start and letting mammoth run you over and wasp pass you would be a don't. do you know what I am talking about when I say put your shield as far back as possible so the limited range overdrives have a hard time reaching you? the siege point has a lot of range compared to a control point. The siege point doesn't have to be inside the shield with you. Out of hunter overdrive reach. I don't think anybody will respond to the other short sentences I typed in red, orange, and yellow, so I am probably done here. No game dev will look at this anyway. Thanks for agreeing with me about defender drone. GL
-
@FrozenRailgun this dude isn't bothered by 6 or 7 vikings on the enemy side blowing him away one after another over and over again with high damage splash damage spam, magnum mine spam, impact force spam, or long range twins or long range ricochet off of a wall spam. Spam Spam Spam
-
I'll repeat myself a second time. It doesn't have to be 90% just leave it at 75% or what it is right now, but only if the player has a module on from it. Get rid of the 25% protection from all 17 forms of damage in the game for all 7 minutes of the match. Especially 2 of those forms, juggernaut and afterburn. Another thing: none of you are talking about this item in RED. 25% damage reduction from all 17 forms of damage for all the match. Do any of you think that this is balanced? @MysticBlood why are you trying to combine titan shield and defender drone into one super defense ability? When I see like three or four railguns on the enemy side and a good number of players on my team without railgun protection on, (I can not, will not play without railgun protection) all those railguns players farm my teammates and wait until they have viking or (in the past hornet) overdrive before aiming at me. Do you do the total opposite of what I am saying? Probably not @wolverine848 Look again, I have titan. and on Mister_Howitzer too. Can you honestly say you get hit by the AP status effect that often? I know its less than 10 seconds. It feels like 5 seconds. Wiki doesn't say exactly how many seconds. It doesn't happen to me enough for me to count the exact number of seconds. The annoying gauss hornet in siege mode or sometime CP trend has died. What single turret are you dying to in one second? Viking overdrive? Fire vulcan ass cancer? auto cannon smoky for kids? I don't see very many railgun hornets anymore. I feel like I survive AP status effect all the time on the rare chance that it happens. I notice on cramped maps, I hear the hornet overdrive activation sound, but don't get hit AP. Hornet is dead. Its annoying to use and annoying to get hit by. It goes in the trash. So about your problem with getting foiled by the other overdrives like wasp and mammoth and other titans: you must not notice the star icon over the enemy wasp and mammoth zooming toward you to take you out. Or maybe you're trying to ram at them and use their splash damage against them? Don't do that. I don't have much hands on experience using titan overdrive because its boring, but I know what works and what doesn't. Kid shield is massive so putting the generator as far back as possible and behind a wall if possible away from hunter, then move forward and possibly block hunter again is the best solution. Because who cares if you get hunter overdrived in a still-active kid shield. And get a head start backing up with incoming mammoth and wasp. You can outrun the wasp bomb unless the wasp passes you and then drops. I see it all the time. And you can definitely unrun mammoth. And if your teammates don't back up too and block you, well RIP. Look around and look at your radar for enemies trying to flank with mammoth or wasp. Oh look here comes enemy titan with overdrive ready. Too bad that titan has to travel a little bit further to turn off your shield because you put your shield as far back as possible and in that time the enemy titan takes more damage and dies. Did you know wasp bomb and aires projectile get turned off by kid shield activation? Aires overdrive is a joke to attack with. Anyone paying attention can easily dodge it. Even up close with that stupid delay shot.
-
@asem.harbi wow, just wow. You only chose to read like half of what I said. I did a second message about why viking overdrive's long reload time gets shorten by 4 different things and you ignored it completely and only quoted the first thing I said about viking overdrive. And about you module switching: if one side only uses rapid fire railgun, rapid fire thunder, and auto cannon for mouth breathing little kids, then maybe they deserve to loose hard against smart players like you switching modules all the time. And have fun playing with defender drone helpers on your side loosing points to them, or against them not being able to get them outta your base while you get spawn killed because they don't die. I always leave the battle immediately if I see one. and it is a good thing shaft's arcade shot doesn't have good range because it shoots as fast as smoky or even faster with that stupid alteration and you are wrong about hunter overdrive beating viking overdrive, because of the delay, range, stun time of three seconds of hunter overdrive vs 7 seconds of viking overdrive, unlimited range depending on the turret and the fact that viking overdrive blows you away in less than 2 seconds and in 3 seconds if you have a module on. (I'm repeating myself) Does hunter overdrive turn viking overdrive off completely? NO @wolverine848 viking overdrive makes your turret shoot three times as fast and adds an extra 100% damage to it, plus the player puts a DD on adding another 100% damage (excluding vulcan and melee turrets) and this rule doesn't apply to magnum for some reason. and nobody uses hornet anymore. That AP immunity reward in the past challenge for viking was the nail in the coffin for hornet. and if you do get hit by it, its only for 5 seconds. titan survives 5 seconds without armor most of the time. the other overdrives have no range or have unusable delay, so maybe stop putting your kid shield overdrives in their base or in front of the enemy with overdrive ready. Are you blind? can you not see the star above the enemy tanks? putting the shield generator behind a wall is a nasty trick to shut out hunter I'm just going to say it one more time the difference in damage protection between 75% and 90% is minor. And it doesnt have to be 90% leave it at 75% just get rid of the 25% protection from 17 forms of damage. that would be better than no change. Oh oh oh oh oh better yet, change it back to the oldest defender drone mechanic! yeah yeah yeah 5 seconds of 300% to survive viking overdrive! what I originally bought it for. Can everybody read their message back to themselves and make corrections before replying so I can understand better? Thanks
-
and dont talk about viking overdrives slow reload time. If 3/4 of the enemy side uses viking then it stacks really bad. Add a dictator and it is even worst. 4 ways to boost viking overdrives slow reload time: dictator orange box booster and overdrive drone ----- sometimes I use dictator plus overdrive drone and a turret that nobody has a module on from like striker. If all the little kid vikings are smart enough to come over to me and get 50% overdrive from my overdrive, man it is a massacre
-
how is taking the 25% damage reduction from all 17 forms of damage and putting it towards only three forms of damage using protection modules of the players choosing, unbalanced? it doesn't even have to be 90% just getting rid of the 25% protection from all 17 forms of damage (including juggernaut and afterburn status effect) and having it only boost your modules to 75% is good enough. (which is what it is right now) don't you people get fed up with the most common hull in the game blowing you away over and over again from a distance in less than 2 seconds? even with a 50% module on, that time goes up to only 3 seconds and at the same time you loose control of your tank and aim because the triple impact force viking overdrive provides I hope everybody knows that, excluding vulcan and the three melee turrets, viking overdrived turrets get 6x the damage per second for 7 seconds if 90% is SOOOO unbalanced why is 20 second titan shield in the game? hornet overdrive is trash, so maybe titan shield should be trash too? and no one cares about all the defender drone hoppers zooming in and out of their enemy's bases with flags and scoring goals?
-
What if defender drone didn't boost your armor, but instead boosted your protection modules? Right now if I use my fully upgraded defender drone and fill all three slots with fully upgraded protection modules, the turret that I have a protection module on from shoots me and gets 25% of their damage. EVERY other turret INCLUDING juggernaut, mines, and afterburn status effect only gets 75% damage. There is like what, 17 different forms of damage including afterburn damage? So right now, fully upgraded defender drone players are only taking 25% damage from 3 things, and they are taking 25% less damage from the other 14 forms of damage in the game for ALL 7 MINUTES OF THE MATCH With my idea, fully upgraded defender drone would add 40% to the 50% modules giving the player 90% protection from the ONLY three turrets (or mines) of their choosing. (no protection from juggernaut or afterburn damage) Just think about what it is right now. -------> Defender drone cuts your damage down to 25% with modules and 75% against all other damage including juggernaut and afterburn. VS 90% protection with a fully upgraded defender drone and modules from ONLY three things, and of course, DA is always on if you use your supplies correctly. think about this: a firebird protection module doesn't do anything to firebird afterburn anymore think about this: there are hull augments against hornet and hunter overdrive, but nothing to protect you against the most common over powered hull's overdrive, VIKING Do you die to viking overdrive while in titan shield? NO because you have 90% more armor from everything while under that shield! Is no one fed up with all those hoppers using defender drone in rugby and CTF? What about Helpers always using defender drone? With this idea, those helper modules using 20-25% modules from every form of damage would be nerfed a little from 45-50% protection down to 38-45% Module percentage x .8 added back to the percentage
-
striker is an excellent turret. especially remote explosives alteration. railguns don't know what to don't against it.
-
everybody hating on gauss lmao Easy solution: gauss shouldn't be a substitute thunder, cripple the arcade shots range and add a second to the reload time that stupid EMP alteration? yeah the little noob kid always arcade shots one second after their pathetic weak ass aim does a snipe shot and turns your armor off and it does 1500 damage plus the other 1500 damage from the snipe shot I have alteration on one of my accounts and while playing it reminds me of hornet overdrive. I turn their armor off and someone else gets the kill and points, if I snipe shot only.
-
three railgun alterations should go in the trash, theres your nerf rapid fire railgun: less time to knock its aim off, more damage per second compared to non alteration railgun, and for some reason the impact force wasnt nerfed at all so its basically getting double impact force with good RNG regular railgun damage all the time. high caliber ammo: its like a noob's substitute gauss snipe shot without splash damage, same damage per shot, and without having to put any effort into aiming consistently for 2 seconds OR also the noob's substitute magnum so they dont have to aim vertically with the normal horizontal aim that every turret requires. harpoon magnum hornets or "super thunders" (what I call them) used to be super common because aiming vertically was no challenge, but hornet overdrive went in the toilet and super thunders are as rare as uranium striker and double hammer now. railgun doesnt deserve to one shot a full health medium hull without any armor or protection. Shell destabilization: is just and mixture of both alterations and deserves to go in the dumpster. A damage RNG window from 1 to 2720 with 20% more impact force? What moron made this game mechanic? the median between 1 and 2720 is 1310 and the median for regular railgun damage is 1200. And it seems like its rigged anyway to get above the median all the time. Do you see anybody using railgun with the opposite alteration on? NO Regular fully upgraded railgun damage is 800 to 1600 per shot with the 1.1 warm up and 2.9 reload or whatever it is now days, and that is where it should permanently stay. I'm glad hornet is dead. Less railguns. and barely any more cheap high caliber ammo hornet overdrive deaths
-
haha thats funny because for the past 4 or 5 months I havent used real money at all on this game anymore. It doesnt deserve my money anymore. I stopped playing for a month or two actually a month ago. The only reason I came back and still play is because you can play for a little bit each day doing missions and still finish the challenge instead of grinding the unfair unbalanced buyer disaster of a game for hours trying to get enough stars even with premium account.
-
get rid of the AP status effect, take away all the AP augments, and make it to where only hornet players have hornet overdrive. Bring back old hornet overdrive. I am seeing more and more vikings with AP turret augments that are basically hornet overdrive. Why do they get to have hornets overdrive plus viking overdrive? And hornet isnt even worth playing anymore, because its just some half assed put together large radius hunter overdrive that turns off the enemies protection module as a bonus. Old hornet overdrive is better and more consistent. This new garbage hornet overdrive just lets the entire one side have hornet overdrive and makes it not worth using hornet. all the game devs needed to do was add the a hull augment in the game right now that blocks hornets effect, just like they did with hunter. and that trashy overbuffed hopper hull
-
my post got heavily edited I had typed out two ideas for hunter overdrive buffs, not just the one but whomever moderator read that didn't like my idea and deleted like half of my text. You should have just let me use caps for the end part or I wouldn't have noticed. Here is what I actually posted before some corrupt moderator rigged my post: /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// why does hopper not have the stupid one second delay after you hit the shift button before the overdrive does anything? there are so many stupid defender drones with emp hull protection to keep their stupid little handicap drone ability on. I was playing hunter in CTF with a bunch of hoppers and I couldnt stun them because they stun me first because they have no delay and they move faster. I wanted to try convince whomever game developer reading this, if any, to just strip hopper of every ability except jumping, which is a massive advantage by itself, but I am more likely to convince someone give hunter some love two things to buff hunter: hunter deactivates the (14 second long 6x the damage and 3x the impact force) viking overdrive trash that everybody is using right now and/or simply.... GET RID OF THE STUPID DELAY ON HUNTER OVERDRIVE THAT HOPPER DOESN'T HAVE no game developer will look at this anyway ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// It looks like the two week double health disaster test is over and viking overdrive is 7 seconds again. Apparently that moderator is a viking player only and is too blind to see the overdrive star symbol above an enemy hunter.
-
why does hopper not have the one second delay after you hit the shift button before the overdrive does anything? I was playing hunter in CTF with a bunch of hoppers and I couldn't stun them because they stun me first. Why? because they have no delay and they move faster making it impossible to time my hunter overdrive. Coincidentally I have stun immunity for hunter, but I don't use it. Why? because there are so many turrets and hopper that keep lighting me on fire so I have heat immunity on all the time. Wow! Hopper overdrive does physical health bar damage and hunter overdrive doesn't? I wanted to try convince whomever game developer reading this, if any, to just strip hopper of every ability except jumping, which is a massive advantage by itself, but I am more likely to convince someone to just give hunter some love and/or simply.... Get ride of the one second delay on hunter overdrive that hopper doesn't have. no game developer will look at this anyway
-
The delay on hunter just needs to go away. It's pretty obvious hunters overdrive is weaker in terms of the number of abilities it has compared other overdrives. Hunter overdrive is similar to hornet and Viking overdrive. All three overdrives boost your turret damage in a way, but hunter overdrive is weaker because you have to be close to the enemy to use it, the enemy could have emp or stun immunity, and there is that stupid delay that I'm fighting to get rid of. Kid shields get turned off way more often now by other kid shields instead of hunter overdrive. I am just trying to think of as many reasons why hunter needs this buff hoping that a game dev actually reads these ideas and suggestions
-
and hunter overdrive doesn't even do damage and you can block out one of the two hunter overdrive abilities with a hull augment I don't have the heavy weight augment for any hull yet. I can't wait to see how "incredibly well" it does against "the shoot as faster as regular thunder but still have double the amount of impact force as thunder" augment railgun viking overdrive when you're right next to cover.
-
all enemy overdrives are visible now get rid of the charge up delay from when you hit the overdrive button to when the overdrive does something if a viking kid is stupid enough to activate their overdrive next to enemy hunter with a star above it then so what? wasp bomb? do your hunter overdrive within the first second AND be closer enough (maybe you're trying to save teammates?) or you're too late about to get blown away by common as dirt railgun high caliber ammo railgun with overdrive thats right next to you? If their stupid enough to poke out from the wall that you're right next to with hunter overdrive then so what? 1000 dps vulcan hornet overdrive defender drone cancer farming spawn killers got you down? use hunter overdrive immediately upon spawning to stop them. (they all have heat immunity and dont use stun or emp immunity) and hunter overdrive has two protection modules from it. where is my protection module from viking overdrive splash damage and mine spam or too much impact force to get to the cover that if right next to you? what about protection from super shot turrets and vulcan with hornet overdrive? give hunter some love. its suppose to keep the other overdrives in check. one last reason to get rid of the delay on hunter overdrive: hunter vs. hunter, both have hunter overdrive, one player hits the shift button a split second before the other player. The second player that was too slow now looses and wastes their overdrive. if you die with hunter, hornet, mammoth and even viking overdrive (for no reason) like a second after trying to use it, you still have most of your overdrive energy. reduce the range or make the energy requirement higher, I dont care do what you have to do, just get rid of the delay that no other overdrive in the game has (except wasp bomb because that would be unfair)
-
1000 (or 1050 with their kiddy defender or other drones) damage per second, full map range with unlimited energy, even if you take after burn damage with heat immunity or not is unacceptable. I have no clue why you are bringing up old vulcan. I looked at your playing profile and it doesn't even look like you play the game anymore. You don't even use drones it looks like. You have NO IDEA how bad vulcan is do you? Here, let me tell you. Vulcan is getting 1000 damage per second as you know, so basically it is unlimited energy and unlimited range isida unavoidable spam cancer, shooting 20 times a second 50 damage a shot, with defender drone, lifeguard drone, or booster drone, but mainly defender drone. Most of them use hornet. Now if you didn't know there is a hornet overdrive penalty that keeps you from getting overdrive energy if you get kills seconds after activating hornet overdrive. They know this, so they activate it early and get most of their kills later during their hornet overdrive. And keep in mind they are getting 2000 per second or 2100 damage if you don't have a drone on, protection module or not. So it turns out they get hornet overdrive at least once a minute because most of their kills are spread out over the last 2/3's of their hornet overdrive. And the dictator overdrives and orange boxes make it that much easier. Light hull, easier to get boxes before anybody else does, so they get bonus boxes for the entire match. The 15 second 200% double armor power bonus cool down is now 3 seconds instead of 20 seconds. So they can simply pick up a bonus box and reset the 15 second timer of having a 50% protection module from everybody. Okay and then there is hornet overdrive ignoring spawning i-frames, so that throws that mechanic in the trash. BS booster drone the only thing to stop these unbalanced players and pausing the game before spawning and waiting for their overdrive to turn off for a few seconds if that, some of them have stacking hornet overdrives ready to keep to unfair spam going. A lot of them don't even want the ability to light you on fire with the incendiary ammo even if they have heat immunity. They instead use the reinforced aiming alteration for faster turret turning. If nobody is a threat to them they will farm about 30 or 40 kills in the 7 minute match. Heavy hull vulcan is a bad too, but these kids don't move forward towards the opposite side base and their bullet hell spam somewhat avoidable. I have on 50% vulcan protection from them, but I don't have heat immunity yet on any of my equipment but once I do I won't complain. There are some medium hulls mainly hunters because they want to hunter overdrive a group of enemies and blow them away with incendiary ammo and they always have heat immunity on. If you don't actually play the game anymore, you have no creditably in my opinion. Also if you don't play matchmaking.
-
I just requested the drone use less batteries. I didn't say make the drone 15-20% The way it is set up right now, you have to either buy batteries to play with a drone all the time, or only play with drones one day a week or maybe only during double battle funds if your only battery supply comes from missions and you don't shell out real money like the greedy game devs want you to. I predict if brutus drone didn't use as many batteries, maybe just enough batteries that you get from weekly mission containers and challenges, then you would see a lot of players using brutus drone instead of no drones at all. I went on a rant after this --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- and also average damage for mk7+ is (790+970) divided by 2 = 880 per shot, so 880 x .1 = 968 so you would need to get at least 910 damage plus fully upgraded brutus drone to one shot a light hull without a double armor, and that is only IF the enemy doesn't have a drone on because all regular drones have 5% fully upgraded. but you know what? I bet you're the luckier rng mf's out there always getting massive loads of good rng damage like all the railgun players do. hammer has no range and all the other rapid fire alterations for the following turrets (thunder, railgun, smoky, shaft, ricochet torch trash, gauss and shaft acrade shot, double hammer, and magnum reinforced gun carriage (super thunder) shooting at 100% power and pooping out another stupid looking floating explosive turd at 0% power 2 seconds later) blow away the hammer reloading mechanic so I welcome the buff, ricochet is rapid fire and easy and the time difference between one extra shot to kill is a half a second which doesn't matter, and I don't care about your stupid rapid fire, higher damage per second than original, kiddy railgun alteration, permanent 50% railgun protection for life. but like 95-99% of railguns use hornet only so I automatically expect a quick cheap lame ass death when I see railgun hornet overdrive
- 2,749 replies
-
- 1
-
-
- supplies
- drop boxes
-
(and 1 more)
Tagged with:
-
yeah sure 7% less damage is definitely the answer. You just randomly chose a number. regular twins has about 800 damage per second if you didn't know, and old vulcan was somewhere around 600 damage per second.
-
watch this and nerf vulcan adding projectiles (like you did with thunder) while reducing the spin up time was a fair and balanced trade off. adding 1000 damage a second and taking away over heat damage penalty was an idiotic decision I didn't even realize that you got rid of the 25% penalty on incendiary ammo, very poor decision also about the reinforced aiming alteration, you decreased the penalty from 30% to 15% and there was no reason for this there is a cancer of hornet vulcan defender drone players in the game and they have hornet overdrive on for half of the game or more getting 2000 damage per second, or 2100 damage per second if you don't have a drone on and one last thing, who is the moron that decided to let hornet overdrive ignore the 2 seconds of i-frames when you spawn? the letter "i" stands for invincibly if you didn't know. it doesn't stand for "protection module" or "double armor" which is the only thing hornet overdrive ignores mammoth overdrive and wasp bomb don't do anything against i-frames
-
Brutus drone should use less batteries 10% armor and damage =/= 5% armor and damage plus the ability the drone gives you half price micro upgrades aren't good enough because in the end why would anybody use Brutus drone over of the other obnoxious unbalanced drones? even a non upgraded regular drone is slightly better than a fully upgraded brutus drone
- 2,749 replies
-
- 3
-
-
-
- supplies
- drop boxes
-
(and 1 more)
Tagged with:
-
Striker and gauss have the same sound effect when locking on. So how about a different sound effect? At least get rid of the beep that happens at the same time as the super shot.
-
magnum mines shouldn't be invisible at all.
-
why is vulcan getting regular damage when it over heats again?