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Posts
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Everything posted by enri_chill
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Well the new addition to the Hunter OD makes it playable again at high rank. Thank you!!!! It actually can wreck havoc in combat.
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Would love the removal of the speed penalty on Rubberized rounds.
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For sure this is the augment of choice against vulcans. When I am facing lots of stunning, I swap rubberized rounds augment out and begin using Shooting Speed REgulator. That is the only chance a vulcan has.
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Haha! Sorry it didn't do well for you. It is a game changer on loads of the boards with vertical walls and ramps.
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Have you tried Rubberized rounds? A spectacular augment that provides a lot of fun options in combat.
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10 containers is the minimum at the legend level. I rarely get anything more than 1000 crystals or mines...truly awful change in the game. The clan I'm in is exploring different games at this point. I still enjoy Tanki, but understand the frustration
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Couple that with the fact that you no longer get a solid amount of crystals for ranking up and that is a real problem. Just made Legend 39 on my other account and got a whopping 1000 crystals. truly ridiculous.
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I noticed how the RFM was not effective any more. Your post explains why. I think the overall idea makes good sense. I don't know enough of the mechanics to know if the percentages are optimal or not, but those could be tweaked based on data and refined over time. But your approach sounds correct to me.
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In CTF and Rugby you are absolutely right. I take the role of being sure my flying monkey is protected so they can get all the points:)
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For a vulcan to actually kill another tank you have to be exposed to all enemy fire for much longer than you imagine. If you really think it is OP, please gear up your heavy hull and HI and go hunting. You will discover in the open you can't one shot any thing. Nor two shot. And your lack of speed will get you exposed.
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So as I read the patch notes for Web #677 it said that all OD except Wasp are delayed before shooting. The primary benefit of the dictator is assisting your team with healing and supplies. Not sure the point of the delay...since it is not shooting primary...same as the Titan Dome. I understand the delay in Vulcan...just can figure out the delay on dictator.
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Yes. And keyboard controls. Macbook Pro 2021 (OS 12.1)
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I've been having an issue using the vulcan over the past week or so. When I hit any supply (BA, BS, RK, or BD...not always on mines) my turret goes back to the middle (hence losing my aim in the midst of battle). It has never done that before and it has ruined many kills over the past week. Is this a simple "bug" on Vulcan. I am also using Dictator and the Rubberized Rounds augment incase that helps. Thanks for your help. It is baffling:)
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Well to be fair, you really can't heal anyone with the vampire augment. It removes healing...well it gives you 1 hp per second of healing. In other words, you can heal someone about 30 points with your entire energy bar:). So in the past you could actually vampire all day and heal at the same time. Those days are long gone even with the augment.
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Welcome back! Yes, the game has changed a lot. I had not played for two years and then came back during the COVID lock down. Much faster to level up now and I also went Premium from the beginning to accelerate leveling up. In a little over a year I hit Legend 33. The current state of freeze, tesla, and isida is definitely pretty dominant on mid range boards. They are really hard to counter. I faced many foes with twins and they do seem to hold their own IMO. I also have a maxed out defender drone that has allowed me to stay alive a little more to get kills.
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With all the different adjustments to hulls, turrets, augments and OD is anyone finding more success with the Firebird? I've been encountering more in the battles lately.
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Just finished playing with light hulls (hornet and wasp) and they are unplayable against the railgun. Flipped 5-6 times. Ridiculous.
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Save up if possible for the armadillo module. It has helped tremendously.
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If I am playing in a battle without Rail protection I don't last long vs. good players. They simply land too much damage per shot. With protection I am able to fight them fairly evenly. I think that is all protections are there for...to allow you to choose 1-4 turrets to be able to fight more evenly or even to an advantage. I choose to protect against the stronger long-range turrets that can one shot me, such as Shaft, Rail and Gauss.
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Buffing a turret because folks use protection doesn't really make sense. Without protection, railgun is one of the more devastating turrets. That is why I suit up with my protection in almost every battle. To get one shot by it is frustrating enough. The reason we use the protection is because it is a strong turret when faced without any protections.
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It has been fun to use. The lock is fast. I am using a 7.3 right now. When it gets fully upgraded (next sale) it should be strong on larger maps. In medium range the simple arcade shot is effective...also there don't seem to be as many protections as I face with some other turrets.
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Yes...that is the augment I have used. I tried the one with tons of rockets, but you are literally asking for a beat down parading around waiting on the lock?
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Rico is one of the most versatile turrets for sure. It can make shots that others can't. It isn't OP at all, but can be devastating in tunnels and narrow alleys. It is also the single best turret (along with Vulcan equipped with the rare rubberized rounds) at finding the enemy tanks before you see them.
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I am just starting to play with it, so all I know is what I have been experiencing. I was surprised at the speed of the single shot missiles. Fairly easy to lead the target when obstacles aren't present.
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I believe it is patch #636. That was the patch that did two buffs for Striker: Decreased reload time Increased initial rocket velocity across all modifications by 5 m/s Haven't found any other "buffs" in that arena. Is this what you were referring to?
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