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Everything posted by JustBlackWolf
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this seems the most logical assumption so far. Errors can happen and the game code could break in some points when releasing a new update. Even though i despise Alternativa, i have to admit they release their updates with a lot of polish and prior testing, compared to other companies, such as the ones of big AAA games or big sponsors.
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Players use hornet for its crits and AP effect rather than radar, lol
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Idea behind it: This agument will allow you to adjust the angle you're shooting at to hit enemies that are hidden by obstcles and out of your line of sight. Inspired by watching my friend @2shots2kills playing Ricochet. This augment is fully oriented towards the original concept of Ricochet, maximizing its potential by using the bouncing feature of your projectiles. Description: Ricochet's projectiles are equipped with a special microchip that will stick to enemies and highlight them if hit after bouncing. The effect is not permanent and will wear off after a while. The effect can however be refreshed with multiple hits. (imagine the effect of Hornet's overdrive on a single enemy). This augment does not require adding a new status effect. Pros: -Hitting a target after a successful bounce will highlight them up for 15 seconds -Increased number of maximum bounces -Increased projectile speed after a bounce -Projectiles that bounce will have a longer lifetime, increasing the distance a projectile will last before disappearing, the effect stacks if a projectile bounces multiple times. -Optional: Teammates can also see the highlighted target Cons: -Critical hit damage reduced
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seems pretty balanced to me.
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After the repair kit update, Mechanic's repair kit doesn't apply any immunity to teammates/remove negative effects from them. Is this intended?
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How can something as overpowered and frustrating to play against as Gauss EMP be an INTERESTING concept? How is "haha i press space and you can't play the game like everyone else" fun and interesting? It's something that forces you to buy a pass or waste even more tankoins on a protective augment so to give you only the chance of playing the game normally against such c-word equipment. We all know what's the future of this game, and by now we're just sinking even more than we already did, the game is aiming to reach the bottom of the bottom of the garbage bin!
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if you look closely, the "link" of Ares's overdrive is exactly that.
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valid Self damage penalty for healing turrets should be reworked
JustBlackWolf replied to JustBlackWolf in Ideas and Suggestions
appreciated -
The best counter is equipping EMP and remove the rest of the effects with repair kit in my opinion, that's after the 2s of stun are over.
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clowns, all of them.
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valid Eliminate isida crit shots for the jugg.
JustBlackWolf replied to artc in Ideas and Suggestions
The problem here is that Juggs don't camp in the base because they have an Isida healing them, rather because Jugg became very, very weak with the introduction of more overpowered equipment in the game. You don't have DA 50% damage resistance, you take full damage out of every turret if you don't have protection against it. Certain turrets deal way more damage than others, and that can melt your hitpoints in a few seconds if you stay exposed. Look at Striker Cyclone's augment for example, having protection against it is pointless right now because you still die due to the massive critical hits, mind you, there's a 20% chance of getting a critical hit on each of the EIGHT MISSILES being shot at you. Make your conclusions The game would be much more fun if the Juggernaut was hard to kill and required a lot of teamwork to be taken down. In this case Isida would definitely be too strong, but the solution is simple: as Wolverine said, just kill the Isida. After all, the support nanobots users are sacreficing all their offensive capabilities to have defensive ones, so i don't see why punish someone for enjoying a different kind of playstyle, which is definitely one of the least popular/highest skill requiring to perfom well in the game. Tell me how many support nanobots you see around compared to vampire nanobots for example. I always get targeted first when i'm healing, because people know that they CAN'T defeat an enemy that is basically immortal due to the Isida behind him, it's a high risk-meh reward playstyle. The buff to the lock-on timer was definitely a blessing for Juggs as it allows you to get rid of those p2w clowns that come at you constantly trying to get some cheap damage out of you. -
valid Eliminate isida crit shots for the jugg.
JustBlackWolf replied to artc in Ideas and Suggestions
so why punish someone for being skilled at the game? I don't see people attacking Juggernauts with Defender/Paladin requiring close to no skill to win the game get punished for abusing the meta (even if Viking's OD is more effective). Paladin's OD basically gets the same immunity from all effects as Juggernaut, so why powercreep healing Isida even MORE than it already is? -
valid Eliminate isida crit shots for the jugg.
JustBlackWolf replied to artc in Ideas and Suggestions
A juggernaut can get killed in matter of seconds by someone using Viking, an Isida requires several seconds before being able to fully heal a Juggernaut, EVEN with support nanobots. A lucky crit isn't for Isidas to blame when the % of getting a crit in healing mode is 2-4, while other turrets get constant crits. -
valid Self-destruct when the battle begins
JustBlackWolf replied to Dictator_Haddou in Ideas and Suggestions
adding to that, i would reset the battle timer to 15 minutes after everyone self destructed. Battles are lasting less than they should with the new feature. -
valid Eliminate isida crit shots for the jugg.
JustBlackWolf replied to artc in Ideas and Suggestions
Absolutely not, this would completely kill this turret in this gamemode, the Isidas you're whining about more often than not end the battle at the bottom of the scoreboard because healing Juggs already gives close to no scores. And then again, healing a Juggernaut is often not even enough if the healer isn't experienced, a good viking player can still wipe out the Jugg no matter what. I use Hornet's OD tactically just for the crits and its huge ability of countering an attack from multiple vikings at once, that is if i survive. Terrible idea. -
it was a Massacre DM, a bit weird for the game to throw me in there. All i remember were the first instances, where i spawned in a crater, and even though i was recruit, that was a game with warrant officers, people going round with vikings, thunders and freeze. I remember seeing the blue crystal boxes, and since they were blue i thought they were ammo pick ups for the Freeze turret. Good times.
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valid Colour changing cosmetics for turrets.
JustBlackWolf replied to DarkPredator in Ideas and Suggestions
Twins be the new discoball while freeze and firebird will have some RGB/rainbow flow LOL, imagine that with the new lighting effects -
Is maxed Armadillo really worth a slot of protection?
JustBlackWolf replied to numericable in Archive
i would use it only if strictly necessary, for example back when freeze/hammer were extremely overpower due to crits update, Armadillo was a must, now the turrets that deal most crit are rail and striker so if there's too many in a battle i'd just equip it and sacrefice a slot. All turrets have crits, but crits damage get reduced with DA/Defender/Crisis, and since some of the turrets have weaker crits, you won't feel their damage as much as a Striker for example (oneshots you if enemy is using maxed booster, leaves you low hp with normal DD from a maxed out drone) -
It isn't, it's a totally separate sound from Tanki X
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Just take Mammoth, ask someone to heal you with their Isida and clean up the minefield with your OD, since killing the guy has no effect on the mines. I don't think this drone needs any rework or nerf. Thank me later.
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i like the idea, surely would make Shaft a more skill based turret and way less c-word for any noob that just sits in one spot and presses a button.
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no, my friend needs Mammoth LC to look even cooler with his Vulcan :kek:
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I think the augment you mean is not Uranium but Cyclone, tbh Uranium is pretty garbage at the moment since it has no critical hit, useful only if you use it with booster, but that works for all the turrets. Additionally, since it seems that the biggest issue for Juggernat is Striker, rather than giving Juggernaut its OD right as it spawns, i would simply remove critical hits from Cyclone's salvo, this way having 50% protection against striker will be reliable again. Since most of the times a Juggernaut will have to use its OD to kill the enemy Juggernaut, giving it to the one that spawns right after would be unfair against the enemies who just had a kill, think about it, your Juggernaut has its OD recharging, and is low HP after winning the fight and successfully killing the enemy Juggernaut. The one that spawns can rush into the enemy base and kill yours with close to no effort, it makes taking risks and getting rewarded pointless. Sure you could tell me that the other players could use their ODs to kill the newly spawned Jugg, but you get my point.
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category Ideas for Supplies and Drones!
JustBlackWolf replied to Ilia.ArchangeI in Ideas and Suggestions
Tbh this should apply to every supply consuming drone, 3 is way too much, 2 makes much more sense.- 2,764 replies
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- supplies
- drop boxes
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I mostly agree with Maf on this one, but the idea isn't too bad, if it gets implemented, in my opinion, these zones would need to be disabled if an enemy is in your spawn. If the spawn is empty, then the countdown can be applied.
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