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Debt-Collector

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Everything posted by Debt-Collector

  1. Debt-Collector

    Striker Ultra

    I freaken knew it. I knew that the 4th slot was gonna be so damn expensive. really 5k tankoins ,man this must have been a really desperate move if ya ask me. Holy Hell.
  2. Even when the 4th modual is released I doubt that it would make that much of a difference since you would have to pay for the fourth slot with tankoins. Besides if less people used gauss they are most likely to use other moduals since theres no need to eqip owl if gauss players are evenly distributed. The players would get to use other moduals instead and try other combos. Gauss is still playable with emp and Ap augments. Even a booster or crisis user can still one or 2 hit tanks with super shots even if the enemy did had 50% protection modual against gauss.
  3. But then again on the html5 version they also have the radar on the bottom right.
  4. Then tell me how would you approach a smart heavy camper. If they see you coming with a wasp with a star ready, i'm pretty sure that the'll destroy you first. I'm particularity talking about Gauss since its very common in siege mode.
  5. Oh Here comes the gauss gang....Only a dumb camper would fall for a wasps bomb. So if you were going against a smart camper I grantee you that the wasp wouldn't last at all. Thus making the hull useless even if it did had freeze.
  6. Yes but like I said before people will tend to use emp immunity or heat immunity to get away. thus it still has its same blast radius its just added effects.
  7. well I tend to survive longer with hornet bc of its od and its supercharge thus still making wasp look like a joke and effectiveness in all MM Matches.
  8. yes but as overdrives go, I would survive longer with hornet, and hopper because of strafing. As for wasp, it does have the same hp but the effectiveness of its od and radius is still not large enough. tanks can still get away or people having EMP or heat immunity on since those are common immunities.
  9. Hmm I really still dont see enough wasp users even with the buff. it is still weak against one hit turrets. plus it has to travel very far just to get close to a long range user. basically wasp is still ineffective in the aspect .Especially when doing capture modes with wasp.
  10. First of all I said 80 meters because it would compensate for Gauss's fast reload ability and for its fast lock on. As for shaft I said 90 because people would have to rely on the scope and the cross-hairs if outside the suggested radius. Plus shaft has a laser and has slightly longer reload than Gauss. Besides what I mean by 80 radius I mean the effectiveness for any tanks within the radius that will get inflicted by Gauss's base sniping damage well any enemy tanks outside the users radius span will have a somewhat of a hindrance since Gauss does not have a laser thus still making the player to use double damage to still be effective enough with or without a drone like crisis and booster. Furthermore, this nerf should also balance out the usage of hulls and melee turrets since melee turrets have to get within 5-10 radius well Gauss still being effective in the suggested radius. At the same time this idea of a nerf would indirectly nerf the augments for Gauss, especially EMP Gauss. As for AP Gauss as I had already stated above, it would keep its super shot radius at 6 because its smaller than the suggested 8, thus it would balance base Gauss and its augments. Furthermore it would make wasp playable please answer me this, how often do you see wasp players? In almost all of my MM matches wasp is almost never used because of the heavy usage of Gauss, Shaft, Rail, and now Magnum. So in conclusion this idea of a nerf should make all combos and moduals included playable and make all modes especially capture modes playable again. To be fair Gauss did ruin all the capture modes and made the objectives impossible to complete due to heavy camping, thus I made this idea to balance out all combos and in any situation. Dang I had to repeat myself twice to get my point across.
  11. Well they cant remove the turret since it has been part of the game, but the suggested nerf i mentioned above should make MM playable again with any combos you like or would like to try out.
  12. Well according to the rules of Ideas and suggestions 1 topic is 1 idea if I combined these two in one topic it would have gotten an invalid status.
  13. You gotta admit as I mentioned above, Gauss is one of those turrets that disrupts the balance between all turrets, hulls, and moduals. Plus 75-80 radius is still doable in its sniping damage. Well I proceed to look at your profile the first turrets that are most used are Shaft and gauss of course you wouldn't like the idea. LOL welp this idea is to also discourage heavy camping as I have said before, and it will make hulls like wasp playable and melee turrets. Also will make other protection moduals playable. Ive said this too in my other topic for shaft. And yes I also use gauss but I think its still OP.
  14. Here's a similar topic I made, but it is for shaft.
  15. Okay since I made a topic about how shaft would be balanced out this time I'm making this topic a way to balance out Gauss. I am making this topic because Gauss is another one of those turrets that disturbs the balance between turrets, hulls like wasp, and protection moduals. So what I would like to propose is that Gauss will keep its Base Sniping damage within 75-80 radius as well as its super shot splash radius. When the enemy tank is outside the suggested radius, the sniping damage will decrease by 15 % and the super shot splash radius will decrease to 8 radius. This idea will help reduce camping with Gauss and it will balance out all of the Gauss augments. As for AP Gauss, the radius will stay as 6 because it has a smaller super shot splash radius.
  16. Debt-Collector

    An Idea To Balance Out Shaft

    Well to answer the first part of your sentence, I would say something about Gauss but according to the Rules of Ideas and suggestions, 1 topic is one idea so its hard to say two ideas in one place. I was gonna make a separate topic for that later on after the shaft idea. And about your second statement, the players should have to rely on the cross hairs because having 100% accuracy all the time even outside 100 radius makes melee turrets and hulls like wasp unplayable and not fun to use if someone is somehow getting one shot by a shaft out of nowhere. I mean shaft would be still playable in the radius I suggested above, but this idea is to discourage camping, plus shaft has always been too easy to use. And when shaft is used on large maps like berlin, breast, Hisghways and ect, it made modes like ctf, asl, rugby, and possibly siege too impossible to complete the objectives due to heavy campers like gauss and shaft. And yes I believe that shaft should have a drawback of some sort because all the other turrets has some consequence to it and it seems like shaft doesn't have a consequence of some sort.
  17. Debt-Collector

    An Idea To Balance Out Shaft

    What I meant is that it will affect campers and no changes needed to the augments and the arcade shots, since arcade shots are relatively balanced in damage. I typed this idea to reduce on sniping damage and accuracy changes when used too far out of the suggested radius I typed above. So yes this idea will affect campers.
  18. Debt-Collector

    An Idea To Balance Out Shaft

    Possibly, but shaft is too easy to use and its one of the hindrances that disturbs not just the long range turret balance but also moduals balance. I still see long range turrets are still used quite often. And yes I do admit I use Railgun as a long range turret but I wanna use my melee turrets more, and equip other moduals besides falcon or other long range moduals.
  19. Debt-Collector

    An Idea To Balance Out Shaft

    seems fair enough, how about 90 radius it is still far enough.
  20. Debt-Collector

    An Idea To Balance Out Shaft

    Still I believe that having a variety use of all types of turrets and different moduals still exist. There's a lot of people that don't even use half of the moduals except people commonly using Falcon, Owl, and Eagle the most thus not seeing an equal balance between all moduals.
  21. Debt-Collector

    An Idea To Balance Out Shaft

    At the same time its not always good to promote 1 hit turrets that tend to be long range turrets like Gauss and shaft and not give any melee turrets a chance either. So i think it would be fair in this aspect. Statistically answer me this how often would you see a melee turret actually being played, and compare it those that use long range turrets like Gauss and shaft. In almost every battle ill see more long range turrets than melee turrets.
  22. Debt-Collector

    An Idea To Balance Out Shaft

    Okay its time for someone to say something about this. A sniping turret such as shaft should not be able to always get 100% accuracy and use no skill to destroy tanks. Here is what I am gonna propose, if the user is using shaft it will have 100% accuracy with the laser on the tank within 80-90 radius and any further outside the radius, will result to actually using the cross-hairs and skill to aim with shaft. Also slightly weaker sniping damage by 10% when farther outside the radius when using shaft. I would like this idea to be implemented because it would discourage heavy camping. 2. Also this will give melee turrets a chance to be more playable. *Let the rotten tomatoes commence from A.K.A Heavy shaft users or shaft users in general.* (Lets be real, Shaft Needs to have more skill involved especially when it has cross-hairs on the scope otherwise I see it as a waste of design also.)
  23. When I wanna play some warzone but its similar to tanki when it comes to ideas and development.
  24. Debt-Collector

    Episode 295 of the V-LOG!

    Wow brutus no longer being able to consume batteries.... Welp I invested in the wrong drone XD
  25. This is the funniest comment I read so far ngl. I give this comment a 9/10 for being funny
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