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WALLE

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  1. WALLE

    Let's Discuss Crusader!

    Armenian radio replies: If one hull has smaller volume and higher mass that other, it is just more dense
  2. Taking into account the fact that obtaining Phoenix is not restricted by time - sooner or later all players whi woll not have stopped playing by that moment will get it
  3. But it is point of Lifeguard - give player opputrunity to widthstand single damage, that would kill him otherwise This is how lifeguard works
  4. Usecases for Crusaider/Paladin are different. Paladin is usefull for close combat and require teamwork, whereas Crusaider is more versile & its overdrive usefull for both campers and attackers. It makes even more interesting if use blaster augment. Crusaider becomes deadly on long(OD), medium(Grenades) and short(Aug) ranges simultaniously.
  5. I undertand that you are talking about Destroyer augment from Magnum, but it seems that it has several more severe debuffs apart from increased reload time. Significantly smaller splash radius, slow turret rotation and strange shell trajectory... However I have never played with destroyer, I have formed my opinion on it base on info from wiki. Are all that disagvandates neglectable, or it makes turret handling way too inconvenient?
  6. I think that the main goal of augments is change gameplay of turret, not just making it stronger. That is why corrosize mix or adrenaline are (imho) bad aug - it just scale up damage, no changing handling or effective strategies of turret. On the other hand - spear or bombard are not very effective in hands of casual player, but they provide totally different sensation from game process, compared to default turret settings. Not everything is about effectiveness. Talking about self-damaging smoki - idea can be developed further, for instance - reduce hp only for missed shots. If player have hit the target - no self-damage should be applied. Or self-destroy persentage should be not high. My point is that would be interesting to play with augments that can punish players that use it in the wrong way. Set negative status effects, deal self-damage or restrict some abilities - but on the other hand give an opportunity to avoid debuffs, using some specific mechanic. (not just immunity) And yes - I understand, that it is harder to balance then templatized small caliber/hight caliber augment... P.S. @WaIIe and me are the same person, simply logged in from another PC
  7. Even if I use augment with long duration of lock-on recovery, lock instantly resets after another enemy get into hitscan. What is more, changing of target occures instantly, not even 0.7s is required. At the same time, if an obstacle is static map object (house/fence/etc) - lock does not reset, so it works kinda correct I suppose that instant changing of target is bug. It is stable reproducable, so I can get it on video if required
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