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Everything posted by Cleric
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As I expected, this thing is perfect for campers. 8 kills and 0 death in the first 2 min of the game. What can possibly go wrong, right? Hiding in spawn, holding down the mouse button and shooting rockets towards the sky that is homing and can one shot anyone across the map.
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The effectiveness of long ranged, slow firing weaponries are usually underestimated when compared to mid or close range, high firing rate weapons. Like on paper, does a minigun which can vaporize you in seconds sound scarier or an .50 caliber anti-materiel sniper rifle which can one-shot the anyone sound scarier? The fact that it is really good at camping is already a pain in the ass. It doesn't have to like "let me nuke the entire map". It just allows players to sit in the corner, getting kills from time to time while no one is able touch them. Players with it properly didn't get super high score, but they can get like 16 kills and 0 death in a team match. And that sucks. BTW, arm race is properly the worst mode to test this turret. You can't camp too well when everyone is your enemy and can spawn right next to you at any time.
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Of course they get decent score, this is exactly what the Devs want to see. This release cycle has happened many many times already isn't it? Each time with the exact same formula. New stuff get added --> Make it OP as hell and "early access" only (stop butchering the word early access damn it) So that buyers will rush and buy it. After certain time, nerf it a bit, just a bit and make it available to everyone So that non-buyers will waste their crystals and buy it --> indirectly encourage freeriders to pay for real money, because they just spend whole bunch of crystals and now they properly need more for something else. Remember, not every one has played this game for half a decade and are in-game billionaires After a substantial period (usually takes months or even more than a year), nerf it to the ground to how it supposed to be in the first place. And call it "We listened, we delivered, we finally balanced it." Now they get both the money and the praise of doing the "right" thing.
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Seriously, this is not how the word "early access" supposed to mean, not even close.
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I give you 5 minutes to think about what you have just said.
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That doesn't change the fact that it is an excellent camping machine. When you are camping in your own base, you don't have to worry about range at all. You will definitely gain enough range to every one on the map. Similar statement was initially suggested about how difficult and "skillful" it requires to control Magnum, and people claimed this balanced it out. Well, the fact speaks for itself. TBH, gun game (no, I will not call it Arm Race. Just because the Devs give it a fancy name doesn't change that fact that it is basically the exact same gun game mode that everyone knows) is not a good game mode to test the effectiveness of this turret. First, it is a long range turret. And secondly, there is simply no chance for you to camp because everyone is your enemy and they spawn every where.
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Do I have to explain how problematic and annoying it is to introduce a projectile weapon that shoots into the sky and go over covers while the rest of the game is not designed for that? It's like introducing grenade launcher in CS:GO. There is a reason why "one of the best game development studios in Russia" is the only one doing it. It's not because they are the only people smart enough to think of it. It's because the rest of the industry is smart enough to avoid stupid decisions like this. You claimed it is not an issue at the moment, because it is simply underpowered. The fact is, you can't even balance it at all. If it dealt reasonable damage, it would be super annoying and impossible to counter because all the campers have to do is hide in their own base behind a wall, planting a bunch of mines in the only entrance and keep shooting into the sky. If the Devs lowers the damage, Magnum would be doing nothing and basically contributed nothing in game, which is what we have right now.
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Me walking pass the forum out of curiosity seeing what monstrosity does "one of the best game development studios in Russia" brings this time, after leaving this game for good. And of course, here comes a "new" turret that is basically a combination of existing concepts from various games introduced half a decade ago. And guess what? They actually decided to make it so that it can go over covers, AGAIN, as if Magnum is not problematic enough already due to the fact that the Devs are too lazy to make big changes to the maps to justify the existence of projectile weaponries. And you know what? They actually managed to make an excuse of missing primary fire reload bar. Normal shots do not use the reload bar. What does this mean? That means you guys are either too incompetent or too lazy to make 2 reload bars to show the reload of 2 separate firing mechanisms. And then shamelessly call it a "feature".
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So a visual change of a 10 year old model is considered a "crucial update" to the Devs. Now you know what type of people the Dev team consist of
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You failed to understand the point. The point is the Devs decided to fill players with unnecessary info, making it seemingly very long. If they cut all those redundant stuff, things can be explained pretty clear in one single video. Like does the fact that "Equipment change begins as a bug/exploit" help players to understand Devs's direction in any ways? And do players have to know there used to have no equipment change cooldown in order to understand the situation? Like I said previously, people just want to know who will be the next US president and why. They don't need some one to talk about about Washington and how he became the first US president.
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Nah, the Devs are not that generous. Remember how protection module slots work now? You will get one for free. And then you have to buy the rest. The more slots you unlocked, the more you have to pay for the next.
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Well, they did introduce Washington in the first episode. Does the fact that equipment change start out as a bug/exploit explains anything related to the Devs vision? And do players have to know the fact that there used to have no equipment changed cool down like nearly half a decade ago in order to understand what the Devs are suggesting? You see things can be explained in a way more clearer, structured way instead of filling audience with unnecessary information which the audience don't care about 90% of the time. Be careful what you wish for, I doubt F2P players will be smiling when the presets slots are exclusive to Tank coins. It isn't coming from nowhere, this is exactly how TX's preset system was implemented.
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Apparently you missed the first two episode. I just want to know who will be the next US president and why, I don't need someone start filling me about George Washington and how he became the first US president. They could have explain this pretty clearly in one single V-Log, and I don't know are they out of content or something, they have to break it in to three parts for nothing. Also, besides a few people actually changed their mind, do you think this 3 episode long trilogy will actually do anything to the majority of players? You see, a lot of them have already make up their mind long ago, and this "long explanation" changes nothing. Anyway, I do welcome the idea of further limiting the ability to change equipment on the fly, I have faced way to many times that the entire enemy just decided to switch protection modes just to counter me. Yet, as I have personally seen, many players don't like this idea.
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It starts to feel like the bad management we saw sometimes. Always in meeting and conference, always discussing stuff. Wasting all those time, and still unable to come up with a decision. They throw out some ideas, and that's it. They don't actually make any decisions. And it doesn't seem like they are looking for suggestions from different parties. So at the end, what are they doing? They have achieved nothing at all.
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I mean at the end of the day. They still say nothing about what their final goal is. Yes the equipment change cooldown will eventually equal the battle length, i.e. you can only change once per game. Then what? What's the next step? Or is that it? Not even mentioned.
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Thank you for telling a story that quite frankly no body cares, people just want explanations and to know what is gonna happen at the end, not a history lecture.
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Worth a slot? Yes. Worth spending this many crystal to upgrade it to max (remember it is hell A LOT more expensive than other modules)? Properly not.
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Nah, you overestimate the Devs. It is too challenging for them to make it happen. I mean when one of the criteria of whether your idea will be considered in the idea and suggestion section is whether it is easy to implement, you know the Devs just want quick money with minimal effort. My guess is, sooner or later, they will start selling the Lord protection module for US$1k
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I know that. That's also the reason I said that.
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@stat.padder To conclude your so call "evaluation [edited] It is debatable whether XP/hr actually mean anything, similar to how some players don't care about K/D. There are many ways to affect XP gain, and you decided to ignore all of them. You were comparing apple to orange. Vulcan XP gain to Crusader XP gain. You were trying to evaluate players as a whole while you decided to compare one and only one factor only. You have made the wrong assumption right from the beginning. I don't always have premium on me and you know nothing about whether fire_shoter had premium previously. BTW, let me quote the entire "bot" conversation since you apparently only read a part of it.
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So you get that 20k XP/hr thing by looking at my Crusader and Paladin stats? And you compared that against the Vulcan stats of fire_shoter? Interesting. Well, let's not discuss whether the XP/hr metrics actually mean anything, you are not even comparing apple to apple, so what are you trying to do here? I seem to have overestimate your intelligence because I thought any ordinary person should at least know you have to compare the same thing for the comparison to be meaningful. I mean, you were hold an apple in your right hand and an orange on your left and say "Hey, they are different". Seriously?
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Well there are a few reasons. I like Vulcan and properly Vulcan only. Twins is close though I'm using Crisis. It is extremely drug hungry, making me unable to earn anything as soon as I start playing MM. Speaking of healing Shaft, I do have that. Any recommendation on the hull?
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Yeah, and as we have discussed, you have decided to ignore all other factors that have a great impact on XP gain, such as the XP gain has changed multiple time during the course of the game multiple limited time events with double XP players who may or may not get premium from container from time to time Much more... This makes XP/hr an extremely misleading stats to determinate whether a player is active or not. BTW, I'm still curious even though you properly messed up the Math again, how do you managed to get that 20k XP/hr from my profile?
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Yeah I know. That's why I said it is misleading. Because the profile says nothing about when the XP is gained
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I do notice that. He was trying to calculate XP gain per hour. So it doesn't matter how may XP you get for other turrets because you have longer playtime on that particular turret as well. e.g. Thunder: 3080763 / 460 = 6.6k XP/hr Magnum: 5931540 / 260 = 22.8k XP/hr Only the stats of your Vulcan matches his claim of 32.8 XP/hr. But even that, using it as a indication of deciding whether a player is active or not is just misleading.
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