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Everything posted by Cleric
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The classic "I can't win, so I bring out my 50% damage protection module just to counter that one guy" This is what happened when you can just add 50% damage reduction at any time with minimal cost what so ever to directly counter one specific player. As the Devs have shown their intention to disabling it completely, this post aims to justify why equipment change can be a bad thing.
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@TheCongoSpider gives a lot of details. I will just make it short. Vampire Isida can't crit. Or in other words, the crit chance of it is 0%. So if a Hornet and Dictator gives you the Supercharge status effect (100% crit chance), it will simply do nothing to Vampire Isida as if it is never applied. Anyway, vampire is the best augment Isida has access to if that's what you are worrying.
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Welcome to Tanki. This is what I have to endure almost every match when people can just swap protection modules at anytime just to counter you. At the mean time, enemies apparently think I'm too threatening, they solo ult it multiple times in the same game.
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Well, they do act on player feedback that helps themselves.
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Mean while, thank you TO for this bloody balance MM experience. The last 9999 GS guy joined in last minute. And it is already 1-6 by that time. So for the most part, we are 1 man short, having a bunch of low GS dudes and a damn camper who never leave the base. While the other team is full of 9k GS guy, and half of them are using 50% Vulcan protection, making me essentially deal 50% less damage. Thanks TO for this bloody experience. Really appreciated.
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Did I say there is anything wrong? Also, let me remind you it is 2022. If graphic of this game wows you, you should really take a look how online games supposed to look in 2022. Currently, the so call new box designs and UT skins are merely improvements from "potato graphics from 2003" to "what a 2010 game should look like". Yet, it sure is a major improve, given the current box design is literally a cube with 10-year-old textures on it.
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I mean, they spent most of the time talking about history of equipment change which I bet 90% of the audience don't really care, instead of explaining the reasons behind such decision, which obviously everyone will want to know about.
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Turns out I was partly correct. The gold boxes are heavily inspired from the TX version while the rest are different. Also, it sounds like the Devs want to disable equipment change in mid battle eventually. If that's the case, I really like this. I can't even count how many times 80% of the opponents just decided to switch to 50% Vulcan protection mid game, just because they think I'm the most threatening one. And all the sudden, I deal 50% less damage to almost everyone. Yet I don know many will be very disappointed with this change
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I bet the so call new box design is just reusing the assets from TX.
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Who the hell design the stun augments? Especially stun striker. A homing stunning rocket that can go through walls from time to time? Wow, that's a lot of fun. The stun augments can stun lock a single target forever, making it impossible for anyone to fight back in a 1 vs 1 fight unless you deliberately equip stun immune augment to directly counter it or group up and murder that toxic guy.
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Yeah this is how it works currently. But don't you think it defeats the purpose of of being a long range sniping tool? I either have to go up the ramp and fire at extremely close range, or only able to use it in ranged when me and the target are absolutely on the same elevation (like the desert map).
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Actually, particle effects are one of the easiest thing to do in game development. That's if you don't do too many fine tunning that is. Besides, you can simply put the old Vulcan firing mechanism with a larger version of railgun's particle effect, if you really don't want to make anything new.
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Let me give you an example, let say the MM version of sandbox. Normally you can target the enemies on the raised platform and damage them with your main weapon. But when you are using Crusader's OD, it is unable to do so.
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Beam doesn't have to shoot through targets. In fact, I said nothing about whether it should. The main advantage of the beam is, there are more rooms for errors. LIke even if you are getting bumped or blocked, just re-adjust and you will be good
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I still prefer the beam. First it doesn't make too much sense in terms of physics for an ice spear(?) to be homing. Second, it is hard to balance. A homing projectile that is able to deal massive burst damage? That doesn't sound like a good idea. Also, I just remember one additional issue of the current Crusader OP. It can't shoot over any type of ramps even if your main weapon able to.
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The strangest part about this OD is, it is designed to snipe lonely enemies from long range, but the reality is because the projectile is super slow, and the delay of the projectile being fired is super long, you can't really snipe anyone unless they are literally standing still. And if you get too close, you will blow you yourself up. So the room for the OD to actually work is tiny. The worst thing is, when you are about to fire it, some one bump into you or block your line of sight. Wasted...
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The Devs will argue that it is due to latency and lag, which you should have already know, they are not gonna do anything with it. If that's the case, why not just make it easier to aim? The main issue of Crusader's OD is it is super easy to miss. When it hits, it is "on-par with the other hulls at the moment", but the problem is you are gonna miss it 50% of the time due to various reasons.
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It is obvious that Paladin's OD is much easier, feasible and potentially more powerful than Crusader's. This is also the reason why more players are playing Paladin instead of Crusader, despite the two hulls are 90% the same. The goal of this suggestion is to make Crusader's OD easier to use, because as you all know, it is quite easy to miss with the Cryo Cannon in longer ranged while it is basically suicide while using in short range. The idea as follow: Change the Cryo Cannon from a projectile to a beam. i.e. this: The advantages are as follow It is harder to miss because a beam doesn't have a traveling time Even if you miss, it is easy to re-adjust the aim and still able to deal most of the damage instead of missing it completely. Because the beam will be doing constant damage instead of burst damage. No splash damage, no self damage. To be fair, I don't find the splash to be that useful anyway.
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I would agree that Crisis is extremely OP for players who know to use it. And it isn't hard to use to use at all. Yet, the main issue of it is the drug consumption. At first glance, some may say "hey, Defender and Booster are also consuming 3 drugs, isn't it fair for Crisis to consume the same amount of drugs". No it is not the same, the main reasons is Crisis will be switching drugs (i.e. the so call modes) all the time. That's also the reasons why people think Crisis is so OP. Now what this lead is huge amount of drug consumption. I consume so much drug that the reward I get from MM battle is not even enough to cover the cost. That's when I'm top 1 in the winning team. So I will extend @MysticBlood idea and make the following suggestions Reduce the drug consumption to 2 per use Allow users to pick up boxes from the map, but only if it is the same as the one currently active on the player. i.e. if the player has DD on, you can only pick up DD from the map (which refresh the duration of DD) and repair kit.
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The following answers are based on how the delay is currently implemented: No. Yes No Essentially, the delay is fairly simple. For the first minute of MM battle, all objectives will not spawn and kills will not contribute to points and funds.
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But anyway, it is meaningless for this debate to continue. On one hand, the Devs won't change anything regardless how this debate ends up. On the hand, we have fools who are trying to put words into people's months. When being asked to read the whole thing before commenting, he apparently think it is not necessary. "You are my enemy because your view is stupid and you don't agree with me. I'm on the right side and I have win this argument, whatever it means" is what they are thinking. There is no way anyone can continue this discussion with people having an attitude like this.
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Ah, no, it doesn't work the way you describe. During the delay, it is expected to see teams are NOT getting filled. You can't boost your K/D when not many people are loaded in. The delay is actually doing harm to Magnum campers, although minimal, since at the beginning everyone is scattered and that situation stays for a minute. Instead of in Siege mode, you just blindly fire a shot toward the point and you get a kill. That's 1 min out of 15 min. It barely affects anything. Most importantly, if I'm one of the people you are referring to (I do like boost my K/D, because why not?). Then I can confidently tell you that not only I'm able to maintain my average 3+ K/D, it is actually keep rising when I'm playing MM. But yeah, I sometimes see players still shooting the guy on the bridge instead of running to the objective once it is loaded in. And I have no idea why... Given your TL:DR apparently getting censored, let me remind you what I was thinking about this patch notes (not just the delay, the entire update). Hopely, that can stop your imagination.
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Since you are reply to one specific post, stick to that only. If that's not the case quote the relevant posts. As it is clear that you can't read, let me elaborate, line by line what have I written. The white text is my OP and the orange text are my elaborations. Just to make it easier who people who can't read properly. Now it is your turn to explain to me Are there any contradictions here when I "mentioned the delay update - then try to evaluate the overall update"? How is it not related to whether you able to view things in full picture. When you seemingly unable to see any changes other than the delay in this one single update? Not to mentioned that you made your judgement by just reading the last line of my post, imagining what I was trying to say in the text that you apparently ignored, and accusing me of things I didn't say at all. Also, let me state my position again, in case you still can't read. The delay is a positive update, but the impact of it is minimal, almost non-existence. I don't like how the Devs advertise it as if they have done a massive job on the delay and actually achieved soemthing. When combining all the changes on this patch note, it is negative, making the game even more unbalance. Because the negative impact of some other changes outweigh the positive ones. Do I make myself clear? I'm tired explaining this over and over again. I hope you can actually read this time (God please, !!!), or I have to go to "A for Apple, B for Ball" mode or simply giving up.
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Let me quote what I has written again. Taken from the last two sentences of what I have said. When I said you can't see the full picture, I really mean it.
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And to be fair, if anyone actually believe the Devs are gonna balance the game in any meaningful ways, he/she is already one of those guys who fall into those illusions. Take this update as an example, the delay is added. At a first glance, the battle is slightly more balance now, despite it barely has any impact to the entire picture. Yet, at the same time, a new OP, P2W augment is added. It is clear that that appearance of the augment is way more impactful than the delay. Overall, if we view this entire update as a single package, it causes the game even more unbalance. And a lot of of people here failed to understand that part.
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