-
Posts
1 539 -
Joined
-
Last visited
-
Days Won
20
Everything posted by Cleric
-
Actually, the Light organ paint looks good.
-
It is a heavy hull, so it make sense that it travels slowly. Yet, it is in fact the fastest heavy hull in game (slightly faster than Titan).
-
It is a totally different story in CTF. Grab the flag, place the bomb and run for your life. No one will be able to chase you from the enemy base/ flag position since they spend quite some time to back off in order to dodge the bomb.
-
M4 or M3+, whatever you call it. It is basically a fully upgraded M3.
-
Is it just me or I can't see the refresh button in the showcase?
-
Ok, I changed my mind. Ares's OD is pretty good, except for the splash damage. I wish it doesn't deal damage to Ares himself for simply remove it completely.
-
I assume you joined the game not long ago. The game used to have 4 modifications only (MK0 - MK3), which each modification has a unique look (or "skin" as what you are referring). If what @At_Shin suggesting is true, then I believe the reason behind it is to reduce the cost and effort to create a new hull or turret.
-
I would rather have no splash damage or the orb will bounce around like Moira's orb in Overwatch, if it really have to be balanced out this way. Currently, it is impossible to use the orb in close range encounters as an emergency heal because the orb will hit the enemy and simply blow both of you into pieces.
-
I just don't want the blast to damage me. Even if the devs make it only damages enemies like the bomb of the Wasp. I would be happy with that.
-
I kind of like it I think, but I wish the blast would heal Ares instead of damaging it.
-
The orb does horned the 90% protection. Trust me, I tried it.
-
Is Rubberized rounds a good augment? I got it from containers and I was wondering should I swap it with Incendiary band. Using heat immunity on the hull btw.
-
I actually love Ares a lot, except the Overdrive. I can't use it in close range because the blast will kill me. I can't use it in mid to long range because the orb travels dead slow. I wish the blast will heal me any allies and deal damage to enemies instead, just to make the overall "heal team mates, damage enemies" offensive support skill consistence.
-
The daily mission refresh at 2am UTC every day. And from yesterday observation, it seems that it is not related to the time the server restarts.
-
Yep, and they gave us 1d premium as compensation. Basically, once any Ares uses his OD, HTML5 will crash.
-
Yep, the blast radius is quite close to that of Wasp's bomb, but with much forgiving damage (4000 damage max, rapidly decrease over distance, on MK6 at least). I was hoping that the explosive would heal you instead of killing you.
-
Actually, my main complain of Ares's OD is the explosive at the end. For some reason, the orb heals you and your allies on the way, while it kills you at the end? This design is simply screwed. I'm not sure whether anyone pointed that out then they are in the testing server.
-
Well, if you argue that "you can simply move away and wait for the duration to end", then I have nothing to say since this basically applies to all ODs. Besides, in certain game mode like CTF or point capture, you have already won the fight if you manage to force your enemies to back off. Yes, when you are low on heath, extreme burst damage like Shaft and Magnum and kill you in the dome, but how rare is that.
-
Wasp: Yes, the bomb ignores the dome but the dome can cancel the bomb as well. I would count it as a draw. Hornet: The MURDER HORNET which counters everything. Just ignore it. Viking: The dome wins 90% of the time. Titan wins. Hunter: The EMP is designed to counter everything. So yeah Hunter wins. Dictator: Similar to Viking, the full drugs is nothing when compared to the 90% damage reduction. Titan wins Titan: Domes cancels each other out. Draw. Mammoth: Yeah, this one ignores the dome, but it is an underpower OD anyway. You have to be extremely close to an enemies for the OD to work, but who will pair Mammoth with close range turrets? I would give Mammoth the credit though since we are just comparing the ODs. Ares: Titan's dome can cancel Ares's orb. Even if it doesn't, 90% damage reduction will do it's job. Titan wins. To conclude, Titan's OD: Wins: 3 Draw: 2 Lose: 2 Ignored: 1
-
I was a Titan user (really want to switch to Ares), and I can get way more than 3 kills with its OD. I mean, it essentially makes you almost invincible for 20s.
-
Yep, I agree Ares's overdrive need a serious buff, huge buff. Look at Titan, his OD makes him and his allies almost immune to damage. Viking's OD allows him to dish out massive amount of damage. Not to mention MERDER HORNET. Now look at Ares, the orb travels so slow, which means it is basically impossible to use it in mid-long range. Also, it explodes and deal damage to EVERYONE when it hit something solid, which means close range is no go as well. Now, only short range is feasible, but how many time you saw the entire team clustered in one single spot? In terms of the maneuverability, Ares is better than all other heavy hulls, but I believe it has the single weakest overdrive in the entire game. I mean this OD is very similar to Moira's Biotic Orb, which is merely a normal abilities. Ares's OD is no where near the strength of an ultimate should have. That's why I was proposing these changes. It will at least make the OD viable in close range. Background: Currently, Ares's overdrive (i.e. the slow traveling plasma orb) explodes and deal damage to EVERYONE (including enemies, Ares himself and allies) near it when it hits solid objects (the ground, obstacles, other tanks, etc). Issue: The orb is designed so that team mates and the Ares are supposed to chase it for healing while the orb disperses clustered enemies. I would see it as a create opening for a team fight. Yet, the orb somehow explodes at the end and killed everyone near it, which defeats the purpose of healing team mates and damaging enemies. Suggestion: The final explosion damages enemies while healing allies and Ares himself. Battle points are rewarded according to the damage dealt/number of kills (using standard equation) and healing done (using Isida healing equation). To balance it, it might required to reduce the damage and/or healing done.
-
Which is something I think should be changed. This Overdrive is supposed to be an offensive support ability. Why would the devs make it explodes at the end and kill/damage everyone?
-
The idea of hovering hull is being discussed since a few years ago. Are you really playing TO at that time?
Jump to content





























































