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Everything posted by The_Resistance
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update Patch Update #712 - Released 13th January 2023
The_Resistance replied to Marcus in News Archive
Isn't that an effect of long reload time that starts after death? -
This augment is somewhat similar to Railgun's «Death Herald» – it gives something when enemy tank was destroyed. Because Smoky's main feature is crits, sooo... Destroying an enemy gives 100% chance to make a critical hit Critical damage +100% Critical chance -99% With these settings after destroying an enemy tank you have a powerful shot loaded. Sounds like Smoky now have a second firing mode of sorts, right? Also you can cosplay Supercumulative rounds under Supercharge – completely different playstyle.
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update Patch Update #711 - Released 23rd December 2022
The_Resistance replied to Marcus in News Archive
Why they avoid blue lights now? In the past every skin that have sth light-related, than it is blue. This is strange. Like they give up on making HDs in one style and just focused on making cool looking skins (its not only lights). They obviously can do pretty stylized lines of skins (look at TX and their M0, M1, M2 skins), but for some reason didn't. I'd prefer simplistic skins in one style that that. Like look at these three: They all looking very nice, but kinda belongs to different artstyles. And look at those (M0 and M2 from TX): IDK what is the problem behind all this. Rapidly changing plans maybe? But the result seems strange to me. -
update Patch Update #709 - Released 9th December 2022
The_Resistance replied to Marcus in News Archive
Is this Chalenges update wl be followed by Contracts, where we can earn exact items (augs, paints, skins?) -
Maybe... I think eventually we may get more ways to counter statuses when they flood gameplay completely
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Smoky's unique feature (IMO) is being generic as hell and also have randomness in charge. This is about randomness. I think it could be fun to have augment, that at critical hits applies random status-effects. Applies random negative status-effects on critical hits Critical chance step -50% Duration of effects is equal to that of single-status augments. This augment is universal to face enemies with different immunities, obviously. To avoid status-spam there is big step penalty.
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Just swich AP with Jammer and/or Freezing. This is "support for assault" not the AP wich is only "assault".
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Too great with +0,1 sec to reload. I think it may be more useful to increase warm-up time (skill required to use). Btw, how does it affects Tesla's lightning balls?
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I see that they cut some polygons, but think that not enough
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Yes, I'm aimed into leg tier. With that it will looks more like boosted version of HPP)
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Exactly)
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Sounds cool like a side effect for some crazy (in a good way) augment or another new LR turret. About limited horisontal aiming.
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It is like Blunderbuss/Helios type augment with damage burst. Aimed right – kill. But if you miss the shot, it is problematic to fight back. All stats here are for sake of example. Damage +220% Energy consumption +200% Energy recharge -75% Cone angle -75% Critical hits disabled With these settings MAX turret deals 3 850 damage in one second by 4 hits with 4 sec reload afterwards. Little cone angle and disabled critical hits makes it difficult to aim sometimes and give a chance to survive for MAX Fox module users. I did some meh math and adjust numbers that DMP is ~10% more than stock Firebird's (excluding burning in both cases, because it is too difficult for me). If it is too weak may be bump up the damage boost, to strong – pack with even more debuffs for like rotation speed, range, afterburn effect, recharge, etc.
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Huhuhu I was backed 5 tiles 3 times... I got... lucky?
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I hope we don't lean into this like TX where are skins that are just default with some permanent paint...
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valid Show other reload on Scorpion
The_Resistance replied to The_Resistance in Ideas and Suggestions
Yes I know about animation on the back of the turret and sound effect. But this turret's 2nd mode is more significant than Tesla's and Shaft's. Also there is no chance to misfire salvo (always can turn turret and stop aiming) unlike Shaft and Tesla. What i trying to say is that the regular mode reload is more important IMO than salvo. -
valid Show other reload on Scorpion
The_Resistance replied to The_Resistance in Show other reload on Scorpion Ideas and Suggestions
Unlike Shaft's arcade shots Scorpion have more damage and bigger reload so miss is more valuable. Rocket reload indication is unnesasery because its 20 seconds. -
Main question: Does wheels turn in turns?
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I think that either give railgun ability to charge shots or kill shaft's scope mode would be difficult. But new turret with this mechanic would be cool ?
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is this shaft without the scope?
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Will we have Crisis LC/UT/RT skins new drones, that EVEN MORE RARE and consume EVEN MORE SUPPLIES? What is the point of this?
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update Patch Update #695 - Released 5th August 2022
The_Resistance replied to Marcus in News Archive
but hammer deals full shot damage to all tanks, that were hit by pellets (even if there was only 1 pellet), also it won't fall with range that's exactly why i want sorted ammunition for Hammer) -
Short range battle lazer Photon shoot insta-hit traces of energy, that penetrate tanks and disappear after some time. similar autoaim, rotation, range and damage fall settings as other SR turrets damage after penetration fall lesser than Railgun's doesn't have impact force and recoil shoot like Thunder/Smoky (no clips, no fuel tanks) rate of fire similar to Thunder's but damage is bigger due to shorter range traces of energy is quite big (around 2 m in radius) traces of energy dissapears after time and deal little DPS to everyone that it hits In addition, this turret allows you to play using obstacles on maps unlike other SR turrets (Thunder/Railgun-like gameplay).
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