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I don't think only one hull augment slot is enough anymore, especially after new turret augments with special effects releases. Idea one: There can be two slots: One of the hull augment slot should be able to used only for immunities (heat, emp, stun, cold etc.) And the other hull augment slot should be able to used only or for resistancies (heat and cold) Idea two: There can be two slots again: One of the hull augment slot should be able to used only for special effects (emp, stun, amp etc.) And the other hull augment slot should be able to used only or for climate effects (heat and cold immunities and resistancies) By having these two slots, players can defend themselves if there are enemies having incendiary band (at least resistant) and electromagnetic salvo in the same match.
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Probably I will never have one of those special augments, so it's not great news for me. (Last year, I completed almost all of the special missions, and got none of the special turret augments from UC's)
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- higher HP is needed for this 16x16 experiment - duration of the supplies should be increased in large maps
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I was hoping for invisibility OD
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LCR on the mobile Scout on PC
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I believe freeze effect is not removed.
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not only for isida, but there are also unreleased augments for firebird, freeze, shaft, twins and magnum on this page
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also armor piercing ones are too similar to each other. Magnum and Gauss have even the same icon for their AP augments
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On the other side, the small maps with high health fast tanks is not viable for medium and long range turret users. There should be a balance between current state and mad tanks.
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Do you think that there were less occasions when you were destroyed where you spawned and were consequently completely useless to your team? Yes How did the benefit of well-timed overdrives and drones change? Some overdrives have been OP: Viking, Wasp Some overdrives have been UP: Ares, Mammoth How did the importance of team gameplay change? I don't think gameplay is only about duration, maps, number of players, HP. Many players leave the match in the middle even at pro battles. Could this experiment change your interest in the game? Not really. Do you have any suggestions on how to improve these changes? I think to improve the gameplay, firstly there should be enough players in every role like defensive, offensive, scorer. Then maybe you can let every player choose a default role for themselves. So, you can add same amount of these roles to both teams on a location in the map based on the role.
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Tanks in their low-HP state were very unrelated to real-life tanks. If you ask me, what you call a tank should not be destroyed in one shot. For this reason, high-HP tanks are a bit more realistic.
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Now, every team member is important for teams. Previously the team with a few good players were winning even if other team members do nothing.
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a limited number of shots similar to Rico's for Twins?
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valid Garage Automation
readyplayer2 replied to readyplayer2 in Garage Automation Ideas and Suggestions
I believe going to garage and choosing a new turret, hull, augment everytime when the map changes in MM takes unnecessary time and effort. Sometimes I miss the initial part of the games and it distracts me. I think it would be nice if we could choose a default turret, hull, augment and maybe even protection modules based on the game type and map. Thus, there would be less need to go the garage during the match and more fun. As an extra feature at the end of every game, a pop-up can ask whether we want to use current turrets, hulls and augment for current map and game type in the future, and it can automatically change our default garage settings. -
I believe Hornet's OD will not effect players respawning if OD had been activated before it. Currently someone with scout radar OD activated can damage you in this case even if your respawn shield is still active. The "all visible tanks at the moment of activation" expression may mean that.