-
Posts
4 -
Joined
-
Last visited
Reputation
8 NeutralRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
https://imgur.com/W7CvhmY is it me or the servers are down?
-
Same here, i use Shaft and Guass alot and it is literally a headache to kill enemy with them in this experiment. Well, thats my new plan this week ?
-
Nothing can be done about that since it depends on your teammates, but i still think that Devs need to develop a better algorithim to fill up that gap between teams in battles. But thats another an issue for another topic.
-
Q: Do you think that there were less occasions when you were destroyed where you spawned and were consequently completely useless to your team? > No, Because its completely useless to use Shaft or Guass in battles where you cant even 1-2 hit to kill the enemy (INCLUDING THE WASP), and consquently i was repeatedly killed, felt useless and i lost my K/D (From 2.1 to 1.98) whilist trying to use other equipments i didnot know how to use. Q: How did the benefit of well-timed overdrives and drones change? > Except for the Hopper OD, i see no benifit at all.... Q: How did the importance of team gameplay change? > Well, I dont think people are doing a teamwork either, especially if you have 3-5 min games where people barely get time to play a full game; they try to play solo (ignoring the team work) for their own missions etc, so I think the situation got worse, as my teammates always try to flip the ally tank having flag or Rugby ball for missions i.e "Capture 1 or few Flags" etc............... Q: Could this experiment change your interest in the game? > Well Yes, I can stop playing this game if this experiment is implemented without some changes. Q: Do you have any suggestions on how to improve these changes? > I think you should try to experiment on 30% hp increase instead because: before the experiment getting spawned killed was very common which was addressed by this hp increase, but after the double hp, killing an enemy became much of a headache; so 30% may be a better choice. > Time for over-drive for Viking be back to normal or given 30% increase in duration as well because Viking OD is too overpowered now because of its duration.... and is TOO ANNOYING > Increase the battle time to 6-8 mins again because the battles are too short to play and i usually join a battle with mostly 3 or 2 mins remaining. Moreover, the shorter battles dont earn you much exp or battle points either which delays my daily missions like: "Earn 1500 or 2000 exps in battles" and i barely get above 200 per battle..... > Some turrets like Shaft, Guass, Vulcan etc are badly hit by the double hp thing because they deal less damage than they were suppose to so if you want to continue the double hp idea, you should basically buff them. > You should bring back some old (but small or medium) maps too because the variety of maps are even lesser than they were before and i am actually tired of playing same maps again and again. Atleast there was more variety when we had larger maps. > Assualt is the worst affected gamemode; as the Attacking Team's tanks dont destroy as quick as they should have and it has made me (and many others) to avoid this gamemode because: Attackers just BBQ the Defenders in a matter of seconds so i think the score of attacking team should be lesser per flag capture or you should rebalance the whole structure of this game if this experiment is gonna be implemented... > You guys also removed the Larger maps which suited the long ranged turrets the most, and it is one of the reason why people who used long ranged turrets (I - Myself use long range turrets so its a personal experience) have been losing their K/D, getting more deaths and not performing as good as they did before so i think that Large Maps should be brought back so that there is a balance maintained between Short and Long ranged turrets.
Jump to content











































































