-
Posts
543 -
Joined
-
Last visited
Everything posted by pocrettttt
-
If the price was increased to 1500, the augment Hyperspace rounds from railgun and nexts epics alts should be changed into jammer immunity or another legendary augment, since no one use railgun without Large caliber rounds or Electromagnetic accelerator "Scout". Also the general prizes was not increased into premium pass too, like the cristals, they are the same, also supplies, and the number of augments (4) . So i suggest to change the real value of each prize, like 200k cristals,1 extra legendary augment,more supplies like 500 Also, 4k of stars are expensive until for me, so at least increase the starts from missions, from 150 diary to 200, and weekend from 450 to 750
-
According to vlog 300 , premium day will be in the free pass, so i sugest to create an button for collect the premium when i wish, for wombo combo in the weekend boost found.
- 11 replies
-
- new feature
- premium account
-
(and 1 more)
Tagged with:
-
How exactly it works? Could you response as an exemple as calculation of level 15 booster and an level 20 booster from 900 railgun damage. How much damage it does
-
After shooting an enemy, he will reveal he and take 20% more damage from all your allys(and you) Could have exception for arcade modes like shaft and gauss online on sniping and arcade shot Increase recharge of turret by 10%//Increase use of energy by 10%
-
Also freeze, but there is the augment. And what about light hull augment? So what about extra bonus for this augment "Radar Immunity" ? Cannot be revealed by hornet overdrive Cannot be revealed by Enemy Mini-Map (in right down screen) It cannot be revealed by the "red target" when an enemy tank is aiming at you (useful on large maps)
-
Think of yourself using the overdrive, and reveal everyone, except who has immunity, and that person suddenly appears in front of you because you had no sight of them and dies. It must be really useless, right? you don't know the enemy's position :o.
-
As said, new augments about immunity radar to hulls, from hornet overdrive Cannot be revealed by hornet overdrive Cannot be revealed by Enemy Mini-Map (in right down screen) It cannot be revealed by the "red target" when an enemy tank is aiming at you (useful on large maps)
-
What kind of wall need to be for ricochet ballets from smoky and vulcan coud ricochet? I tried a lot. Only ramps in more of the times ricochet the ballets
-
I wish know what will be next augments for hulls and turrets for next pass, because i dont know if i spend in this pass or in the next
-
category Ideas for Hulls and Overdrives!
pocrettttt replied to Ilia.ArchangeI in Ideas and Suggestions
As proposed by the title itself, as a suggestion, the overdrives of some are underperforming others due to the changes of the critic Therefore, a change without overdrive for the Crusader, Ares and Mammoth bodies would be: Crusader: From Splash damage radius: 10 meters To >> Splash damage radius: 15 meters Overdrive charge per second = 1.0 To >> Overdrive charge per second = 1.1 From maximum splash damage radius: 1 meter To>> maximum splash damage radius: 2 meters Ares: Damage / Healing Radius: 6 meters Up To>> Damage / Healing Radius: 7.5 meters From the speed of the ball: 10 m / s To>> the speed of the ball: 16.5 m / s Mammoth: Can no longer take critical damage while in overdrive -
well, i cant... i dont have anyone for test it. must be coincidence, but there is the idea. if you see an crusader ball from an impossible place already knows what is happening
-
Crusader Overdrive bug You use while you are like 10 hp for die and shift over, or something like that, and you die on the charge, the over will be release where the tanker died, after him spawn,and the ball goes boom and aparently that dont put overdrive timer to 0 , doing you the chance to over again
-
That is why in the disadvantages I increased the cooldown, and the critical damage considerably decreased @asem.harbi
-
@Tanker-Arthur What do you think I created this topic for? The smoky augments should be focused in cause status effect more times. However, it is very difficult to cause a critical hit, especially in smaller ranks, where the augment becomes useless, because the presence of the effect doesn't even exist. It is also difficult to hit the shot, as the projectile is considerably slow, in addition to the fact that it can only hit 1 target at a time. While the railgun added a buff that leaves the effect augment fixed at a 50% critical chance in all levels(AND MORE TARGEDS CAN BE HIT) In addition to the shot being instantaneous :( *Edit for remove the scroolbar
-
The smoker's changes are relatively weak compared to others, cryo rounds freeze the target, but the effect doesn't even last 3 seconds, along with the fact that you need to shoot several times to cause a critical hit, as I believe the smoker's critical chance it's not really as the wiki description shows. In addition to the fact that the smoking velocity of the shot is VERY SLOW, considering that it is a turret with no splash damage, a single-target turret, which the shot takes to reach the target in medium battles (most mm maps are at least less than 400 meters), with many constructions (houses, buildings) and leveling of ramps impairing the accuracy of the target. Therefore, all changes to the smoky effect's rounds should have: Advantages: Projectile speed increased by at least 150% The probability of critical hit increased to 75% (Fixed, not changeable by any MK levels) Disadvantages: Critical damage reduced by 85% Normal damage reduced by 15% Increased the cooldown by 25% About this, as the purpose of the changes is to apply effects, we leave the critical damage aside, in order to have a better view of what the change really should do, since there is a very specific change which is the autocannon, focused on causing hits critics of great damage.