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Ghost_Animator_XP

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  1. Ghost_Animator_XP

    Arcade is back! 

    Thanks Also I agree that scanner should scan all the surrounding cells at once. Or like even if it doesn't scan all then at least their should be an option to fund a particular cell. Like many of the times it detected the same cell that was funded a day ago, so 2k tankoins went for nothing. And most of the days it was not required to fund every cell but we had to do it because it was random.
  2. Ghost_Animator_XP

    Arcade is back! 

    After funding 5000 tankoins from my various low rank accounts. It finally showed the metal detection on the treasure. R.I.P my tankoins :c
  3. Ghost_Animator_XP

    Arcade is back! 

    It is either a bug or there is a treasure on the cell where pink is currently moving (top-left). I can tell with certainty once atleast 1 Metal Detection is funded ? EDIT: One metal detection was funded and maybe "1 cell away" is not a bug. If it's not a bug then cell marked with Red Circle is the treasure. If it's a bug then cell marked with Yellow is the Treasure.
  4. Ghost_Animator_XP

    Arcade is back! 

    It is not possible to attack and win a Treasure in the Arcade Game. So chances for Blue to get that Treasure from Green is not 50%, it is 0% ? For example on Day 11, Green was Defending the Treasure in middle and Pink was attacking it Defending Power of Green was 13714.7k. While attacking Power of Pink was 1592.9k. Only around 10% of the Green's defending power even though Majority of players in Pink voted to attack :x If everyone in Pink would have voted to attack the correct cell, even then the attacking power would be only 2859.8k. This is because when a team defends, there is no option for them to move. So while calculating defending power, it calculates the Stars earned by every member of that faction. Even players who never comes on the website and just bought the bundle. But for the team that's attacking, it only counts stars of players who came to the website that day and voted. From the data I collected, only around 25% players who took part in the game actually go to the website and vote on a particular day. In short, the conclusion from data so far is that the team defending a treasure will always win. I don't quite understand why it was made like this, for example it could have been that if majority of a team is voting to attack a treasure defended by some other team, then for attacking team the attacking power should also be equal to the power of whole faction, including people who didn't come to vote and people who voted on different cells.
  5. Hornet + Railgun (Death Herald) + Hyperion Now I'm not saying that it wasn't a lucky battle, it was indeed lucky one (I mean there were some players with less GS in enemy team and only 2 players in the whole enemy team had Railgun protection). But still I haven't done this much high score in ages with Hornet + Railgun in MM ? (Note: Hazel if you are reading this, do not nerf the turret. I repeat, do not nerf the turret. It was just a lucky battle :x)
  6. Didn't try it properly with Crisis yet. Will try it this Sunday maybe ?
  7. (Hornet + Railgun + Death Herald + Hyperion) I played 5-6 battles. Stayed on 1st in most of them. Won't say it's OP but I was able to do score way more easily compared to before. I'm still doing a lot of mistakes due to different playing style & new interface. Hopefully it will be better once I get accustomed to it. As for augments, didn't try every one of them. But from the ones I tried, Death Herald seemed best. Large Caliber and Round Destabilization also seemed pretty good. Strangely Scout felt weak :x Did they increase the reload for Scout? It felt like that, though it's not written in the Patch Notes. For drones, I tested with both Booster and Hyperion and for some reason Hyperion felt better. Before the update Booster use to feel better. Only played a bunch of battles so can't say much. Still I feel like now railgun is playable on more drones since base damage is high enough.
  8. Let me guess... Camper? ? I don't have anything against camping. It's a long range turret, so it's good for camping. I myself keep a good distance from enemy as that's how we are suppose to play using this turret so far. And I agree that it got nerf in that aspect. But now Railgun is way better is a lot of other scenarios. if you are referring to what I said, then I didn't say railgun is OP in long range. I said that even in long range, Railgun is not that good because it's hard to find distant camping spots in every battle as most of the maps and modes are mid range. And even if one find such spot for camping, most of the times we won't be able to do high score compared to other team mates. (unless one is playing modes like TDM) Only in really really long range without any augments. On the other hand Railgun just became really great in mid-range. For camping, one can equip other augments on Railgun. Last year when Railgun got the first major nerf. I suggested that "The damage a long range turret like railgun deals, should increase with distance. So at longer distance turret will deal more damage. " Now this update is opposite to that ? but I feel like it's better this way? I suggested increasing damage with increasing distance as Railgun is considered a long range turret. But looking at this update, it never really crossed my mind that opposite can be this good. If you still wish to use Railgun in really long range, then I will suggest augments like Round Destabilization. They are still good in really long range. Or just go with Round Stabilization, it still doesn't decrease damage with distance.
  9. believe me xD I've played over 95% of my MM battles using XP only (ever since MM came). This update makes the combo really good in a general scenario. After all not in every battle you can find a distant spot and camp using Railgun. And even if you do, most of the times the score won't be as high as other players. This update makes Railgun playable in way more scenarios and modes.
  10. Railgun finally got some buff
  11. Nothing regarding railgun ?
  12. I'm not sure at which range how much damage should be dealt. But it should be such that we can't one shot someone in melee range but we can one shot them at long range or around medium range. This is all considering that their only goal with this update is "melee turrets stays stronger in melee range. "
  13. I've been only playing with Hornet + Railgun from last 5 years, and here's my review. I played for few hours after the update and I noticed that I was not able to play properly in beginning due the decrease damage of course but there was another reason. As per my normal habits I was going too much in close range, and I now can't one shot someone who just spawned. So I started maintaining good enough distance between me and the enemy and I was able to play okay enough. I think the focus of the update is to make melee turrets stays stronger in melee range. Before since I can many times one shot even a Medium hull that just spawned, I was defeating turrets like firebird in melee range. And that way melee range turrets loses their meaning. Now I'm not able to do that, but the fact remains that now railgun and other such turrets are really weak. I can think of 2 ways to fix this while still making sure the fact that melee range are stronger in melee range. 1) The damage a long range turret like railgun deals, should increase with distance. So at longer distance turret will deal more damage. 2) if changing damage as per distance is problematic in some way or other, then we can decrease the reload time for long range turrets instead. At the moment Railgun Mk7 20/20 damage is less than that of Railgun Mk6 before update ?
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