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Me0w_XP

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Me0w_XP last won the day on February 15 2023

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  1. I assume it's supposed to mean decreased reload speed as a disadvantage.
  2. Things are heating up in the TO snowman community...
  3. The removal of splash or self damage is attributed to its splash damage radius being reduced to only 1 meter.
  4. +25% damage, 1 meter radius splash.
  5. Me0w_XP

    Why is premium so expensive?

    Hazel claimed in an interview with Taspens that they do not need desperate cash grabs right now, even though some players think so. He stated that they are not planning to get rid of the game, and that the dev team is optimistic about improving it.
  6. Me0w_XP

    Let's Discuss Hunter!

    That is understandable. Usually when an event/minigame is announced, there are details in the announcements that tell you what rewards you can get and how. Hopefully that is enough to help you make a judgement. I understand what you are saying. What I meant is that by using one hull and two turrets, I completed 2 of those missions. That combined with dailies was enough to reach the first island. BTW, Twins is considered short range (along with Rico, Hammer), not medium. Medium is Smoky, Thunder, Vulcan, and Striker.
  7. Me0w_XP

    Let's Discuss Hunter!

    Having 1 or 2 main combinations and doing your dailies should be enough to get to the first island. This is a fair point. It depends on the event, but in most cases shelling out under 1000 TKs is better than having to save 5000.
  8. Me0w_XP

    Let's Discuss Hunter!

    Many F2Pers have 4 slots from minigames or Tanki Funds. Back when the servers were down for a long time and the devs gave a huge token of apology, basically everyone had the TKs to participate in the Tanki Fund. Alternatively, most minigames like the Halloween or Snow Trap ones offer an extra module slot at the first island/checkpoint. That's how I got mine. There's no need to spend 5000 TKs on it! ?
  9. Me0w_XP

    Let's Discuss Hunter!

    I get that Viking charges slowly because it's supposed to be really OP, but the lower TTK has not been treating it well lol. I basically stopped using it for the OD cus every time you get the OD, you either die instantly or all of your enemies die from your teammate so you have nothing to shoot at. Might as well colonize Mars or something while you wait for it to charge again. xD
  10. Me0w_XP

    Let's Discuss Hunter!

    You'll be raging cus you got one shotted right after activating OD after a 10 minute wait
  11. Me0w_XP

    Let's Discuss Hunter!

    To answer your questions, yes! In fact, I actually refrain from using Hunter OD in a 1v1 situation if I can, because I consider it a waste to spend it on one enemy. In general, I can hit a group of 2-3 tanks pretty consistently. And I've done much more than steal and cap a flag thanks to Hunter OD. I've attacked in ASL and Rugby, neutralized a Siege or Control point, and attacked a Juggernaut with it. Yes, it used to be more defensive when it only inflicted status effects, but with the chaos damage added, it becomes viable for both defense and attack. Like I said, Firebird will not finish you that quickly if you play smart and are on adequate HP. Viking is strong but takes a long time to charge, so it's easier to "waste" the OD. Additionally, a raging Viking can be neutralized with Hunter OD as well. The same goes for Titan and Wasp ODs, which are both vulnerable to Hunter OD. The "flying monkey" Hopper hull will be one-shot by 2000 chaos damage, but has been nerfed to deal only 2000 chaos damage (instead of 3000), so in an OD vs OD situation, Hunter, being a medium hull, will prevail because Hunter can activate a repair kit to avoid Hopper's stun, but Hopper cannot avoid instant death without Lifeguard. And that is not to mention that Hunter has 10 more meters of range than Hopper. In close combat, the most dangerous OD against Hunter is probably Mammoth OD, which can ignore Hunter's status effects, chase Hunter with its increased speed, and is tied to a hull that will always have enough health to best Hunter OD. Of course, it's important to recognize that my standpoint is not objective. It may simply be that using Hyperion, a drone that lets me constantly use repair kits, helps me survive for longer when I'm using Hunter OD as I always activate RK when I use my OD to prevent dying mid-activation. Someone using a different drone may feel completely differently. And you, being someone who mainly plays PRO battles, clearly sees Hunter differently owing to the fact that the MM and PRO environments are completely different.
  12. Me0w_XP

    Let's Discuss Hunter!

    There are a multitude of ODs that don't start or remain after death: - Hornet - Hopper - Hunter - Viking - Dictator - Paladin - Crusader - Mammoth so in actuality, there are more hulls whose ODs stop after death than there are ODs that function after death. I've been a Hunter main for around 3 years, and in my experience it is a very adequate OD. 30 meters of range to inflict stun and EMP for the longest duration out of any weapon as well as 2000 chaos damage is extremely useful. Melee turrets will only kill you if you are low, and you can start the warmup sequence before engaging to hit them even faster. Not only that, but with the lower TTK in the recent years, 9/10 times your enemies will be low enough for you to one-shot them with the OD. In terms of raw power, the ODs similar to Hunter's are Crusader's, Hopper's, Ares', and Mammoth's. - Crusader is a hovering hull, making it unfavorable for some players, and it is meant for long range. It deals self damage at close range but is inaccurate at long ranges. It's true that it can one shot any hull. However, if the opponent survives (Lifeguard or only hit by splash), they can easily use an RK to get rid of the AP and freezing effects. - Hopper is probably the most similar to Hunter, but it is a light hovering hull, so it can be difficult to drive, and might even flip when you use the jump. It also has a smaller effective radius, meaning you need to get even closer to use it. Being a light hull, this makes it dangerous if facing melee turrets. - Ares is strong but slow, and its OD can be neutralized by Hunter. - Mammoth is strong and fast with its OD active, but is slow without it. In general, I dislike using heavy hulls because of the lack of speed. Using Crisis or Trickster is a compromise for me because I lose the effects of Hyperion. Yes, Hunter's OD can be countered, but its middle ground armor and speed paired with the aggressive OD make it a good choice for playing midfield or aggressively compared to other hulls. It's a good all-rounder hull in my opinion and is a safer option compared to other hulls with similar ODs.
  13. By clicking on the window, you can see the full list of prizes available in the container, the way you could see all rewards in the old container interface.
  14. Me0w_XP

    Let's Discuss Thunder!

    In my opinion stock Thunder is unimpressive but not really weak. If you're looking into using a crystal augment for it, I'd go for Adrenaline or Subcalibre Rounds. Adrenaline in particular is interesting for Thunder because you can deal self damage to yourself to get that increased damage if you're safely playing slightly ranged. Subcalibre makes Thunder better in 1v1s and is pretty practical as long as you don't need the splash damage. If you're hoping for legendary/exotic augments, hope for Vacuum or Adaptive Reload.
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