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Everything posted by splitterpoint
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0:36... Why does mouse controls fail in Firefox and the client but does okay in Standalone? Either way none of these 3 options really give me smooth gameplay using the mouse but I still don't know why there's a difference. Shaft's scope mode is the main reason why I play with mouse controls. It's only playable on the quirky Standalone Flash Player. The client and every possible browser I tried have so much delay or even decide to change mouse sensitivity at random times lol. So far absolutely no one- no staff member, or developer gave any explanation about the differences between mouse control handling, they simply state the bug is there or flat out ignore me. I've been asking around in this forum since the release of mouse controls; what's that been like... 4 years? Mouse controls are far better than the simple key controls; I have much higher accuracy when I use them. I suppose flash player can't handle the constant adjustments done with the mouse so it fails to keep up with the input. But the lags vary randomly so I don't know.. I don't know.
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Because star week..
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I skipped 4 battery missions in a row today! my goodness..
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Indeed, no one-trick-ponies anymore, on to uniform hulls and turrets.
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You are playing the wrong game, your perception of this game is wrong and you are a mult to your own team. Start using supplies and go play at 100% of your potential instead of 50%. I agree with you that games would become more dynamic, but we simply have the option to press the stupid keys to cancel out each others drugs; it's not about getting the edge it's about keeping us from the un-drugged underpowered state. You are deliberately driving around with M1's against M4's. That's stupid. If you don't like this gameplay then go play pure no supplies battles or DM's but don't let the team suffer from your dumb decision in Matchmaking just because you're against drugging. Get real. The hell with integrity, you're playing an arcade game. Go by the system or play optional pro battles.. matchmaking adds drugs to use drugs. You two don't deserve the damn containers. I don't like players who can't play but I really hate players who deliberately suck because they feel too good to use supplies themselves. Whatever you do I'm fine with it but please limit yourself to DM's or pro battles. I don't want you on my team wasting space.
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I used this thing on the test server last week and I can't believe this spin up time of biblical proportions. Shaft; the most powerful turret for long range became a short range turret, better than Smoky. And here we are with Vulcan, in a game that's moving towards more dynamic gameplay with the adjusted maps and everything; sitting there spinning up.. facing countless drugged up enemies, I am amazed. If this thing doesn't get a 'dynamic adjustment' than... well that's it; I don't know.
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Lol, I follow around Thunders with my super fast medium hull and my super fast Shaft to make em suffer splash damage. I can even compete with short range guns at short range if I have the element of suprise.
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I did that all the time; the key to win crystals with the least amount of effort. It was there to exploit just like Magnum, both turrets are forced into more dynamic gameplay which is not my preference but ohh well.
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Thanks, I've read everything but before I am going to make my statement about your perception: Are you playing Matchmaking battles and are you opening containers; even if that would not be your main objective?
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Finally Twins requires more effort to use, should've been done a lot earlier.
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I indeed take back what I said, the new arcade mode totally makes up for it; it actually favored my type of gameplay as medium hull user. It's definitey not as clumsy as I thought it would be. The days of light hull killing from a distance are over I guess but I can live with that. I believe they also made both alterations worthwhile again, after the intiial nerf I wasn't sure the arcade boost alt would justify the 50.000 crystals. And the heavy capacitors does help aswell when you're forced to make full charges anyway. Not that the heavy capacitors alteration was bad in the first place, I just didn't really like the gameplay.
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Woah, I take back what I said earlier.
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I can still dose my scope shots with the charge bar, lol is that supposed to happen? Weren't they going to drain the bar with any single scope shot? If they aren't then I take back what I've said earlier. The arcade shots are similar to Smoky now, but with an extra snipe mode.
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Gotta love the guy for this weird thought and bringing it out in public, Reminds me how everyone is pulling the racism card when you come up with a controversial opinion, the hype around transgenders, the irrational feminism full of blind minds, ohhh those pour souls!.. and then some people finally stepping up as sane minority only to see their voice blocked and defended with absolute pure ignorance. You can agree with him or not; but this topic makes something move.
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What was the reason behind these drastic changes on Shaft?
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Quick scoping was part of the strategy of a moving sniper, now we're forced to either waste time reloading after a quick charge, or wasting damage on a 6000 damage shot on some miserable light hull. It goes both ways and they both take away the fun of using a sniper. I already stare at the reload bar for too long since secondary attack lost its potential in 2/3 of the range spectrum in this game.
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That's an understatement lol, Get ready to waste a massive amount of time and DPS.
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So even if I do 15% charge shot on Shaft it'll fully drain the bar? This is so impractical, what a horrible update.
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Plain old modules will not cut it anymore. Turrets become increasingly more powerful.. but drones.. Soon we'll have drones that temporarily boost your protection module. Perhaps we might even MU it to 110% or something so that it actually adds 10% damage as health to the enemy. I assume Tanki hates permanent items and wants to overshadow them by consumables.
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Twins, Rail, Ricochet all the way; covers 60% of the enemies.
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Yeah true, I don't know but there's something about the view aswell; as if you're having more control over the situation because your turret is positioned higher. I never had a problem with Viking's low profile until they switched stats. I naturally associate low and wide as stable but in sacrifice of more objects and team mates obstructing your view. Now that I have Hunter for a few weeks, I realize how weird the experience actually is. My experience with Shoe in the test server was also weird. You'd think that the tall hull would be unstable but the overall manoeverability really suprised me.
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I've had several moments where the forum went down due to maintenance and then a few minutes later it's back on again for a very short time. The maintenance thing is an automated message.. so a lie. But I'd like to know what causes these things? Are there more people who're seeing it? It gets annoying when I am about to post something and it blacks out so all is lost. Ahh thanks, it was worth a try.
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Use mouse controls, it'll help keeping you locked on and the turret will auto-adjust for its own knockback from left and right barrel. That's useful for enemies who're sitting still at far distance. If I switch back to normal controls, I feel less dizzy but I also suck because twins keeps knocking my aim of even if its on the other corner of the map.
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