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Posts
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Everything posted by splitterpoint
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I believe the speed ups all together costs the same so I don't know either. If it were more expensive; well yeah, that would be a classic update.
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Nice addition of new drones, I like that they're not all supply based. Video of the week was bad. Please exclude spectator footage if it shows mediocre tricks; this was far from impressive. Magnum nerf was a welcome change, I can actually make use of it now and use the higher reload at the longer range shots. And new maps added to the matchmaking pool is always good! I missed Magistral and enjoyed playing on it yesterday. Hopefully, they'll add Monte Carlo in the near future aswell.
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I used Shoe in the test server today along with Striker. I can now declare that this will be my next project; getting it to M4. Shoe allows me to shoot over Wasps, Hornets and Vikings. That's like the majority of hulls on the battlefield. Even though the rigged auto aim mechanism will totally destroy this advantage if it spots an enemy; making the missiles go in a straight line right towards the center of the enemy (so it still slams into the team mate if he's in the way) it might work out in close combat where I have to shoot a wall that's behind a couple of team mates and above all, prevent myself from self destructing.
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Why?
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Damn, you couldn't make a more terrible preview GIF than this? I can't see anything! Is that an animated paint? it looks kinda green... green is always good though.
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It depends, if you have a feeling for timing you're half way there. Following enemy movement becomes harder by distance.. either way you'll develop a feel for it. I believe some players learn it faster than others. Right now with the current controls, if you mastered long range shots without even looking at the charge bar, you have so much advantage over everyone. It allows you to focus on the enemy and lead your target while calculating your own movement (driving) If the team is full of noobs I'll just sit back behind a wall and spam mines but if they get closer you need to be on the move constantly. This is why I stopped using Shaft; the thing sucks now with just sniping as capable attack.
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Yeah well something along those lines, I believe the controls are the core problem; Magnum's main feature.. I don't really know how to tackle the problem while keeping everyone happy but a damage nerf is too straight forward because like you said, long range weapons are compensated in DPS for their extra range. Lol actually the best nerf would be to remove it from the game but I am a Magnum fanboy at the same time so I have mixed feelings about it.
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I still can't hear anything when my camera is elevated to a certain point.
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Jacobi heeft geen PC meer..
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Magnum is fine.. DPS-wise it doesn't come close to the real short range weapons. I believe the controls need to be adjusted. Right now it's so easy to lob shells over a simple wall. So lets make it extremely hard; the real potential nearly impossible to achieve.. so I can master a niche turret just like Striker (which I forgot already by the way) make the charge rate 6x faster so Magnums will need 6x faster reflexes or something. I am sure this game has parameters for gravity sensitivity for the shell aswell; it's parabolic trajectory can be customized.. whatever. Simple damage nerf is the cheap way out. I understand that this is a point and shoot game but seriously look at Twins; overpowered but boring gameplay, protection modules are everywhere to compensate the use of the obvious simple choices players make to get an edge over someone.
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For a split second I thought Magnum would recieve a nerf when you mentioned balance changes in the beginning summary of the video. Luckily it stays as it is though; the new maps are very good for Magnum. Neat update! I always liked Cologne as Magnum and have missed it since the game moved to matchmaking.
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What are the plans for the new GS system? This current state of the system is not enough to determine the strength of players. Who's idea was this? Why on earth would you base strength on animated paints and hide the actual microupgrades?
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One XT? That's pretty nice already. I'm still waiting for the Smoky XT. I have around 13000 speed boosts now. I get atleast 125 of them every week. Just because of this, I play so much Parkour lately but they don't seem to run out lol. I got one Legendary item though.. two weeks ago: Siberian Tiger. I don't really like it since the pattern is too busy. I bought Tundra for what's it like 3000 crystals? Looks neat.
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1. Progression; This has always been my favorite aspect of the game. Gaining ranks and invest time in your upgrades. Buying your way into a desired combination feels less rewarding than earning it through playing. I remember my first M3 (tier 2) as it was yesterday. I now reached peak performance though with all my favorite turrets at M4. I can say that being maxed out this way gets boring and repetitive if you're a solo player. 2. The community; So to prevent the game from becoming repetitive I actively took part in the community and met some awesome people throughout my years in this game. I was clan leader, running a Youtube channel and did various staff roles. Being part of the staff was a wonderful experience. I learned a lot about the english language, by helping people out as consultant and chat + facebook moderator. I just wish we had the friends system back in 2012. I now have work and a busy study next to it but life was chill with this game around to kill the spare time I once had. Almost all the good friends I knew in my clan or as staff colleagues have left this game. The friends system remains the best added feature so far, in my eyes. 3. The controls; In essence this is a point and shoot game. One can't get a more pure example than Twins. I have always been a casual gamer and that's the main reason I still play this game. It looks nice and straight-forward. Maf already pointed out that it's less stressful because it looks clean and smooth. There's not a lot going on at the screen, which is what I look for as casual gamer. I often have jazz music on when I sit there in Silence Parkour battles for hours and hours just chatting and driving around.
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But Twins still outperforms Hammer DPS-wise am I right? Thats even when Hammer is basically on peak damage before the clip runs out... Absolutely ridiculous. In a 1 vs 1, both players will definitely be on drugs and they will eventually hit repair kit to get the edge. The Hammer user will suffer from the fact that the repair kit stops the additional healing after taking the slightest damage. Twins keeps firing; it can and will take down the Hammer. The Hammer needs to outrun Twins at some point. I don't see that happening so easily since Twins is a long range weapon with the alteration with MASSIVE continuous knockback.. Not even mentioning Hammer's big reload after 5 shots have been fired. Missing a shot with Hammer will seal your fate whereas with Twins it doesn't even matter if the guy does not know how to turn the turret.
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When will the Legacy skins be released?
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125 speed boost 125 speed boost 125 double armor 125 repair kit
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Are you guys just posting for the sake of posting or to provide data for this project? Because I think this project is not up and running anymore.
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I like being a sniper, I like being able to one-shot flag carriers; being the game changer. It's true that the game is leaning more towards short range fights but that kills the gameplay. Tankers pool up in the center and spray their ammo on whoever comes in their range. I hate playing with and against short range turrets. There's nothing but pressing the spacebar and whoever does it first wins the fight. An exception would be Isida with the healing alteration. To me, Shaft have much more exciting gameplay. I am against using Railgun and despise those who use it but that's my problem I guess. It's pretty dangerous to run around without Railgun protection though so they can be pretty effective.
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Ohh yes they are, the invisible polygons are super annoying when you use Shaft. The roofs from the houses in Kungur look normal but they have an impenetrable forcefield around them, making your absolute hit an absolute miss. They can make detailed polygon layout for tanks but not a static simple object... The same counts for the relic pre 1.100 graphics Titan/Firebird wreckage in Desert; the issue has been here for as long as I remember. I don't understand why it's taking 7 years to notice or to fix, like... the solution is clearly ready considering how detailed the surface of hulls and turrets are designed, and they are moving objects!
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Enable mouse controls and click anywhere on the screen when in battle, it should go into full screen. Does it still glitch out after that? Like, as if you're seeing nothing but skybox and CP or flag icons?
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Haha a penalty? No way man, that will be an absolute miserable experience. You can just leave battles as soon as you spot they'll become blowouts. I used to do the same thing in the battle list but there I had to do the work myself. Matchmaking will search battles for me and I prefer starting a new one in lets say like 1 minute average waiting time; than to sit there on a losing team grinding my time away. I'll sometimes stay but pick up the Magnum and start blowing myself up in their faces so they don't get score either. Nah you can't get around the blowouts. Better avoid them before they're about to happen. It's so convenient. If anything they should reward you for staying in a streak of battles, not penalise you for leaving.
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Equip the light weight-ordinance-autoloader-alluminum-ordinal-loading-bay-tech-thing- like alteration on Thunder and you'll have yourself a Smoky with more damage per shot + splash damage.
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