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BlazePixie

Tanker
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Everything posted by BlazePixie

  1. Let me clarify, I don't know why y'all assuming the point of my comment was saying why isida healing is better than thunder or shaft healing, I was just saying how isida itself isn't awful if used correctly and that in a few particular cases it can be more consistent in healing than thunder/shaft healing. I agree that overall the others are much better for healing. Now to reply to some of the other things y'all said, with sustainable nanobots the increased range means you can start helping players earlier, and I'm not sure why y'all think 200 hp healing per tick is awful, I know SN doesn't increase healing but all the other factors of range and total tank energy do contribute to more healing faster. Not to mention your healing is inflated in a way if your target is using defender which is common. For another one of my points, I said isida is sometimes more useful than thunder and shaft healing, I don't know how that can be hard to believe. A thunder or shaft healer that shoots to max out someone's Hp from 2800 to 3000 is then useless if the target takes 1500 right after and are needing healing but you'd be on cooldown from your attack, isida wouldn't be, easily a situation where isida could prevent someone's death that thunder/shaft couldn't. Critical healing happens often enough that it makes a big impact when it happens, enough said already but let's consider dictator overdrives activating giving you the capability to make anyone immortal. Or your own hornet OD. I know the cone angle of the augment is bad but it was buffed somewhat recently, it's still not great but the point is you can use a hull like crusader to make up for its weakness, using a hull that compliments the turret/augment is the whole point. It is a problem but it's not as huge of a problem as y'all say, it certainly gets in the way but you play around it. Another point why isida is still a useful turret is the fact that your damage can be much more meaningful than that of shaft and thunder healing since most people don't run isida prot and isida damage is much more consistent if you lock on, it's not just about the healing, if you use thunder/shaft healing then you're saying you're fine contributing little DPS for the team which is not true for isida. Also I can't tell you how many altercations I've come out on top from even though the enemy had 50% prot, sometimes I simply manage to 1v1 due to being tanky, other times I stall long enough for reinforcements to arrive. Once again I understand isida needs buffing and that it is generally awful in most people's hands, I'm just providing examples of how you can make isida work for you regardless of it's fault, it's not black and white that thunder/shaft healing outperform it in every away all the time. I think Wry's comment above is right on the money, isida isn't horrible but other turrets can do what it does but better, hence why I said it should be buffed. Also I don't comment here often so I'm not used to the replying to snippets, so I just commented on a previous point made in each paragraph. Apologies.
  2. I disagree, you can get good healing with isida using the sustainable nanobots augment, you get a lot of healing ticks total with the tank and there have been times my consistent isida healing has proved more effective than a thunder/shaft healer. Plus I have a bigger range with the augment meaning enemies struggle to target me as I'm healing if I'm further away. The damage isn't entirely horrible, you can still threaten to kill plenty of people because the energy tank does last a decent amount of time still (although you need to be somewhat tanky yourself). I play with isida a lot so I know how to play conservatively and choose my attacks/healing targets, allowing my tank to recharge in the moments in between. Not to mention there have been loads of times my critical heals have been the reason my teammates survived (another benefit to isida over other close range turrets that can't be ignored). The sustainable nanobots augment is super underrated and is the reason why I still bother with isida. I live long enough due to being tanky so the damage I deal does add up. Base isida healing is awful and its damage doesn't make up for the minimal range, I will give you that, but you need to play with SN to see isida still has lots of potential, I'm getting thanked every other game because I can be a great support while also a useful attacker. I'm not saying isida needs a nerf or shouldn't be buffed more but I feel you're either over-exaggerating the downsides of isida or just haven't considered the augment I mentioned.
  3. I still main isida to this day and have for years, you need to be a skilled player to make it work and when you do you can usually get top 3 very consistently. Although they've been crapping on isida for so long, it isnt unplayable but once again its yet another turret the average player won't ever use because they can't make it work in battles. I appreciate the other op augment nerfs but the pure isida nerf with no upside is upsetting. I can still get first place often but I'm working with scraps here, mechanic/defender + excelsior can only get me so far if the base turret is meh. I already can't afford to use any augment but SN as everyone runs away otherwise.
  4. While I hate fighting freeze so I never remove its 50% prot, it is in fact a great counter to the op augments if you get to those players fast enough. I would suggest removing the double damage disabling and instead replace it with a fixed 25% damage reduction or simply disable their turret augment (the freeze effect). Jammer disables drones, freeze could disable turret augments.
  5. Finally, people abused this like crazy and there was basically no counterplay... I remember a third of the way through a game the enemy team was losing and 3 of their members all swapped to thunder nanotech shells and just won the CTF because it was impossible to kill anyone... I wonder if the excalibur nerf means it no longer can one shot medium hull defender.. Hope so, this augment deserves nerfing the most. I do appreciate the buff to the other railgun augments, they were certainly lacking, hopefully they can see some play now. Regarding the crit chance reductions, beautiful, I think most people appreciate status augments being cut out of the game slowly anyway. I don't however like how you nerf the augments that people are just about to receive from the freezer games? You presented these powerful augments and then once everyone invested in them you basically gave us the Temu equivalent of those augments... I know I like the excalibur nerf but not giving us what we paid for is just wrong. If anything, these patch notes should've been released before the freezer games so people could actually make an informed decision on whether to invest in the event or not, people who invested in it were sort of scammed.
  6. BlazePixie

    «Cybertank 2025» Mini-game

    Pretty sure checkpoint 7 is just scorpion RT skin, tempest is at checkpoint 5. The image for tempest was just placed after all checkpoints and their rewards to highlight it and say its details can be found on the wiki, just poor placement I guess.
  7. Patiently waiting for the isida rework revert.
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