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Let's Discuss Isida!


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Poll on Isida  

22 members have voted

  1. 1. Which playing style do you prefer when playing with Isida?

    • Attack
      11
    • Defence
      4
    • Support
      15
    • Parkour
      2
  2. 2. Which Isida augments do you prefer?

    • Broadband radiators
      4
    • Support nanobots
      4
    • Nanomass reactor
      2
    • Vampire Nanobots
      10
    • Adrenaline
      10
    • Standard
      3
  3. 3. Which skin for Isida do you prefer?

    • Standard
      11
    • XT
      13


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1 minute ago, The_one_and_only said:

Well, you need to be a really experienced player to play well with this turret! Not some ****ty thunder, shaft, smokey or twins where all you need to do is put a brick on the spacebar!

Don't forget Vulcan with that new Heat Immunity augment - it's the new Twins! ?

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34 minutes ago, The_one_and_only said:

Maybe Isida is popular after all! For me, I only see 0-1 isidas per 5 and a 1/2 hrs of tanki I play. Many people think, that this is a noob turret because it is hard to aim and the only thing redeeming it is the high-damage per second. Well, you need to be a really experienced player to play well with this turret! Not some ****ty thunder, shaft, smokey or twins where all you need to do is put a brick on the spacebar!

only if you are a noob with shaft or hate shafts can you say shaft is a noob turret .Especially when there are noob- ass gausses running all over the place and also vulcans

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Isida just feels like a ****ty firebird to me, and I use it 24/7. Honestly my favorite turret. That was before it was nerfed into the ground.... now, I still use it, but it's just not the same. It's a downgrade of the firebird with a cheap gimmick tacked onto it. 

Edited by fghj240
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On 6/9/2020 at 7:43 AM, The_one_and_only said:

Maybe Isida is popular after all! For me, I only see 0-1 isidas per 5 and a 1/2 hrs of tanki I play. Many people think, that this is a noob turret because it is hard to aim and the only thing redeeming it is the high-damage per second. Well, you need to be a really experienced player to play well with this turret! Not some ****ty thunder, shaft, smokey or twins where all you need to do is put a brick on the spacebar!

Ummm u use thunder the most.

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On 6/9/2020 at 5:13 PM, The_one_and_only said:

Maybe Isida is popular after all! For me, I only see 0-1 isidas per 5 and a 1/2 hrs of tanki I play. Many people think, that this is a noob turret because it is hard to aim and the only thing redeeming it is the high-damage per second. Well, you need to be a really experienced player to play well with this turret! Not some ****ty thunder, shaft, smokey or twins where all you need to do is put a brick on the spacebar!

Smoky is not a s*itty turret. Edit it before I rage please.

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Tbh, I find that hunter/isida is a really solid combo nowadays. It's a really good support tank. I personally use it a lot on offense, supporting attackers and nibbling away at defenders with the insane DPS. Hunter's survivability is adequate and the OD is just beautiful. Isida is really good, I really love it's versatility. I've been playing it more recently (since isida's one of the few mk5's i have, cough cough) and I've been really falling in love with isida all over again. I really don't mind getting less score, and the risks of a lower k/d don't seem to bother me, helping the team feels good.

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Back in the day Isida used to be my favorite turret,  I remember how happy I was when I bought this kit: 

150px-Komplekt04.png

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38 minutes ago, Mirza7 said:

I don't understand how isida's healing score works?? can someone explain

Heal a tank and gain score.  Whenever you release the space-bar while healing, score is added to your total.

Somewhere around 12pts for a fully healed tank.

Used to be if the tank you were healing died before you released spacebar, your score was not counted.  Don't recall if they fixed that.

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1 hour ago, Mirza7 said:

I don't understand how isida's healing score works?? can someone explain

Isida gains score based roughly on the % of total HP of the ally healed. For example, if your ally Hornet has 2,000 max HP, and you were to heal, say, 1950, you would gain 12 score (I think it's 13 right now but let's go with 12 for now). 

If your ally is a heavy hull with 4,000 HP and you healed, say, 3,900 HP, then you'd gain 12 score. As you can see, the points given are dependant on the total HP of the ally you're healing and not just the amount of healing your Isida did. This is why healing a Juggernaut is not profitable compared to healing your non-Juggernaut allies. 

 

Now let's say you're healing your ally Hornet that has 2,000 HP. Whilst you're healing the ally, he is being shot at by an insignificant number of enemies and is thus continuously taking damage while you are healing him. If you were to continuously heal this Hornet for, say, 6,000 HP in total, then you would gain ~36 score. That is, you healed three times the maximum HP of the ally before the nanobot stream detaches from them. 

 

:hr:

A few months ago, I had set out to meticulously record the number of score Isida obtains when healing with specific number of ticks on specific allies. Unfortunately, I had abandoned it very early, as going about this on the mobile version of the game (the only version I currently have access to) was not favourable in the slightest and too much effort for what the end result of the observations were worth. To the average player or even an invested casual player, the pieces of information that would have been gathered from those observations would make no difference on the battlefield. 

 

Edited by TheCongoSpider
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I dusted off my isida mk7+ in old account and used to heal jgr whole match trying to keep it alive and lead the team to victory but in the end my score was ridiculously low. This is not right. Heal a jgr is basically assisting in the main objective of game mode it should award more score.

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20 minutes ago, Mirza7 said:

I dusted off my isida mk7+ in old account and used to heal jgr whole match trying to keep it alive and lead the team to victory but in the end my score was ridiculously low. This is not right. Heal a jgr is basically assisting in the main objective of game mode it should award more score.

They nerfed the healing for Isida because it was "too easy"...

You might as well just attack with it.  It heals so slowly.

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16 minutes ago, Mirza7 said:

I dusted off my isida mk7+ in old account and used to heal jgr whole match trying to keep it alive and lead the team to victory but in the end my score was ridiculously low.

And it should stay that way if you ask me. The developers have expressed in the past why Isida's healing was problematic. If it were to become profitable to heal a Juggernaut, you would have much less Juggernaut killing going on, strong Juggernauts becoming unkillable, and battles lopsided from the start. Of course, you would like to be awarded for your selflessness, but imagine you have a destroy an enemy Juggernaut mission and you can't for the life you get one Juggernaut kill because they have two Isidas constantly leeching onto it.

 

It should stay unprofitable to heal a Juggernaut to discourage such events from happening. When I played on PC, I would often stick to healing the Juggernaut and the allies around him and a lot of them became unkillable and battles were won easily. 

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2 minutes ago, TheCongoSpider said:

 

I was jgr & 1 rico with booster killed me without overdrive. vikings overdrive is too powerful. Isida healing allies is killed first so I dont see a harm in rewarding it. jgr will still die.

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1 hour ago, TheCongoSpider said:

Isida gains score based roughly on the % of total HP of the ally healed. For example, if your ally Hornet has 2,000 max HP, and you were to heal, say, 1950, you would gain 12 score (I think it's 13 right now but let's go with 12 for now). 

If your ally is a heavy hull with 4,000 HP and you healed, say, 3,900 HP, then you'd gain 12 score. As you can see, the points given are dependant on the total HP of the ally you're healing and not just the amount of healing your Isida did. This is why healing a Juggernaut is not profitable compared to healing your non-Juggernaut allies.

I can heal(352.94hp/sec) jgr (16471hp) around 4 to 5 times in 7min = 64 score. with double damage or augment = 128~~256max. its not very good score

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2 minutes ago, Mirza7 said:

I can heal(352.94hp/sec) jgr (16471hp) around 4 to 5 times in 7min = 64 score. with double damage or augment = 128~~256max. its not very good score

Like I said - you are better of attacking.  Damage per second is >> healing per second.

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