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On 12/29/2022 at 9:14 PM, Kazareen said:

I'm glad Adaptive Reload came to the rescue - it is balanced and actually alters the turret as an augment should.

Balanced compared to what exactly? Because you're getting a big increase in firing rate for just using the turret like you normally would. In a 1 v 1 it's literally Small Calibre Charging Machine with no damage penalty. Hitting multiple enemies lets you either kill them or severely injure them in a fraction of the time you would with Stock. Are you using the overpowered augments as benchmarks here?

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On 12/30/2022 at 12:19 AM, 2shots2kills said:

 

On 12/30/2022 at 10:05 AM, Kimura said:

 

Yeah Twins Pulsar is an annoying one for sure. It helps that I mainly play on mid- to long-range and avoid direct contact with enemies: the few times I went into close-combat with a Twins Pulsar didn't end well for me

Edited by BloodPressure
1000th post let's gooo

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On 12/30/2022 at 2:50 PM, TheCongoSpider said:

Balanced compared to what exactly? Because you're getting a big increase in firing rate for just using the turret like you normally would. In a 1 v 1 it's literally Small Calibre Charging Machine with no damage penalty. Hitting multiple enemies lets you either kill them or severely injure them in a fraction of the time you would with Stock. Are you using the overpowered augments as benchmarks here?

Yes. It is "balanced" within the exotic tier, as that appears to be an actual rarity of augments now, rather than an early access stage. Vacuum Shells and Hyperspeed Shells are Adaptive Reload's direct competition; All three have a gimmick that makes them extremely powerful when it does work. The thing is, Adaptive Reload can be prevented from going on a rampage depending on how YOU situate yourself relatively to your allies and even if it does, it's not instant death - with Vacuum and Hyperspeed, the user controls the situation much more. You do have some time to react when you see an Adaptive Reload Thunder about to barrage you, and it has a reduced splash radius. Meanwhile Vacuum/Hyperspeed will just blast you with their huge multipliers; instant delivery of incredibly high damage. Helios was not so dissimilar - simply a better Ricochet, and by a long shot. Now, with its energy regen reduced - there is reason to use other augments that this turret offers.

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On 12/30/2022 at 7:50 AM, wishy said:

you say this but the other day i was fighting for the od box against this tesla pulsar and as i was gonna launch my od to kill him and take the od box at the same time i got jammer and my od stopped working. so basically i lost 2 ods because of that

If your OD was already activating, then it's not Jammer that got you. It was the Stun. Jammer won't rob you of your OD either, but if it's interrupted by Stun - you will lose your charge, yes. So, you may want to immunize against that debuff.

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This topic is not for discussing stun emp jammer. Etc you can use immunity against them to protect yourself but in case of Pulsar esp twins and Tesla they are too OP they apply all effects at same time and developers need to balance them. 

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On 12/30/2022 at 5:30 PM, XD_PRO said:

This topic is not for discussing stun emp jammer. Etc you can use immunity against them to protect yourself but in case of Pulsar esp twins and Tesla they are too OP they apply all effects at same time and developers need to balance them. 

That's LITERALLY what makes Pulsar powerful and worth using despite the heavy drawbacks imposed on it. How is it not about them? Any one of these debuffs is powerful on its own and enough to get you trashed. The point of Pulsar is to apply them all at once for a short while so that you are screwed regardless of your hull augment if they DO land a crit. That's literally the point. If you recall, Pulsar was actually BUFFED because with a 50% crit chance reduction, it was quite useless. It did the user more harm than good. Meanwhile, once Pulsar does kick in - it is meant to be flashy and seem overkill, yes.

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On 1/2/2023 at 8:10 PM, dinek789 said:

All of these people are coming after me acting like I said anything controversial but I bet that If I made a list of TOP 3 turrets in the game right now, you would agree.

TOP 3 turrets currently in the game (all augments included) are:

1. Thunder

2. Railgun

3. Smoky

 

If you have any different opinion, then you are 1. clueless and should get a doctor check or 2. you are not even playing the game. 

Are you braindead???? You are the one that doesn't play the game.

Thunder with augments is OP sure

railgun is dead like always

smoky? last time i saw smoky was in november or something.

TOP  3 turrets are 

1. Hammer - ABSURDLY BRAINDEAD NON-SENSE without augments. its augments are ABSURDLY BRAINDEAD PREMIUM EDITION like blunderbuss or duplet. hammer kills jgr in seconds and wiped out everything non-jgr in seconds too with vikking OD or not.

2. Tesla - a turret that can require skill but since tanki playerbase has 1 IQ they dont use tesla like its intended.

3. Thunder Scorpion or something like that.

*MOD THIS IS NOT INSULTING ANYONE LET PEOPLE HAVE FUN AND SAY WORDS THAT A PERSON OLDER THAN 3 YEARS WOULD SAY. 

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My top three turrets in no particular order would be Hammer, Thunder, and Tesla. Ricochet (Helios) and Gauss not far behind; these five are the protections I use the most.

Scorpion can be annoying, but I haven't used Scorpion protection for ages and find that Scorpions can easily be defeated by using mobility and melee turrets

I use Freeze, Isida, Twins, and Smoky more than anything else and do OK in a winning battles sense (not K/D) if I use good drones with them, and up until recently there wasn't much protection against any of them. Thanks, Pulsar Twins.

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On 1/2/2023 at 8:51 PM, Me0w_XP said:

Actually, what is braindead is blind aiming and shooting with long range guns. As for melee turrets, it just takes more strategy to reach your enemies via detouring or sneaking around. They have always had this disadvantage and always will, because their niche is domination in close range one on ones. As for a global decrease in TTK, the same point can actually be made about other turrets as well: Railgun's 1.6 second warmup time made it quite unusable as you would be finished before you could even fire a shot. This is what made many prefer Scorpion over Railgun.

 

Honestly, I find it laughable that you convey your points through needlessly aggressive language and call people out for their "subjective feelings" when you yourself refuse to recognize that your own points are neither objective nor perfect.

My standard is objective and your is subjective. You are crying here trying to say that hammer and tesla are still good turrets, but you are clearly not reading what I write. I have been a hammer and railgun player for a long time, and pardon me, but I think I can tell when I don't get good enough results with that turret after the nerf, then it might not be that good. Again, you are writing rubbish and not understanding my point. Hammer and Tesla are still played, ofc they are. Even the worst turrets in the game will be played by some players. But, my point is that hammer and tesla are not as good as before and that there are other turrets with which you can get much better results in the game currently. Scorpion is dead and I don't care what you say, I see it on the battlefield. If you think that 80% people using the scorpion and now like 5% is not a indicator that the turret is weaker, than I don't want to talk to you and waste my time to some mults who don't even play the game.

 

On 1/2/2023 at 10:04 PM, Kimura said:

Are you braindead???? You are the one that doesn't play the game.

Thunder with augments is OP sure

railgun is dead like always

smoky? last time i saw smoky was in november or something.

TOP  3 turrets are 

1. Hammer - ABSURDLY BRAINDEAD NON-SENSE without augments. its augments are ABSURDLY BRAINDEAD PREMIUM EDITION like blunderbuss or duplet. hammer kills jgr in seconds and wiped out everything non-jgr in seconds too with vikking OD or not.

2. Tesla - a turret that can require skill but since tanki playerbase has 1 IQ they dont use tesla like its intended.

3. Thunder Scorpion or something like that.

*MOD THIS IS NOT INSULTING ANYONE LET PEOPLE HAVE FUN AND SAY WORDS THAT A PERSON OLDER THAN 3 YEARS WOULD SAY. 

I am such a magnificent player that I can look into the future and you will see smoky being played more and more. People are sleeping on it. Hammer and tesla are not good anymore, I don't care about your sentimentality for those turrets. I go by stats and reality. Thunder, Railgun and smoky are the top 3 turrets in the game right now and the rest don't even come close. Close range turrets are dead, they remain dead, and developers have killed them.

 

On 1/2/2023 at 9:03 PM, Me0w_XP said:

Scorpion is not dead in the least. Its rate of fire was decreased, but its damage is still high and near-instant. Sure, utilizing the rockets might take a little bit of skill, but it takes skill to make the most of any weapon. Right now, it boasts impressive burst damage and a powerful long range salvo. Railgun's domination is mostly attributed to augment buffs and is slightly weaker in large maps due to its damage dropoff. Thunder's domination is solely attributed to its premium augments (Hyperspeed, Vacuum, Adaptive, etc); aside from Subcalibre Rounds, Thunder's garage augments are not nearly as useful as they should be.

 

I barely see non-Pulsar Smokys in Legend matches. What I do see is a ridiculous amount of Scorpions, Ricochets, and yes Thunders, plus the occasional Railgun, which is making a comeback but still is not as popular as Scorpion. But yes, Railgun is very strong right now. Perhaps not enough people recognize its newfound potential right now.

So, you say that my list is not good but then you literally say how railgun and thunder are OP and that you don't see smoky, but that will change and you will have to come here and apologize. Scorpion is dead, stop sugar coating it.  Rico is rubbish as everyone has protection. 

Edited by frederik123456
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On 1/3/2023 at 6:41 AM, dinek789 said:

My standard is objective and your is subjective. You are crying here trying to say that hammer and tesla are still good turrets, but you are clearly not reading what I write. I have been a hammer and railgun player for a long time, and pardon me, but I think I can tell when I don't get good enough results with that turret after the nerf, then it might not be that good. Again, you are writing rubbish and not understanding my point. Hammer and Tesla are still played, ofc they are. Even the worst turrets in the game will be played by some players. But, my point is that hammer and tesla are not as good as before and that there are other turrets with which you can get much better results in the game currently. Scorpion is dead and I don't care what you say, I see it on the battlefield. If you think that 80% people using the scorpion and now like 5% is not a indicator that the turret is weaker, than I don't want to talk to you and waste my time to some mults who don't even play the game.

 

Sheesh, get off your high horse. xD

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On 1/3/2023 at 12:41 PM, dinek789 said:

My standard is objective and your is subjective.

 

On 1/3/2023 at 12:41 PM, dinek789 said:

I don't care about your sentimentality for those turrets. I go by stats and reality.

I would be curious to know what objective standard/stats and reality are you talking about exactly,

Saying you have been playing a turret for a long period of time and cannot get satisfactory results anymore after the rebalance changes, therefore the turret is underpowered, is not exactly stastistically sound.

In fact, unless you quantified the xp / crystals gained per hour (adjusted for events and such), battles won/lost/drawn (adjusted for the power of team you have been in vs enemies), K/D and various other info before and after said nerfs, your arguments are by definition subjective, as you are basing them solely on your perceived 'quality' of gameplay.

I am not saying its necessarily wrong though, useful information can be drawn from subjective data aswell, but It is not nice to call out everyone for their "subjective standards" When I dont see your objective basis either.

On 1/3/2023 at 12:41 PM, dinek789 said:

Scorpion is dead and I don't care what you say, I see it on the battlefield. If you think that 80% people using the scorpion and now like 5% is not a indicator that the turret is weaker, than I don't want to talk to you and waste my time

Again, just to premise, you are using these numbers (80%, 5%...) without providing any data to support it.

But even if we took them at face value, for the sake of the argument, I dont think they would be that surprising, for a fairly balanced turret, in fact.

When a new turret is introduced, It is understandable the playerbase wants to try it out, and so we get it overrepresented on the battlefield. As the time goes on though, if the turret is indeed balanced, we should expect its usage to drop all the way down to 6.25% (100/16turrets present). 

Though I dont take into account many other factors in play and recon with an ideal scenario, I think it should do as an example.

                                                                           

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On 1/3/2023 at 2:16 PM, frederik123456 said:

 

I would be curious to know what objective standard/stats and reality are you talking about exactly,

Saying you have been playing a turret for a long period of time and cannot get satisfactory results anymore after the rebalance changes, therefore the turret is underpowered, is not exactly stastistically sound.

In fact, unless you quantified the xp / crystals gained per hour (adjusted for events and such), battles won/lost/drawn (adjusted for the power of team you have been in vs enemies), K/D and various other info before and after said nerfs, your arguments are by definition subjective, as you are basing them solely on your perceived 'quality' of gameplay.

I am not saying its necessarily wrong though, useful information can be drawn from subjective data aswell, but It is not nice to call out everyone for their "subjective standards" When I dont see your objective basis either.

Again, just to premise, you are using these numbers (80%, 5%...) without providing any data to support it.

But even if we took them at face value, for the sake of the argument, I dont think they would be that surprising, for a fairly balanced turret, in fact.

When a new turret is introduced, It is understandable the playerbase wants to try it out, and so we get it overrepresented on the battlefield. As the time goes on though, if the turret is indeed balanced, we should expect its usage to drop all the way down to 6.25% (100/16turrets present). 

Though I dont take into account many other factors in play and recon with an ideal scenario, I think it should do as an example.

                                                                           

1. My standard is objective. I base it on stats in gameplay for myself and for the players as a whole. By the look of it you don't even know what subjective and objective means in this instance. I was responding to people who claimed that tesla or hammer are still good turrets because they see them used in the battle etc. My point is that that is irrelevant for finding out if a turret is good or not. There are bad players and casual players who will use any turret whenever, and who don't even use forum or know anything about these turrets being nerfed or buffed. Secondly, when I set up a top 3 turrets in the game currently, they tried to counter my list, but then basically agreed with it, except for smoky, but even then they were feeling it a bit.

2. About scorpion. Yes I know how the games works, ofc Scorpion was going to be very good at the beginning as many players don't know how to counter it and didn't have protection. Still, it is evident that scorpion got a massive nerf, if anyone wants to debate that, than I don't care, I wont waste my time on lunatics. There is no way in hell scorpion is better now than it was a month ago. I don't care if scorpion is still usable, or viable, or good. My whole argument was not about good or bad turrets, but about turrets that players can take advantage of and get above average results in the game. My goal in the game is to be best as possible, and so, to achieve that in the current game, you can use only 3 turrets (Smoky, Thunder, Railgun). All the other turrets, especially short range turrets are useless. I have been talking about short range turrets being useless for long time now and developers don't want to fix the issue. Instead they try to make long range turrets stronger in short range combat, which is ludicrous. I have been playing since 2011 and I think the best thing for the game is to make long range turrets OP for long range, as they were literally made for that, and vice versa. Currently, the meta is very bad as they have nerfed all the turrets and only a few are even worth considering to be used.

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On 1/3/2023 at 2:57 PM, dinek789 said:

My goal in the game is to be best as possible, and so, to achieve that in the current game, you can use only 3 turrets (Smoky, Thunder, Railgun). All the other turrets, especially short range turrets are useless.

Alright, still I fail to see how you try to back this claim.

Do you have any data to provide or is just your player experience?

I am now talking solely about your claims, not others.

Imagine I said: " Isida is the strongest turret in the game, on an objective basis.

All other turrets are useless. "

And then I would fail to provide evidence to back it up.

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On 1/3/2023 at 3:16 PM, frederik123456 said:

Alright, still I fail to see how you try to back this claim.

Do you have any data to provide or is just your player experience?

I am now talking solely about your claims, not others.

Imagine I said: " Isida is the strongest turret in the game, on an objective basis.

All other turrets are useless. "

And then I would fail to provide evidence to back it up.

Your evidence would have to be this: 

1. Play every day, at least 7-10 battles for at least 7 days, in different modes, not just one mode

2. See how many players use isida and which augments.

3. How many players that finish top 3 have isida, in both teams

4. How many players have you seen use isida and get crazy good results, surpassing all of their teammates by at least 200-300 points.

5. Is there a lot of protection against isida that the players are using.

6. If there is a special mode for the weekend that is player for himself and not team play, how many players are top 5 with isida

 

Then you collect data and there will be your objective answer, backed by stats of real gameplay.

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developers and content helpers or others asking players to provide in depth analysis which will be mathematically correct is just wrong in my opinion. Like do you really expect players to create databases to save information and afterwards parse this information and analyse them for this game just to give idea on forum not to change a thing? when most probably dont even play this game for 1 hour a day? lol. But i dont really get what is argument going on here, like turrets are unbalanced? augments are unbalanced? like is this news that there always exists strong and weak augments.

I think now in this game bad part isnt that weapons are unbalanced but that there are just too many high damage ones out there which simply make impossible to play(i like light hulls and they are now too hard to play, like all this balance changes literally ruined the way i had fun in this game) and i think only balancing they should do is to reduce damage for all. I hope i dont need to provide lots of information for this take lol

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On 1/3/2023 at 4:26 PM, dinek789 said:

Your evidence would have to be this: 

1. Play every day, at least 7-10 battles for at least 7 days, in different modes, not just one mode

2. See how many players use isida and which augments.

3. How many players that finish top 3 have isida, in both teams

4. How many players have you seen use isida and get crazy good results, surpassing all of their teammates by at least 200-300 points.

5. Is there a lot of protection against isida that the players are using.

6. If there is a special mode for the weekend that is player for himself and not team play, how many players are top 5 with isida

 

Then you collect data and there will be your objective answer, backed by stats of real gameplay.

Lol. I dont count how many battles i play but i get 150k XP a week and i dont need to mark people and stalk them just to see what they're using. Even taking Isida. without stalking random isida users i can tell you its OP with vampire the problem is LITERALLY EVERYONE HAS VAMPIRE its at the point where vampire isida might as well be the default isida and you would not notice a difference. Isida is not a turret that would give you 200-300 points above 2nd place in a normal match because its not "fast" enough its not players fault its just HOW THE DAMN TURRET WORKS its like saying get 100 kills with Shaft in MM battle. yeah its possible but its like 0,1% chance. Nobody uses isida prot because nobody besides buyers upgraded it cause NO ONE USED ISIDA PRE-VAMPIRE era. and up until now people just didn't see one vampire noob in a match as someone they should equip a prot from and spend like 500k crystals on upgrading that prot. I play the game i get 100-700 points above 2nd place all the time and i can tell you that.
Firebird - balanced maybe just a bit underpowered.

Freeze - Balanced just learn how to play with melee turrets...

Tesla - needs little nerf. status teslas too. pulsar... do i need to say something...?

Isida - if you told me Vampire isida is now "stock" isida i would agree with you. Is a turret that makes you soft-immortal is OP? If yes isida is OP if no then no.

Hammer - BRAINDEAD by far most annoying turret that like i said HAS EVEN MORE BRAINDEAD AUGMENTS THAT NEED NERF MORE THAN ANYTHING. Duplet and Blunderbuss did you play against those?

Twins - balanced but pulsar makes them braindead and OP

Ricochet - needs range buff but everyone uses helios so might as well leave it as it is.

Smoky - balanced. would be great if half of my shots didnt go thru tanks... all augments are balanced and not cancer.

Striker - if you're actual PRO with striker it's average but it needs buff.

Vulcan - pair it with a flying monkey and you got one of the most braindead conbos in the GAMES HISTORY. on a tracked hull its balanced no need for changes

Thunder - stock is now usable and not dead. exotic augments for thunder make it OP as hell tho.

Scorpion - people just cry its OP but in reality its balanced just pay attention to the damn match and you'll dodge the rockets 9/10 times.

Railgun - Dead. railgun enemies can be annoying sometimes but thats it. just annoying. if you're too lazy to equip rail prot you won't be in trouble

Magnum - skilled but super annoying in the hands of a camper. balanced. but with the scope thing coming its gonna get bad real quick.

Gauss - pre-buff "Dead" Gauss was not "Dead" at all you just had to use your brain. now with 1 second lock its braindead. just make the lock like 2-3 seconds with 3sec reload.

Shaft - reload nerf is not as bad as people say. Tho it should be like 5 seconds instead of 7 or whatever.


I have MAX Garage and use all the turrets from time to time in different situations so dont even play with me cuz i actually can just take a turret into random battle and send you a screenshot or something.

 

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On 1/3/2023 at 9:46 AM, Kimura said:

Railgun - Dead. railgun enemies can be annoying sometimes but thats it. just annoying. if you're too lazy to equip rail prot you won't be in trouble

 

I actually do quite well with it. xD LCR and RDS one shot like crazy.

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On 1/3/2023 at 10:46 AM, Kimura said:

Shaft - reload nerf is not as bad as people say. Tho it should be like 5 seconds instead of 7 or whatever.

It's 10 seconds at least. ?

 

My issue with Shaft is there is little incentive for any random player to not camp with it, even after the reload changes. The augments that incentivise active gameplay do not scale well and/or require a very tryhardy playstyle to justify picking it over just camping with the turret. Light Capacitors' reload time is too high for how it scales compared to the other sniping augments. AP Shaft still only has AP on the sniping shot which can miss. Quickscopes are the way to go if you want to actively justify picking it over a full-scope augment. 

I'm lucky to be on mobile where I have ease of movement with Crusader and aiming to best experience active gameplay, but I couldn't do anything near that when I had to go back to PC. The QOL for sniping mode isn't friendly to quickscopes there. 

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On 1/3/2023 at 9:13 PM, TheCongoSpider said:

It's 10 seconds at least. ?

 

My issue with Shaft is there is little incentive for any random player to not camp with it, even after the reload changes. The augments that incentivise active gameplay do not scale well and/or require a very tryhardy playstyle to justify picking it over just camping with the turret. Light Capacitors' reload time is too high for how it scales compared to the other sniping augments. AP Shaft still only has AP on the sniping shot which can miss. Quickscopes are the way to go if you want to actively justify picking it over a full-scope augment. 

I'm lucky to be on mobile where I have ease of movement with Crusader and aiming to best experience active gameplay, but I couldn't do anything near that when I had to go back to PC. The QOL for sniping mode isn't friendly to quickscopes there. 

 

some good legend rank players use shaft with triple shot or heal shaft, and play actively in ctf, cp mode.

i myself have both on my legend account and i use hunter + heal shaft booster drone and it performs very well in battles .

sometimes when you need more dpm in small maps, then i take vampire isida or freeze ap/emp.

also heal shaft is a matchwinner in jgr mode

 

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On 1/3/2023 at 3:46 PM, Kimura said:

Lol. I dont count how many battles i play but i get 150k XP a week and i dont need to mark people and stalk them just to see what they're using. Even taking Isida. without stalking random isida users i can tell you its OP with vampire the problem is LITERALLY EVERYONE HAS VAMPIRE its at the point where vampire isida might as well be the default isida and you would not notice a difference. Isida is not a turret that would give you 200-300 points above 2nd place in a normal match because its not "fast" enough its not players fault its just HOW THE DAMN TURRET WORKS its like saying get 100 kills with Shaft in MM battle. yeah its possible but its like 0,1% chance. Nobody uses isida prot because nobody besides buyers upgraded it cause NO ONE USED ISIDA PRE-VAMPIRE era. and up until now people just didn't see one vampire noob in a match as someone they should equip a prot from and spend like 500k crystals on upgrading that prot. I play the game i get 100-700 points above 2nd place all the time and i can tell you that.
Firebird - balanced maybe just a bit underpowered.

Freeze - Balanced just learn how to play with melee turrets...

Tesla - needs little nerf. status teslas too. pulsar... do i need to say something...?

Isida - if you told me Vampire isida is now "stock" isida i would agree with you. Is a turret that makes you soft-immortal is OP? If yes isida is OP if no then no.

Hammer - BRAINDEAD by far most annoying turret that like i said HAS EVEN MORE BRAINDEAD AUGMENTS THAT NEED NERF MORE THAN ANYTHING. Duplet and Blunderbuss did you play against those?

Twins - balanced but pulsar makes them braindead and OP

Ricochet - needs range buff but everyone uses helios so might as well leave it as it is.

Smoky - balanced. would be great if half of my shots didnt go thru tanks... all augments are balanced and not cancer.

Striker - if you're actual PRO with striker it's average but it needs buff.

Vulcan - pair it with a flying monkey and you got one of the most braindead conbos in the GAMES HISTORY. on a tracked hull its balanced no need for changes

Thunder - stock is now usable and not dead. exotic augments for thunder make it OP as hell tho.

Scorpion - people just cry its OP but in reality its balanced just pay attention to the damn match and you'll dodge the rockets 9/10 times.

Railgun - Dead. railgun enemies can be annoying sometimes but thats it. just annoying. if you're too lazy to equip rail prot you won't be in trouble

Magnum - skilled but super annoying in the hands of a camper. balanced. but with the scope thing coming its gonna get bad real quick.

Gauss - pre-buff "Dead" Gauss was not "Dead" at all you just had to use your brain. now with 1 second lock its braindead. just make the lock like 2-3 seconds with 3sec reload.

Shaft - reload nerf is not as bad as people say. Tho it should be like 5 seconds instead of 7 or whatever.


I have MAX Garage and use all the turrets from time to time in different situations so dont even play with me cuz i actually can just take a turret into random battle and send you a screenshot or something.

 

You might not "stalk" other players, but I do. Last time I saw you in battle, you were camping like a coward with gauss hornet in in stadium JG mode. I keep my stats so, you are spewing nonsense.

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On 1/3/2023 at 7:40 PM, dinek789 said:

You might not "stalk" other players, but I do. Last time I saw you in battle, you were camping like a coward with gauss hornet in in stadium JG mode. I keep my stats so, you are spewing nonsense.

Camping in Stadium JGR.... im on the naughty list this year no gifts for me i guess... Next time i'll play in Stadium i'll equip Mammoth and Firebird and go into attacking. 
You're not even good at stalking bud. 

I'll explain my Gauss/Hornet conbo. 

Gauss - free 4k+ damage on JGR big splash for kills. 4 Gauss shots and JGR is dead.

Hornet - Free wallhack for my teammates very useful from my experience. I get kills fast enough to where when my Hornet OD runs out my new hornet OD is at 60-80% so my team basically has wallhacks 24/7 active. Also more than likely i was by far first on the leaderboard so its not like my camping hurt someone. 

You are getting cooked by a lot of people i see so i'll guess you're the one spewing nonsense. When i camp i help my teammates with some kind of support. Always. 

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On 1/3/2023 at 12:41 PM, dinek789 said:

My standard is objective and your is subjective.

On 1/3/2023 at 12:41 PM, dinek789 said:

I go by stats and reality.

Out of sheer curiosity, may we all see those stats you keep talking on about?

You say as a matter of fact, that the absolute best Turrets in the game right now are: Smoky, Thunder, Railgun.

But I still fail to see any objective fact over your subjective posts regarding those Turrets... because so far, all I can see is your own opinion, which is what it is, just the opinion of a single player. And an opinion is still subjective, unless, as I said, you have actual data to show us. 

Otherwise, you are really going to look like someone who only likes to talk big. 

On 1/3/2023 at 2:57 PM, dinek789 said:

My goal in the game is to be best as possible

And it looks like you still have some work left to do, with all this tryharding your Efficiency rating is sitting at 86 831, while the Efficiency of an old player like me who plays with Turbo Twins and Brutus for the memes is at 87 390.

Oh also, you are free to stalk me as well, you never know what you can learn. 

Edited by 2shots2kills
  • Agree 2

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On 1/3/2023 at 6:40 PM, dinek789 said:

You might not "stalk" other players, but I do. Last time I saw you in battle, you were camping like a coward with gauss hornet in in stadium JG mode. I keep my stats so, you are spewing nonsense.

Well, every team needs a camping hornet for constant x-ray vision... 

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On 1/3/2023 at 3:25 PM, soviet.reunion said:

Well, every team needs a camping hornet for constant x-ray vision... 

Hornet's wallhack OD has become a valuable asset and even a target for enemies in some battles.

  • Agree 1

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