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Range on Turrets doesn't really mean anything


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Now we have damage indicators so I don't think this really matters.  It takes some skill out of the game.

Possibly, but it still helps for short-rangers.

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ah, same here... what lvl

I am lvl 30

 

...btw.. i am pqlamzmalqp

30.

 

WalI-E... I'm staying in low silver tier. If you want to continue this discussion, PM me. This is not the place.

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Completed

This was indirectly implemented with yesterday's update — you are now able to see if an enemy is close enough that you will be dealing full damage, or if they're further away, where the damage will be lower, and/or your shots will be harder to land. The colour of the outline around the enemy tank indicates the effective distance.

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On 9/25/2016 at 12:45 AM, GeeVuh said:

       I'm sure we've all noticed that odd number that doesn't really make a difference in our turret's statistics. It's all my opinion, but the Range on a turret doesn't really mean much; I mean, all you do is compare Smoky's range to a Fire's range, and base your estimate off of that, but there's no real number.  

 

Some people assume you can easily fight paladins' with hunter, when you activate your overdrive in the 5m difference between them.  Because hunter is 25m range, paladin is 20m. And even some people was assuming before a while hunter is also a great and deadline for hoppers when they exploit the huge 5m difference.

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32 minutes ago, At_Shin said:

Paladin overdrive gives immunity against all status effects, including the ones applied by Hunter overdrive. Hence, hunter overdrive has no effect on tanks affected with Paladin overdrive aura.

I think you have to re-read my post.  I know that, but I said some players assumes, they think hunter can exploit the 5m difference, while in real it doesn't work even if they exploited the semi-impossible 5m difference.

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