Jump to content
EN
Play

Forum

Patch Update #430 - New Striker turret, new Alterations and decorations


theFiringHand
 Share

Recommended Posts

Wooo... My head's spinning :D

 

Fire and Hammer alts looks o.O OP

 

Name: Armor-Piercing Ammo - Thunder

Description: Replace standard explosive shells with armor-

piercing ammo. Removes self-damage as well as splash damage.

Stats: Self-damage removed | Splash damage removed

 

This is good news for Parkour, but does this affect the current propulsive ability of the thunder in Parkour ?

 

 

Probs, since the extra boost of Splash in parkour is really important

Don't think splash has anything to do with explosion impact, which is what comes in handy at parkour. I donno, I could be wrong, but I imagine it working that way.

Edited by Spit_Fyre

Share this post


Link to post
Share on other sites

because...

 

 

it's cleaner outside?

 

:D :lol: :lol: :lol: :lol: :D :D :D :D :D

 

 

You can say that Lol,,  But serious tho,  games are mostly played by young people and we young peops need to spend less brain energy on gaming..cuz future needs our ideas :( just sayin

Edited by BlackhOler
  • Like 1

Share this post


Link to post
Share on other sites

Don't think splash has anything to do with explosion impact, which is what comes in handy at parkour. I donno, I could be wrong, but I imagine it working that way.

Think it does, since the explosion impact = part of splash damage? IDK. I always thought it was the shrapnel coming from the explosion, therefore no explosion = no splash? So no splash = no explosion... IDK. I could be wrong too :P Ask CD

  • Like 1

Share this post


Link to post
Share on other sites

Don't think splash has anything to do with explosion impact, which is what comes in handy at parkour. I donno, I could be wrong, but I imagine it working that way.

 

Think it does, since the explosion impact = part of splash damage? IDK. I always thought it was the shrapnel coming from the explosion, therefore no explosion = no splash? So no splash = no explosion... IDK. I could be wrong too :P Ask CD

Answered by Cedric, see below.

 

I very much doubt it

Edited by Viking4s

Share this post


Link to post
Share on other sites

Fire and Hammer alts looks o.O OP

Fire alt looks weak, did you read my earlier post on this? But yep, I agree, that Hammer alt sounds too OP (35%? Come on, 50% is better), and maybe the same with Smoky. The Firebird alt is exactly like the freeze one, and it DOESN"T INCREASE THE TOTAL RANGE, meaning the V-log visual misled us players.

 

Freeze alt is also underpowered, and same with Isida.....but it's in my earlier post. :) :

 

http://en.tankiforum.com/index.php?showtopic=344859&p=5929555

Edited by r_I_already_won0
  • Like 1

Share this post


Link to post
Share on other sites

For Isida, going from 10% self-heal to 20% self and giving up 30% damage?  Yikes! How is this any better?

 

You might last longer but... takes longer to kill the target.  Good luck in DMs   cough kill-steal cough

 

Should have reduced healing more in trade-off for combat (self-healing).

  • Like 1

Share this post


Link to post
Share on other sites

For Isida, going from 10% self-heal to 20% self and giving up 30% damage?  Yikes! How is this any better?

 

You might last longer but... takes longer to kill the target.  Good luck in DMs   cough kill-steal cough

 

Should have reduced healing more in trade-off for combat (self-healing).

I'm really starting to think that the devs forgot that the self-healing is a percentage of the damage.... <_< Useless and weak alteration. 

 

Same with Freeze. It's so pathetic to see an alteration that doesn't even bump freeze up to the DPM it had a few weeks ago....AND takes away the whole freezing effect as well <_<

 

Firebird's alteration is an exact copy of Freeze's. It doesn't increase the overall range at all, which means whoever produced those visuals in the V-log misled thousands of players. I was actually anticipating an alteration that increases the range, but turns out it just increases the "range of max damage". <_<  You know what I'm talking about. What a shame...

  • Like 2

Share this post


Link to post
Share on other sites

Smoky alteration looks vicious.

The +50% dmg is IMO the important part - makes for more consistent shots.  

Extra 20% on Critical seems good as well.

 

Brings it closer to Thunder (without splash) but... is the increased re-load more than offset by increased dmg?

Maths please.

Edited by wolverine848

Share this post


Link to post
Share on other sites

1. How about Rocketeer? Rocket because of rockets and r_cketeer because of...

 

2. Hammer is OP now because it has a lot of damage in one instant shot and if you combine that with DD it can one shot many light and medium hulls. The downside is that it only has 3 shots before a long reload. No problem for hit and runners. And now with the alteration they can put a DD and wipe clean your base, wait till they spawn for more one shots, then hopefully leave, while they reload, while they're carrying your flag. Here's an idea: if you like Hammer, find another Hammer user to pair up and double the destruction.

 

3. Make all supplies usable before you spawn, like Mines, so we can put a DA to shield ourselves from those DD waiters.

 

I don't like the idea of alterations because it is confusing, for example, now you'll not know what Thunder has or doesn't have the splash damage, till now you knew that if you get close to a Thunder you'll at least cause it to damage itself. Same with Hammer, you were counting it's shots. Too complicating to be entertaining now.

Edited by r_carlo1234
  • Like 1

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...