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Suggestion for crisis drone


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7 hours ago, Akame said:

Note; 1 crisis hopper will still not be able to always cap flags in a balanced game,

It just takes ONE Hopper-crisis to wreck a CTF/Assault/RGBY battle.

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58 minutes ago, Akame said:

Defender provides 300 armor for 20s, considering players can avoid damage for 3s, defender is far superior.

Booster doesn't just press 3 and look for a target.

Target visible?  check

Target in range? check

Press 3 then space bar and target dead.

Booster in an AMBUSH drone.

In confrontations with enemies equipped with Booster, Defender is in no way "far superior".

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Removing repair kits from Crisis would make it literally the worst drone, probably better not to equip it - that would be wayyy too much of a drawback.

Honestly now that Trickster has been changed I don't really feel Crisis is much of a problem - you can do pretty much the same things with Trickster as with Crisis. In straight combat Crisis is usually not as good as Defender or Booster, it only has a +50% damage Boost compared to Booster's +200%, as well as only having one supply active at a time.

What I do think needs a nerf is Crisis or Trickster with lightweight hull augment and Hopper. Yes it takes skill to use, but you shouldn't be able to get on top of buildings without overdrive, avoid huge amounts of terrain, and do things like jump from roof to roof on Brest - that is just incompatible with balance in MM. I propose that lightweight hull augments should NOT be usable in Matchmaking - they were meant for Parkour anyway. This would go some way to mitigating the Crisis + Hopper problem, and also it would prevent new players equipping something like lightweight construction on Mammoth and making themselves worse.

I have often been able to match the imba Crisis/Hopper players with my free-to-play Crisis/Trickster now that my Trickster is getting higher in MUs - Trickster is redressing the balance between free-to-play and buyers with Crisis. To defend, you can also use well-timed Hunter overdrives now that Jammer is in effect if you really want to counter them, or camp the flag with Mammoth - Hopper/Crisis can't get the flag without dying to Mammoth overdrive unless they kill you first.

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6 hours ago, wolverine848 said:

I know what I think.  I just wanted to know where YOU were coming from.

Could not tell if it was still part of the 6 seconds thing - where Defender would be useless.

Then what is your way to rebalance Booster? So no drone overpowers the another.

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36 minutes ago, DestrotankAI9 said:

that is just incompatible with balance in MM

And you think the developers care. They knew well in advance what they were doing with every single OP update that they brought into the game.

CASH rules their every move. If you use the word balance in TO HQ, your likely to be put against a wall and shot for blasphemy.

That flying hack still dominates all MM capture battles and will continue to do so, until it has served it's purpose.   

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8 hours ago, 1-4-ALL said:

And you think the developers care. They knew well in advance what they were doing with every single OP update that they brought into the game.

CASH rules their every move. If you use the word balance in TO HQ, your likely to be put against a wall and shot for blasphemy.

That flying hack still dominates all MM capture battles and will continue to do so, until it has served it's purpose.   

Lol, amusing to think of that happening ? Sacked at least perhaps.

Really though, I know you hate the flying hack but if you're a non-buyer Trickster-Hopper or Defender-Hopper can generally do just as well as Crisis - use that and you can compete against the buyers. In smaller maps I see Hunter and even Viking (kill the whole team with your overdrive after or during taking the flag) doing well, even Ares-Trickster is very good as you can use your overdrive and run through a minefield while shooting the enemy team, or escape with the flag while getting healed. So Hopper is super strong in capture modes yes, but you can still compete with other hulls or use Hopper yourself with either Trickster or Defender.

If you want to counter Hopper you can now do so defensively with Hunter's Jammer - or you can sit on the flag with Mammoth, especially if you have heavyweight. Hopper can't take it from a camping Mammoth without killing them - I have seen defending Mammoths getting top score in CTF in some battles so it is effective. But Hunter can also very effectively counter Hopper now. Another counter is booster - just kill them with huge damage. I don't really have that much of a problem with them anymore, although it is annoying when they end battles super fast sometimes I agree, but with the new counters and experience dealing with them I can win against Hoppers without too much trouble.

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19 hours ago, FrozenRailgun said:

Then what is your way to rebalance Booster? So no drone overpowers the another.

For both of them - remove the bonus supply cool-down.  Don't let either hit 3-then-2 or 2-then-3.

That's a start anyway.

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17 hours ago, DestrotankAI9 said:

Really though, I know you hate the flying hack but if you're a non-buyer Trickster-Hopper or Defender-Hopper can generally do just as well as Crisis - use that and you can compete against the buyers. In smaller maps I see Hunter and even Viking (kill the whole team with your overdrive after or during taking the flag) doing well, even Ares-Trickster is very good as you can use your overdrive and run through a minefield while shooting the enemy team, or escape with the flag while getting healed. So Hopper is super strong in capture modes yes, but you can still compete with other hulls or use Hopper yourself with either Trickster or Defender.

If you want to counter Hopper you can now do so defensively with Hunter's Jammer - or you can sit on the flag with Mammoth, especially if you have heavyweight. Hopper can't take it from a camping Mammoth without killing them - I have seen defending Mammoths getting top score in CTF in some battles so it is effective. But Hunter can also very effectively counter Hopper now. Another counter is booster - just kill them with huge damage. I don't really have that much of a problem with them anymore, although it is annoying when they end battles super fast sometimes I agree, but with the new counters and experience dealing with them I can win against Hoppers without too much trouble.

I am so tired of the "use Hopper to counter hopper" routine.

 

Who's gonna want to sit on the flag for an entire battle unless it's sandbox or sandal?

And why would a mammoth need a heavyweight augment?  seems like a waste of a slot.

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Actually, Crisis is only OP when equipped with light hulls because of the 70% speed boost. It is not that/less OP when equip with medium and heavy hulls. So why don't we simply gives different amount of speed boost depending on which type of hull people using?

Let say (just an example):

Light Hull: +30%

Medium Hull: +50%

Heavy Hull: +70%

This is not the first time the Devs do similar stuff like this. Take a look at Adrenaline augment.

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Maf: Plays with crisis and end battles in 2-3 mins

Also Maf:

On 6/17/2021 at 1:43 PM, Maf said:

I would argue that Crisis is only OP in certain situations

 

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3 hours ago, 8WE said:

Maf: Plays with crisis and end battles in 2-3 mins

Also Maf:

Those times when I end battles in 2-3 minutes are exactly the type of "specific situations" I'm taking about. These days such battles are less and less common, as I often end up facing an enemy team where at least one player knows exactly how to counter my combo. Or, if it's just a string set of enemies with good gear and decent coordination — all they need to do it take our flag and hold it while attacking me. Unless I hide in some inaccessible spot, the enemies will easily return the flag and capture.

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On 6/20/2021 at 7:44 PM, wolverine848 said:

I am so tired of the "use Hopper to counter hopper" routine.

For sure, Hopper is strong in capture modes - but I think the nerfs to Hopper, and the introduction of Jammer status effect AND the introduction of Trickster drone have helped quite a good bit in bringing some balance, I am able to use non-Hopper hulls quite effectively in CTF now, especially Hunter.

I would personally say (and I think a lot of people would agree with me if they gave it some thought) a MUCH bigger problem than Hopper in capture modes currently is the existence of 12v12 (on most maps) and 14v14 capture mode battles in Matchmaking. These battles are truly painful to play, they are basically TDM with no time limit and often end 0-0 or 1-0 - trying to actually play the intended objective and capture is generally an exercise in futility. I am rarely one for quitting battles, but even I sometimes quit these matches as they are simply not fun. The only players who do enjoy these battles are super-buyers, as since it is so hard to capture this is one of the few challenges they get, normally dominating every game they go into. For everyone else these matches are hideous.

Hopper is the only hull for capturing in 12v12 on maps with limited access points to the flag (such as Highways/Wolfenstein) and all 14v14 maps, that is for sure. But in that case I am glad we have Hopper because otherwise there would no other way to capture in these hideous battles. There is really no good hull for this situation, Hopper with Trickster or Crisis is the only chance since you can avoid terrain with the overdrive, and you need to get in and out with the flag during the rare moments when defenders are out of position - or just get lucky enough not to be noticed for long enough a time to get the flag. CTF/RGB/ASL above 10v10 is simply awful and should be removed from Matchmaking.

In more balanced battles, 10v10 and below, or on more open 12v12 maps such as Kungur and Parma I can have great success with non-Hopper hulls, and I see others having good success too. Hunter/Trickster/any melee turret is very effective in smaller CTF battles - I was recently dominating with Hunter/Trickster/Broadband Isida when I tried that in CTF, and outscored many Hoppers on my team and won against enemy Hoppers. Hunter is much better at returning flags than Hopper now that Hopper only has a 1 second stun (allowing a team mate to take the flag back if the Hopper takes it off the carrier), and even if they have stun immunity and EMP-ed target will be an easy kill. Hunter with Trickster has huge speed, more health than Hopper and can use its overdrive super effectively in combination with Trickster, and you get Jammer if you want to stop enemies using overdrive - so this combo is now formidable in CTF. I've even had good success with Titan-Trickster in small CTF maps, and I know Ares-Trickster is also very powerful (although I don't yet have Ares sadly), so Trickster is a game changer that allows you to use other hulls to be effective in capture modes, for sure.

 

On 6/20/2021 at 7:44 PM, wolverine848 said:

Who's gonna want to sit on the flag for an entire battle unless it's sandbox or sandal?

And why would a mammoth need a heavyweight augment?  seems like a waste of a slot.


Agreed, I am not much of a defence - orientated player. It could be fun to try defending once in a while though, to change things up - perhaps Tanki should give more reward to defending players. Some players like Defending and Mammoth or Hunter are definitely the hulls for this, a good Mammoth player will be able to stop Hoppers from getting the flag if they want to.

Heavyweight might indeed be a bit of a waste on Mammoth - you could probably use other augments - but with that augment if you're sitting on the flag even if you get stunned, a Hopper even with Heavyweight can't move you from the flag, nor can almost any hull. I saw a Heavyweight Mammoth-Rico camping the flag in CTF on Sandal and was super impressed, our team ended up getting no flags, and he came top of his team with many kills.

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34 minutes ago, DestrotankAI9 said:

but I think the nerfs to Hopper, and the introduction of Jammer status effect AND the introduction of Trickster drone have helped quite a good bit in bringing some balance,

Joking of course.

 

35 minutes ago, DestrotankAI9 said:

a MUCH bigger problem than Hopper in capture modes currently is the existence of 12v12 (on most maps) and 14v14 capture mode battles in Matchmaking.

Again joking, especially when these bigger maps give the legal cheat a HUGE advantage when equipped with crisis, which 99.99% are.

 

38 minutes ago, DestrotankAI9 said:

But in that case I am glad we have Hopper because otherwise there would no other way to capture in these hideous battles.

Your not joking are you. I dismay at your thought process when thinking the legal cheat is a good thing.

Your full of optimism for a broken game, you should apply to be a mod, you would fit right in np.

The game has had the life choked out of it by the ever increasing OTT updates, updates the devs FORCE onto players to try and make them spend money.

They use underhanded tactics like this on a frequent basis and sadly, players fall for it every time. 

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6 hours ago, Maf said:

where at least one player knows exactly how to counter my combo.

If your cornered with no active overdrive ready.

6 hours ago, Maf said:

Unless I hide in some inaccessible spot

Like on top of a wall/building were only a good magnum player MIGHT kill you. 

 

 

6 hours ago, Maf said:

the enemies will easily return the flag and capture.

Very, very rare that this happens and you no it.

You defend the flying tank because that is all you use in every battle you go into. Without it your just another average joe.

6 hours ago, Maf said:

all they need to do it take our flag and hold it while attacking me.

Attack you when your on top of some wall, yeah easy, np, piece of cake and how many players you reckon should attack you from the enemy team, half of them, 3/4, all of them.

Your explanation on how to counter that hull are at best, wafer thin. 

keep playing your flying tank for the easy win, your very good at it, in fact you are THE best.

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49 minutes ago, 1-4-ALL said:

Joking of course.

I'm not joking, Hopper is certainly still the dominant hull in capture modes, but the changes and new features introduced have had quite a big impact - other hulls are now competitive, and I'm speaking from personal experience.

Being a F2P low ranking Legend, I have a weak garage compared to buyers and higher Legends, so I generally use what I need to to win in matchmaking & get missions done, and in capture modes lately that means of course that I've used a lot of Hopper. But recently now that my Trickster is getting higher in MUs I've started using other hulls more regularly, (perhaps you didn't read this far since my post was so long), but I did say I've had very good success with Hunter/Trickster/Isida, which is currently very strong in all CTF matches below 12v12. Especially if you have Hunter stun immunity, you can easily outscore and beat friendly and enemy Hoppers in CTF with this combo. I've even been doing well with Trickster and heavy hulls in small matches, and look forward to getting Ares which I know is very strong especially in games involving a lot of mines - you can easily run through minefields while killing the enemy team and getting out with the flag. Against a team with heavy defence, Hopper is not necessarily the best option.

I have seen plenty of players doing well in CTF with non-Hopper hulls, so I'm not the only one.

As for defence, Mammoth and now Hunter, or Booster drone, can allow you to stop any Hopper in its tracks - even the 9999 Crisis ones. Hopper is strong but it is no longer the only viable hull in capture modes, and there are ways to defend against it.

 

49 minutes ago, 1-4-ALL said:

Again joking, especially when these bigger maps give the legal cheat a HUGE advantage when equipped with crisis, which 99.99% are.

 

So, if Hopper was removed from the game tomorrow - but the developers kept 12v12 and 14v14 CTF and RGB, you would be happy to play in those battles in MM? Especially with capture missions?

These matches are hideous, ever since larger battles were introduced, and with overdrives CTF for instance simply does not work in battles of this size - someone on the enemy team always has overdrive active and you can rarely score, all you can do is farm kills. Completing missions in these battles is awful, and you should never have to quit battles - every battle should be workable, which these matches sometimes are not unless you are a high-end buyer with full 9999 equipment and all hull augments.

So yes, with the existence of 12v12 and 14v14 in MM I am glad we have Hopper - because it is the only way to score and get missions done in these awful games. But even then, it is still painfully hard - these matches simply need to go, capture modes should not be more than 10v10. Then, and ONLY then, we can talk about further balance changes to Hopper.

 

49 minutes ago, 1-4-ALL said:

Your not joking are you. I dismay at your thought process when thinking the legal cheat is a good thing.

Your full of optimism for a broken game, you should apply to be a mod, you would fit right in np.

The game has had the life choked out of it by the ever increasing OTT updates, updates the devs FORCE onto players to try and make them spend money.

They use underhanded tactics like this on a frequent basis and sadly, players fall for it every time. 



I am simply saying excessively large MM battles for capture modes are a bigger problem than Hopper (which they are) and also that there are other ways to win now, with other hull combos in capture modes, which is true. I have done it myself and do it regularly - can show you the screenshots if you want. Try using Hunter/Trickster/any Melee turret in any games up to 10v10, or Trickster and Ares and you won't be disappointed. And try defending with Mammoth, or Hunter with Booster - and you should be able to stop the "legal hacks" no problem.

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11 minutes ago, DestrotankAI9 said:

I'm not joking, Hopper is certainly still the dominant hull in capture modes, but the changes and new features introduced have had quite a big impact - other hulls are now competitive, and I'm speaking from personal experience.

Being a F2P low ranking Legend, I have a weak garage compared to buyers and higher Legends, so I generally use what I need to to win in matchmaking & get missions done, and in capture modes lately that means of course that I've used a lot of Hopper. But recently now that my Trickster is getting higher in MUs I've started using other hulls more regularly, (perhaps you didn't read this far since my post was so long), but I did say I've had very good success with Hunter/Trickster/Isida, which is currently very strong in all CTF matches below 12v12. Especially if you have Hunter stun immunity, you can easily outscore and beat friendly and enemy Hoppers in CTF with this combo. I've even been doing well with Trickster and heavy hulls in small matches, and look forward to getting Ares which I know is very strong especially in games involving a lot of mines - you can easily run through minefields while killing the enemy team and getting out with the flag. Against a team with heavy defence, Hopper is not necessarily the best option.

I have seen plenty of players doing well in CTF with non-Hopper hulls, so I'm not the only one.

As for defence, Mammoth and now Hunter, or Booster drone, can allow you to stop any Hopper in its tracks - even the 9999 Crisis ones. Hopper is strong but it is no longer the only viable hull in capture modes, and there are ways to defend against it.

 

 

So, if Hopper was removed from the game tomorrow - but the developers kept 12v12 and 14v14 CTF and RGB, you would be happy to play in those battles in MM? Especially with capture missions?

These matches are hideous, ever since larger battles were introduced, and with overdrives CTF for instance simply does not work in battles of this size - someone on the enemy team always has overdrive active and you can rarely score, all you can do is farm kills. Completing missions in these battles is awful, and you should never have to quit battles - every battle should be workable, which these matches sometimes are not unless you are a high-end buyer with full 9999 equipment and all hull augments.

So yes, with the existence of 12v12 and 14v14 in MM I am glad we have Hopper - because it is the only way to score and get missions done in these awful games. But even then, it is still painfully hard - these matches simply need to go, capture modes should not be more than 10v10. Then, and ONLY then, we can talk about further balance changes to Hopper.

 



I am simply saying excessively large MM battles for capture modes are a bigger problem than Hopper (which they are) and also that there are other ways to win now, with other hull combos in capture modes, which is true. I have done it myself and do it regularly - can show you the screenshots if you want. Try using Hunter/Trickster/any Melee turret in any games up to 10v10, or Trickster and Ares and you won't be disappointed. And try defending with Mammoth, or Hunter with Booster - and you should be able to stop the "legal hacks" no problem.

After reading these statements I agree, furthermore, I would also like to add the fact that EMP and AP augments also make the crisis drone kinda useless thus making hoppers not always good viable option. 

 

 

 

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57 minutes ago, 1-4-ALL said:

You defend the flying tank because that is all you use in every battle you go into. Without it your just another average joe.

You're not wrong. Although it depends on what you mean by "average joe". The combo I use definitely stands out from the more conventional tanks though.

57 minutes ago, 1-4-ALL said:

keep playing your flying tank for the easy win,

Yet here I am, losing about a third of my battles and barely managing to pull out the rest. Granted, I might be just bad at the game, but I will continue to believe that a skilled enemy can easily counter my combo.

Mind you, this is only regarding CTF, ASL and Rugby. In all other modes my combo is about as useless as a glass hammer.

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7 minutes ago, DestrotankAI9 said:

So, if Hopper was removed from the game tomorrow - but the developers kept 12v12 and 14v14 CTF and RGB, you would be happy to play in those battles in MM? Especially with capture missions?

Have a wild guess at my answer?

 

8 minutes ago, DestrotankAI9 said:

other hulls are now competitive, and I'm speaking from personal experience.

Good for you. I also post on personal experience in battles, usually with my eyes open.

 

20 minutes ago, DestrotankAI9 said:

Then, and ONLY then, we can talk about further balance changes to Hopper.

 

Further, you saying it has already had some? 

21 minutes ago, DestrotankAI9 said:

 

 

 

9 minutes ago, DestrotankAI9 said:

that means of course that I've used a lot of Hopper.

No comment.

 

11 minutes ago, DestrotankAI9 said:

you can easily outscore and beat friendly and enemy Hoppers in CTF with this combo.

Hunters overdrive very rarely gets the better of the legal hacks overdrive....FACT.

 

12 minutes ago, DestrotankAI9 said:

I have seen plenty of players doing well in CTF with non-Hopper hulls, so I'm not the only one.

So have I. I do well in all battles, if I can be bothered to apply myself, which is not very often now. I just can't be bothered, so I camp now as I'm not going to be cannon fodder for the multitude of OTT combos that can take you out with ease.

 

17 minutes ago, DestrotankAI9 said:

Hopper is strong but it is no longer the only viable hull in capture modes, and there are ways to defend against it.

Never said it was the only one, but it is the only one that can end battles in 3-4 mins on a regular basis, on it's own.

21 minutes ago, DestrotankAI9 said:

 

 

 

24 minutes ago, DestrotankAI9 said:

I am simply saying excessively large MM battles for capture modes are a bigger problem than Hopper

And I am intelligently saying that you are undeniably wrong.

 

26 minutes ago, DestrotankAI9 said:

you should be able to stop the "legal hacks" no problem.

No problem, your words.

I give up. It's like trying to explain the laws governing the cosmos to a stick.

Have a good time beating up those legal hacks, I'll just carry on doing what I do. 

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@Maf The most favourite thing to me is when i one shot hopper crisis user with my magnum harpoon. It looks like I am shooting wild duck with the gun when it starts flying like crazy and trying to yeet itself out in the air.  ?  ?

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1 hour ago, 1-4-ALL said:

Never said it was the only one, but it is the only one that can end battles in 3-4 mins on a regular basis, on it's own.

This is false, Hunter/Trickster with a melee turret can easily end CTF battles in 2-4 minutes (depending on map size, and how strong your team is relative to the enemy of course) as I did several times when I tested it 2 days ago. I won games on Kungur and Bobruisk in 4-5 minutes and a game on Sandbox in 2-3 minutes, scoring most of the flags for my team and returning several, while getting about twice as many kills as I would have done with Hopper.

Hunter's overdrive, combined with its medium-level health and stability, moving at light-hull speed with constant Boosted speed is a capturing and killing machine. It is much stronger than Hopper defensively, and every time you use the overdrive you can easily kill 3 players in a group if needed, or very easily get out with a flag. If you want to return a flag, Hopper is now fairly weak with only a 1 second stun - unless you get on top of the flag carrier before activation, a team mate can take the flag so you don't get it - not so with Hunter, you will easily push them away and get the flag. Even if someone has stun immunity, you will easily kill someone with no supplies, and if they have EMP immunity you will return the flag and can probably still kill them in the stun.

Against heavy defence, Hoppers can easily be stopped from capturing, however Titan (drop dome in the enemy base) or Ares with Trickster may be able to more easily take the flag and then hand to another teammate, or capture themselves. Hopper would not be the best in this situation, and I've seen this in practice in games.

 

1 hour ago, 1-4-ALL said:

Hunters overdrive very rarely gets the better of the legal hacks overdrive....FACT


This is very true, admittedly, since of course Hopper's overdrive will stop Hunter's. However if you happen to have stun immunity (which I have fortunately) then the tables turn - Hunter with stun immunity is a Hopper killer, and this makes your overdrive much more effective. If you don't have stun immunity, if you wanted to kill a Hopper you could take advantage of Jammer, and use it out of range of the Hopper's overdrive and then move in for the kill. Obviously Hopper is faster - but if you have Trickster and they are using a drone other than Trickster or Crisis - then this can work.

For me with Stun Immunity however, Hoppers drop like flies to my Hunter.

 

1 hour ago, 1-4-ALL said:

Further, you saying it has already had some? 


Hopper now only has a 1 second stun on its overdrive, which greatly reduces its ability to return flags (which now leaves Hunter the superior returner), and also makes it slightly less potent for taking flags. It has had a great reduction in its overdrive charge rate, with the 10 second delay on overdrive charge after scoring, and also the increased retention time meaning that it won't get charge returned after dying. That greatly reduces the number of available overdrives per game. Additionally it has much reduced manoeuvrability following changes to its acceleration, especially deceleration.

Also, we now have the Jammer status effect which allows you to stop using its overdrive at key moments with Hunter which is a big one, if used properly. And finally - not a balance change but very important - we now have the Trickster drone which is a game changer, allowing other hulls to be much more effective in CTF. It is also good with Hopper, however given Hopper's low health and interacts with certain overdrives (such as Hunter or Ares) I personally find it benefits medium and Heavy hulls more.

 

1 hour ago, 1-4-ALL said:

Have a wild guess at my answer?

 

You clearly want 12v12 and 14v14 CTF/Rugby removed, and you want Hopper to be buffed - as well as the developers' to gift you a free maxed out Mk8 Hopper ?

In all seriousness, how can you be OK with 14v14 CTF? You seriously find dying every time you go for the flag, no matter what you do, for 7 minutes, fun? When you have a "capture 3 flags/balls" mission especially? I'd regard that as much more annoying than Hopper.

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1 hour ago, fire_shoter said:

@Maf The most favourite thing to me is when i one shot hopper crisis user with my magnum harpoon. It looks like I am shooting wild duck with the gun when it starts flying like crazy and trying to yeet itself out in the air.  ?  ?

I respect that. When that happens to me in a game (getting shot mid-air by a magnum), I straight-up compliment them for it in chat, because damn that's impressive.

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Here are some games just to demonstrate, with proof, how strong Hunter/Trickster/melee turret is in CTF:

Easy 5-0 win on Kungur in around 4 minutes where I capped 1-3 of my teams flags as well as getting 1 or 2 returns (bear in mind my Hunter is only 7-13, Trickster is only 11/20 and I have several Mk4 modules).

Screenshot-2452.png

 

This next one I entered late, and we lost, however as you can see I got the top placement and 6 stars, against an enemy team with superior GS and a 9999 Crisis/Hopper with lightweight (Rule), who I took flags off and killed several times - while getting the only flag for my team with our Hoppers getting none. Given that my team was down in flags when I entered, and weaker overall, I am happy with a first placement here even if we lost. Had I been in from the start, might have been able to make it more even.

Screenshot-2453.png

 


Trickster is good with any medium hull, here is a game with Dictator/Trickster. Easy win with many kills, and extra points from Dictator's overdrive while giving my team extra overdrives. Good combo for getting flags and much more powerful than Hopper for straight combat.

Screenshot-2455.png

 


Also on the same day, won several more games such as a 5-0 on Sandbox in 2-3 minutes, and wins on Bobruisk and Future with me capping several flags and taking 1st or 2nd place (but I don't have screenshots unfortunately).

So don't try to tell me Hunter/Trickster can't compete with Hopper - it most certainly can. Trickster has changed the game, and made many other hulls viable in CTF, but particularly Hunter.

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