Jump to content

Guard55

Member
  • Posts

    97
  • Joined

  • Last visited

  • Days Won

    4
  • Donations

    0.00 USD 

Everything posted by Guard55

  1. Volkov's shotgun hand is really hard to use beyond point blank range. I've watched multiple Volkovs try and kill a single rocket soldier and it took forever.
  2. Voting list: @ryknow69 for the good memes. @SilverShark for constant artillery barrages that led to match victories. @TeamWolf for the good Light Tank rushes. @PXD2000 for the spy operations.
  3. Some screenshots that I've taken from the event.
  4. Can't wait!
  5. I can confirm. Even when I restarted my client, I was tanking FPS like crazy just after Pipeline at around 9:50 PM (EST) or so. It's not gradual drops either, it's more like having 140 FPS and then dropping down to 2 frames or even 1 frame. GaryOak was a witness to this too, along with many others. Even on "KeepOffTheGrass" I was experiencing these severe dips. Specifically, when a building blew up or a flametower opened fire on the Rocket Soldier rush.
  6. Missing out big time. One has to witness the amount of insanity that goes on.
  7. Anytime. If you have anymore information or updated information about Ammo types, just throw it into this thread.
  8. Guard55

    Enough

    Unfortunately that's endemic with a lot of games. US Players will definitely have an advantage over EU Players, OCE Players, SEA Players, etc., because the server is on the east coast of the United States. With that being said, skill is still the major deciding factor in the outcome of a battle. Sticky bombs are already good. Wut.
  9. Guard55

    Enough

    Has that been addressed? Is it against the rules now?
  10. I agree with Raptor 100%. Don't nerf please. There have already been enough nerfs that destroyed the viability of some units. Hence why they get reverted back. The Hover MLRS is super easy to kill. Having difficulty with them on Infinite Isle? Get a Hind, or even an Apache. Just fly above it's aiming deadzone and you just win. It's armor is already paper mache, and most tanks will one - two shot kill it on the super weakspot. Especially if you use a Tesla Tank. Example down below. https://www.twitch.tv/videos/763695303 Thankfully you aren't the only one. Some people's voices are louder than others unfortunately. People need to experiment more to figure out what matchups work and what don't. They have to take time and actually think about what they are using. If people spent less time raging and throwing salt everywhere, they might find enough time to experiment and have fun.
  11. Guard55

    Enough

    Toxic players will be toxic and they'll just find any excuse they can to get rid of you. Just ignore their temper tantrums and keep playing. I may not agree with the backing out and doing !swap tactic, but it's not against the rules yet. It certainly does not excuse players for being toxic.
  12. Yeah, I find HE is good against light vehicles, but against medium or heavy its not as good as HESH. (Unless its a Koksan)
  13. Hopes and dreams are your hopes and dreams. You hope you can sneak into the GDI base and blow up the Comm Center, but instead you run into 2 Mammoth Tanks that are firing HEAT at you non-stop. Your 800 credit Stealth Tank is no match for the steamroll that is about to happen. That's when you grab an SU-122 or a T-62 and fight back. The HEAT on the T-62 is also extremely powerful. I would recommend using it against structures and defenses, along with infantry, and using AP for vehicles.
  14. @Anon_Kat AP is Armor Piercing - It does more damage against vehicles than HEAT but it has no splash damage. It does less damage to structures than HE or HEAT. If you direct hit infantry, you can one shot them 9 times out of 10. Generally, it has a faster projectile speed than an HE shell. HE is High Explosive - It has great splash damage and is good against infantry and structures. If you land a shot on a tank with HE, you can still do some good damage but it'll be less accurate than an AP shell from a Main Battle Tank or a Tank Destroyer. HE shells are generally slow moving projectiles that have an arc. HEAT is High Explosive Anti-Tank - It does good against everything, a jack of all trades, master of none. Good against Vehicles, Infantry, Structures, and, hope and dreams. Depending on the vehicle, it can have a drop over range. It does not have as much splash damage as HE but still very useful. It doesn't move as fast as AP, but its not as slow as HE. The projectile speed also seems to vary between vehicles using HEAT. APCR is Armor Piercing Composite Rigid - It does more damage against vehicles than AP but it has no splash damage and does very little to structures. The downside is an inaccuracy penalty, a reload rate penalty, and range reduction. Its recommended to use it in extreme close ranges and aim for the weakspots of a vehicle. HESH is High Explosive Squash Head - It does a good amount of damage against vehicles, has splash damage, but has a more significant drop over range, and takes longer to reload. I'm unsure if it has an inaccuracy penalty. I recommend using it if a vehicle is at almost point blank range. The way I remember it is, if it has High Explosive in its name, its good against buildings, Infantry, and has splash. If it has Armor Piercing, its good against vehicles and infantry, but only direct hits as it has no splash. HEAT is an all-rounder, good against everything shell. Other ammunition types include HEI - High Explosive Incendiary: This deals damage against infantry and can cause burn damage. APFSDS-T - Armor Piercing Fin Stabilized Discarding Sabot: I think this type only appears on the Stryker MGS. Not the AGM one. Its acts like a hitscan AP shell for the Stryker. ATGMs, TOWs, and other missiles - Really good against pretty much everything. I'll update this when I hop back into the game and check the vehicles for more ammunition types. If anyone would like to make a correction to what I've written above, feel free to contact me.
  15. Angry Player Simulator: The Salt Fields
  16. And cheese! Don't forget about that!
  17. The complaints typically roll in when they encounter a player with exceptional skill, or encounter an entire team of these guys. Somewhat like no one noticing the misses, but only noticing the hits. I've noticed that some players have a hard time distinguishing between the strength of the weapon vs the skill of the player. A good player can make anything seem OP. A below-average player can make the most OP weapons look mediocre. I never really had a problem with stealth Comanches when I found out how easy it was to kill them. In fact, it's criminally easy to destroy them that quickly. I think part of the issue here is knowledge. If you aren't aware of weakspots, you won't take advantage of them.
  18. I'll admit, I haven't used it at all. I should use it one day, just to see what it is like.
  19. @Kickmofo I think the gameplay is definitely getting better, not worse. There is always going to be some adjustments needed in every patch. That's the nature of the game. The meta seems to be constantly evolving. More vehicles, infantry units, and weapons are becoming viable now. The server is hardly dead. In fact, its been very active recently. Today, we had quite a large population that was retained for many matches. Starting from 10:46 AM (EST), all the way to the end at around 6:00 PM (EST), we had more than 8 players on the server. The largest amount of traffic came in at around 11:45 AM (EST) to about 4:00 PM (EST). One match had 28 players! It even went up to 29 at one point. This week and last week had a very active player-base. Yeah. I don't use the Comanche at all, but I can tell that its use has dropped to about 0%. Perhaps there is a better way of balancing the Comanche. The Ezekiel got buffed again. It's frontal armor is definitely more powerful than the previous patch. Maybe a bit too much. It can go toe-to-toe with the Mammoth, AMX-30, Abrams, Challenger 2, and pretty much any GDI Main Battle Tank and win. The Phase Tank feels more powerful against Structures and Aircraft, but not so much against heavy vehicles. The lack of range definitely hurts it more. More characters have become viable. Just on Classic_Facility alone, players were using a very large amount of the Infantry Units on the roster. The majority of the units were being used. I'm not sure what is being said in the second statement. Are you referring to the GDI Sharpshooter/Nod Sharpshooter being able to kill a Sakura/Havoc? It's fairly tricky to do. First, you have to land the headshot. You have to hope that the Sakura/Havoc is standing still, or is predictable with their ADADAD, or running in a straight line. There is a significant amount of travel time when it comes to the Sharpshooter Rifle, giving the Sakura/Havoc enough time to get into cover or dodge. A good player still has a tricky time trying to kill a slightly below-average skill-level Sakura/Havoc. It comes down to a Hitscan vs Non-hitscan battle. The player with the Hitscan weapon will most likely win that engagement. I've always seen the Sharpshooter as a Counter-sniping unit. The suppressed weapon doesn't have a tracer, and has a decent fire rate. The accuracy is RNG-dependent in many cases, though. The SU-122, Tick Tank, Pendekar, T-55/54, Infrared, Tortoise, Challenger, Patton, AMX-30, and many others have seen a great deal of use recently. Missile vehicles have seen greater use than before. The Mirage Tank can disguise itself as a tree. I'll admit, I haven't used the Tick Tank nearly as much as before, but that's because I've been enjoying the SU-122 so much. Down below, I've included a video that I made recently about the SU-122, if you are interested. Who is hacking in the server?
  20. My vote goes to Waspinator for orchestrating a decent chunk of early game rushes.
  21. I streamed it as well if you ever want to use the footage for something. https:/www.twitch.tv/videos/663561760 https:/www.twitch.tv/videos/663259344
×
×
  • Create New...