Hover strength

The difference is dear Clebardman, that i say things to only One troll that is like this, and other people also see him liek this, but maybe you not :wink:

Maybe you like him trolling :slight_smile: idk.

While you insult many people, calling me Desperate attacker, lie about " in every post" and insult other people too, “lmao” about their builds and not only.

So think about yourself before attacking someone “desperately”

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see? you insult again.

Thats your argument… insult someone because you got no argument.

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Oh damn. I can tell that this is the ugly side of the “free market between players”.

I, for one, can’t buy thug cabin. No one sells it.

Can it be considered p2w at this point? :thinking:

The game direction has not changed in years.

We get more items and the META rotates, that’s about it.

They mix the damage numbers up a little, but basically this is the same old stuff over and over.

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Not really, I make 10k+ coins a week on Xbox.

Also coins are obtainable by anyone for free, we don’t have to “pay” anything.

I dont recall ever seeing what you cry about. My experience was using autocannons and destroying glass hovers.

I understand how a group of 4 can rob newer players of fun but I never had an issue with higher tier weapons being used against me. They gave up something else to have that advantage.

I also understand how fused gear can frustrate new players. Fused radiators and coolers are HUGE. That said, those were reasonable cost to match, so the pain and suffering doesnt have to last all that long.

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Nerf the hover height again, their weapon are too high. Do the explosive update, we can’t destroy theses tanky hover with double prosecutor they are already much more tanky than tank with track and other.

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Not my experience at all. Hovers are at a good height now, in my opinion. They also dont have any durability advantage. Tracks are simply at a disadvantage vs all omni directional movement parts.

The only way to make tracks potentially viable is to give them stupid acceleration.

3 Likes

I don’t mind playing tracks, but I do like the idea of “stupid acceleration” for them.
Maybe it could be tons of acceleration up to 30kph, and then normal (or slow) acceleration after that point? Would allow for quick pivots, which is theoretically what you would want tracks to do.

Buff track if you want but buff all canons to destroy theses tanky hover who take double prosecutor again and again and not die.

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Cannons are hitting hovers much harder than they have for a long time. Maybe try using falcon or neutrino so you can target their explosives better?

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For the first time since 2.0, I’m not annoyed with the hover-situation.

FWIW, though, I play almost exclusively below 16k. I believe they’re more OP above that, still.

In the highest power scores, hovers aren’t having a great time. There is a reason Firebug is now the most expensive relic on Xbox.

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Saw Right Now, Cabine with 1 Hover Flying Away From Me :face_with_symbols_over_mouth: Fck This Balance :triumph::roll_eyes:

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hover don’t belong in this game,it can never be balanced… :crazy_face:

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IMO, hovers should’ve never been implemented in the game. The game would be a lot easier to balance without them.

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Even as I’m starting to really get much better with them and - dare I say - enjoy playing them, I have to agree. I mean, they can’t & won’t be removed, but they were a dumb idea for a game like this. Really, all the omni-directional movement parts were… and I’ve had augers in my daily rotation since I could get them years ago.

4 Likes

Being fast and agile is pretty fun.

Mobility is really effective. Being able to chase down, outrun, or get to advantageous positions is crucial. In real life, not getting hit is one of the best layers of defence in the survival onion.

Hovers should be agile, I just don’t how they can weild main armaments found on MBTs, or how they can take a bunch of punishment and still fly.

1 Like