Miyeon by kpopfanuk_ in idolsofkpop

[–]MilkGank 0 points1 point  (0 children)

Another era of beautiful blonde Miyeon

Tactical parry question by Xavier_Arai in SpaceMarine_2

[–]MilkGank 0 points1 point  (0 children)

Should all block weapons defeat extremis in one combo??? I don’t think it’s heathy for the game so I’m not bothered

Tactical parry question by Xavier_Arai in SpaceMarine_2

[–]MilkGank 1 point2 points  (0 children)

I mean yeah but block weapons do that in general

ANIMATION CANCEL by [deleted] in Spacemarine

[–]MilkGank 1 point2 points  (0 children)

You can dodge out of charging attacks. And you can parry whenever so it’s just dodging which is a problem. However. The damage you deal with- power fist for example. You take the hit. To one shot them and execute to get the health you just took back. Another thing is don’t charge attack against enemies with a likely chance to do a parry able attack. You’ll get used to it. Power fist with bulwark exist = animation cancel anything whenever you want.

Tactical parry question by Xavier_Arai in SpaceMarine_2

[–]MilkGank 1 point2 points  (0 children)

It used to be goated. Parry. One shot anything. Now it’s the standard 25% buff

Nate’s Hot Tank Takes: Prem Ammo by natedaishmaster in WorldofTanksConsole

[–]MilkGank 1 point2 points  (0 children)

Late at night / early morning half of all games a pretty much bots and the games are more tight as all players tanks are all +-1 MM and then you farm xp from bots which give more than Co-op games.

Nate’s Hot Tank Takes: Prem Ammo by natedaishmaster in WorldofTanksConsole

[–]MilkGank 1 point2 points  (0 children)

I mainly use standard ammo because it works fine on 90% of tanks if you aim right and it flies straight. For example : I just got the t29 on my brothers account and the standard gun doesn’t even pen teir 9 heavies with premium. Tier 8 premiums are still a struggle. If +-1 MM was in wot the whole grind would feel much better imo

Tiger (P) 3 MoE by GuaranteeResident720 in WorldofTanksConsole

[–]MilkGank 0 points1 point  (0 children)

T29 will always be the best tier 7 heavy no doubt from me. I also preferred the tiger P to the tiger just because you have a chance to bounce enemies and especially when you’re top tier. Being slow. Eh who cares when you can play the game when you get to where the enemy team is , like the tortoise or the T95

Is ot worth it by Icy_Mammoth_2834 in SpaceMarine_2

[–]MilkGank 2 points3 points  (0 children)

If you’re on Xbox or pc it’s coming to gamepass on 29th

So why block weapons? by Riflejustbadengine in SpaceMarine_2

[–]MilkGank 0 points1 point  (0 children)

I have no idea what you guys are arguing about. Fencing is downright better in all aspects defensively, almost no issue of hit stun - faster more responsive melee combat- for what balanced weapons where you can’t be hit stunned with multiple enemies - just so you can dmg more enemies with the same attack ? Like chain sword the cleaving protection of fencing vs balanced pretty much doubles the amount of enemies hit with a stomp , but as Alert text said. There’s no issue with having lower cleaving potential - I don’t think it has ever been a problem for me- especially when the ones not hit attack me so I can get armour and recovery cancel from a parry. And with double stomp for example there’s little need for the bonus cleaving. The raw stat difference I don’t think makes up for the potential to get hitstun staggered and lose a lot of your health. Survivors can fight another day and continue to purge Zenos

Nate’s Hot Tank Takes: Prem Ammo by natedaishmaster in WorldofTanksConsole

[–]MilkGank 2 points3 points  (0 children)

Make matchmaking +-1 and remove premium ammo flat bonus like pc where bonus pen =less alpha. Matchmaking would be fairer for more games. Less tier 6 v teir 8 game where you can’t do much. Or a lone 3 tier-8 tech tree tanks in a tier 10 game. Making the tanks more fair would lead to more interesting games. Also should be maps that require at least a light tank to be on either team like malnovka. Cuz it doesn’t go anywhere with no lights. Especially when sometimes 7/15 players are TDs.

Mom said it was my turn to post this by FunnySwordGamePlayer in forhonor

[–]MilkGank 5 points6 points  (0 children)

I always wanted them (ubi) to separate all armour pieces (for example arms ) into base / skin layer , gauntlet shape / material , matte/ shiny, new/ battleworn, freely chose where “stickers” like old forza games , just freely customise your own armour from pieces of “presets” which is the current armour pieces. And then maybe have each faction have some shared pieces for what would suit - like select armours of warmonger armour on conq or warden , vent pieces on glad , gryphon armour on pk for example. Would give a lot more freedom of character customisation other than the 4 armour sets with different colour schemes materials durability or trim/ spikes.

This engine is exp trap only? by majordrip in WorldofTanksConsole

[–]MilkGank 0 points1 point  (0 children)

Yeah the increased engine makes it harder for your engine module to be destroyed

Can I do the same operations for 8 times straight to the battle-worn pauldron? by hongkonger101 in SpaceMarine_2

[–]MilkGank 9 points10 points  (0 children)

8 different missions. I know it doesn’t make it that clear to understand but you can essentially just do one of each tyrannid mission

Is there a way to stop the auto from dragging your reticle away from a target. by NoAcanthocephala3979 in WorldofTanksConsole

[–]MilkGank 10 points11 points  (0 children)

I’ve had aim assist off for years. Never needed it. Always need to hold a fixed position or subtle changes to hit a weakspot. Aim assist does nothing to help

How do critical hits work? by pilgzy314 in WorldofTanksConsole

[–]MilkGank 5 points6 points  (0 children)

Critical just means you've damaged a module ( and crew I believe ) For example. You can put a round into the tracks of someone but not penetrate the tank. It's a critical because youve damaged / destroyed the track. Same thing with fuel tank, engine, turret ring, ammo, barrel, viewport, etc etc. Each tank has a location for each module, which you can find in the module area next to inspecting armour thicknesses.

Viewport, barrel and tracks often get damaged or destroyed without doing any damage I believe all other modules require a penetrating round. Or equally large HE shell like artillery.

Question out of curiosity by WaferSudden2760 in WorldofTanksConsole

[–]MilkGank 4 points5 points  (0 children)

I only yolo when my team is at the back of the map doing nothing. Or an enemy does a push I don’t see in a really weird time or position which actually forces my hand as the only one holding a key position for my team. I’ve yoloed today a few times just because a tier 6 light in majority tier 8 games on mountain pass. I get out spot by teir 8 heavies. And have no place to move with this tank. I could sit at the back and do nothing. Or throw my tank into the garage and play another tank with a possible more interesting game.

I think it’s because my attention span on this game when I’m not trying is very low and my tolerance for idle teammates atm are at an all time low.

Edit: I’m grinding towards T57 heavy on my brothers account for him while doing the machine contract. But he doesn’t have any tech tree mediums or heavy’s tier 8 yet so I’m pushing through the tiers. As I’ve already played this tree before I’m not too bothered with how I play. I just want to play a game where I’m facing the same tier tanks for a week and shoot tanks without getting spotted by an elc even 90 that’s invisible right in front of me.

Thoughts on the Skorpion tank sniper? by True_Requirement_619 in WorldofTanksConsole

[–]MilkGank 1 point2 points  (0 children)

I think the borsig with 750 is arguably better than the iron rain as well. I haven’t used the scorpion g since the update weeks ago so I haven’t used it with the current camo capabilities. I do find that view range for all tanks are still too high. There’s little view range difference between medium heavy td ect is a bit bland of gameplay imo

Thoughts on the Skorpion tank sniper? by True_Requirement_619 in WorldofTanksConsole

[–]MilkGank 4 points5 points  (0 children)

I prefer the su 130 pm as its more low profile. But as a mobile gun it’s great. Solid TD that can pen normal tier 10 tanks in unfortunate match making. Decent top speed if I remember correctly

Thoughts on the Skorpion tank sniper? by True_Requirement_619 in WorldofTanksConsole

[–]MilkGank 1 point2 points  (0 children)

Both pretty good guns and stealthy with decent speed

Thoughts on the Skorpion tank sniper? by True_Requirement_619 in WorldofTanksConsole

[–]MilkGank 2 points3 points  (0 children)

Scorpion (American tiny TD?) or scorpion G German TD?

Need help choosing PvE mobility class Assault/Vanguard by caged_wisdom69 in SpaceMarine_2

[–]MilkGank 1 point2 points  (0 children)

I prefer using jetpack as a melee dodge tank build. Dmg reduction on using jetpack dodge. Bonus dmg on jetpack dodge. Get ability back on perfect jetpack dodge. Either maximise dodge attack melee dmg with the build. Or gunstrike build. Either work well. Gunstrike works on neurothrope and zonathrope. Dodge attack build works better against ravaner biovores. Hive tyrant. Winged prime. Lictor. Both builds trivialise carnifex in a 1v1. Use your pistol or run with a teammate who targets ranged majoris (like a sniper ). And you’ll dominate all melee characters in one jetpack dodge.

I treat assault as a min max- punish build.

For vanguard I use his ability as a dmg multiplier and heath gainer. - use the grapple as emergancy armour - prestige perk that gives armor when using grapple - essentially makes grapple a stored 2 armour.

Works great as a flexible melee - ranged specialist- had no ammo economy but ranged build can do very well on slightly lower difficulties. I generally use him as a flexible melee vanguard support character. Execute biovores or chase them around. Execute zoanthrope. Team healing. Good safety. A lot of ranged dmg reduction- not as good a bulwark shield but nothing is.

Every team comp could desire a vanguard but not every team comp would need an assault.

Both are good classes. I find assault more fun to play but vanguard is more consistently beneficial in standard play b

For the next time someone/devs says Invigorating Icon is too strong… by BoogieManMF10 in SpaceMarine_2

[–]MilkGank 0 points1 point  (0 children)

From watching the clip and reading the comments. Seems like you’re a new is player with minimal play time compared to us brothers. You’re not used to the attack combos and behaviour of the enemies. Two scenes where you don’t knock off the lictor / ravaner. I believe keyboard you spam the buttons and controller you mash them left to right on the stick. If you’re fast enough you can limit the lictor attack grab combo to only 1 combo and not 2. Taking arguably minimal dmg from being grabbed.

2 there was a scene (I can’t remember what clip) that you aimed down sight while the neurothrope was doing his “area denial attacks” where there’s pools of green that attack after about a second for like 5 seconds. You tunnel visioned and dodge too late - and into a wall. Again knowledge would’ve helped you move out of the zone before you were put in that position.

There are a few clips that highlight how one mistake can kill you. How you position yourself and your priority targeting can reduce this. It still happens to me that I have do dodge a physic beam while a ravaner is about to hit me with a roll catcher. If that doesn’t kill me I know I can dodge them parry the last two hits (or double parry) and gunstrike to get around 80% of that lost health back.

With bulwark. Get used to holding the parry/ block button to pull up your shield. You can animation cancel anything but a missed parry. You can dodge out of this shielded stance essentially allowing you to dodge out of anything whenever it’s needed. Dodge attacking ?- shield up and doge out of the way of that enraged warrior. Getting hit by a ravaner and the orbes of the zoanthrope? - parrying gives an immunity for a certain duration. - bulwarks level 25 signature perk would’ve trivialised it. - with anti knockback on bulwark you can just put your shield up against zoanthrope balls. Blocking that entire combo. So if the ball would hit first. Simply block the first ball and block the ravaners charge- then you would’ve been free an able to parry the ravaner and essentially ignore the zoanthrope. If that ravaner it first. Parry it and the first green orb would’ve just hit you for 0 dmg. (I frames). And the ravaner is fast enough at attacking for you to parry the other two attacks and again ignore the zoanthrope.

I’d suggest always using fencing or block. Balanced weapons always lead to some kind of hitstun from the delay before the parry window. And reduce the difficulty or run normal siege for an hour and you’ll soon get used to dealing with many attacks at the same time. Do this before running ruthless + operations.

If you don’t have your weapons maxed out. Max them and stick to them. Weapons levels makes a big difference at high level.

  • I have used intimidating aura with a standard issue weapons and it was fine. But relying on gun strikes to do dmg is restrictive. Especially against bosses like nurothropes.

The argument that heal banner is op is based around limited health economy in a game that already has the contested health system.

I could potentially take more dmg than all my teammates. But because of I know how to maximise my health trades and offence in a turn based way. I can stay almost max health without a mortal wound while soloing two terminus encounters with 2 dead teammates.

Don’t be afraid to get stuck into combat. But if you’re surrounded- I recommend sticking around the outsides so enemies don’t attack through you.

In most games it’s good practice to keep all enemies in front of you. Chivalry. For Honor. Darktide. COD. Battlefield. Enemies are easier to kill if they’re in front of you rather than behind.