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  1. Developers' Information

    1. News and Announcements

      News from the developers, events and V-LOGs - all the latest topics are in this section!

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    2. Questions to the developers

      Ask your questions to the developers, and we will answer them in our weekly V-LOG releases.

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    3. Helpers of The Project

      In this section, you can find information about the Helpers of the game: the lists of helpers, the job each team does, and requirements for joining their ranks.

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  2. War

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  3. General

    1. Questions & Answers

      Ask questions related to the game, or help other players by answering their questions.

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    2. Game Discussion

      Here you can discuss general topics related to the game and share your impressions of it.

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    3. Ideas and Suggestions

      A section for ideas and suggestions for improving the game or for future updates. If you have any wishes and tips - submit them here!

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    4. Game Violation Reports   (16,073 visits to this link)

      Here you can report violations of the rules of the game

  4. Off-topic and Creativity

    1. Off-Topic Discussion

      A section for discussion of abstract topics where you can share your favorite musical compositions, play forum games, publish a cool meme, congratulate a friend, and much more!

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    2. Parkour

      All about Tanki parkour: the community, swap your experiences, spectacular videos

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    3. Your Creativity

      In this section, you can acquaint yourself with the creativity of players and work of specialised communities

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    4. Archive

      These are archived sections that have ceased to be updated, but have historical value

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  5. eSports

    1. Official eSports Website   (10,990 visits to this link)

    2. Official eSports Twitch Channel   (10,541 visits to this link)

    3. Official eSports Discord   (10,425 visits to this link)

  6. Special

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  • Topics

  • Posts

    • @THRN I really appreciate this highly constructive and realistic take on the matter my friend... You hit the nail on the head, especially with your final point. Your idea about hitting the turret acting as a "headshot" to destroy a medium hull is an excellent concept.. I completely understand what you mean because I am someone who has spent matches precisely hitting hidden Magnum players right on the tip of their barrels across the battlefield. That level of high-skill precision should be rewarded, which is exactly what a true sniper turret should be about, rather than forcing us into spamming weak arcade shots because our baseline capabilities were destroyed... and I completely agree with you on the compensation aspect. The current 5-second window for assist points is an absolute joke. If I put a heavy high-risk shot into an enemy and half-destroy their HP, I should be fairly rewarded for that contribution to the team whenever they drop, unless they manage to heal up. Right now, the game punishes you for doing the heavy lifting while giving all the credit and score to whoever lands the last basic hit. Thank you for bringing actual logic and interesting ideas to this thread instead of just toxic forum spam ☕🖐️  
    • @neet Telling a player to "just stick with what you have and wait for a container drop" is the most anti-player balancing advice you could possibly give.. I am discussing the mechanical viability of accessible gear right now, not sitting around waiting for a 1-in-1,000 RNG lottery win to make my turret functional again.. Your comparison to Firebird is completely brainless. Firebird doesn't need long-range capabilities because it has massive, melting damage and high speed to close the distance.. Shaft is supposed to be a long-range turret, YES, but when its sniper damage is heavily reduced and its close range defense is completely destroyed, it fails at BOTH roles. You are left with a slow weapon that cannot properly punish medium hulls at a distance and gets easily farmed by any rushing hull at close range.. If a sniper is weak at a distance and turned into a defenseless target practice at close range, it's not a functional weapon anymore..it's a liability. Your logic is what's baffling here.
    • @Acecaddy Thank you for seeing the bigger picture here. You made an excellent point 👊 While they are completely stripping away Shaft's ability to hold a line or stop a rusher, other turrets are still running around with insane one-shot capabilities against light hulls. It shows a massive inconsistency in how the developers balance the game.. If the goal was to reduce instant-kill metas, it should have been applied fairly across the board, rather than selectively destroying the only defensive deterrent a sniper has. Appreciate your constructive input. 🖐️
    • @Akame Dropping condescending lines like "good boy" and "your tears are wasted" just proves you are more interested in ego-tripping than holding a serious balance discussion. You can drop the arrogant act, it doesn't cover up your flawed logic... I have absolutely no intention of justifying myself to you or debating every useless augment you want to hold lectures about. Let's make one thing clear: those status effects you are praising do not do the job on the battlefield.. They do not have the defensive stopping power or the raw damage needed to hold a base. I brought forward a critique about the core nerf to Stellarator and SBE-the only augments that actually provided a tactical defense for average players. Your historical arguments are completely obsolete. The game has evolved with overdrives and aggressive mobility buffs.. Trying to pretend that a sniper is "fine" while being completely helpless at a distance and turned into an easy kill at close range is pure delusion. I am talking about the mechanical survival of Shaft on the actual battlefield for everyday players. You are viewing it from a toxic, theoretical bubble. Keep your patronizing comments to yourself.
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