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    3. Helpers of The Project

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  2. General

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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   (14,974 visits to this link)

      Here you can report violations of the rules of the game

  3. 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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  4. eSports

    1. Official eSports Website   (10,421 visits to this link)

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    3. Official eSports Discord   (10,056 visits to this link)

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  • Topics

  • Posts

    • Magnum situation on Legend ranks. The Magnum turret at ranks below Legend can be played normally, you can get kills and that depends on how good you aim and predict your enemies movement, on the other hand, in the few legend ranks I've played i noticed you can barely do anything with Magnum no matter if you are using Default, Adrenaline, Vacuum or Carronade augments. The damage you do on enemies is insignificant as everyone on legend matches seem to use excelsior, defender and sometimes magnum protection; the reload speed on this turret seems to be the biggest problem as it takes players 15 seconds cooldown to use the repair kit. Let's use Crusader mk8 with Excelsior and Defender which is a commonly used combo as an example. 1. With Excelsior and Defender i assume its HP in total is 11310. 2. It can move to any direction quickly making it easy to dodge projectiles. With the Default Magnum mk8 with double damage it deals 2800 damage, 3440 critical damage and takes 2.5 seconds to reload: 1. With normal damage it would take 4 ~ 5 direct hits to kill this opponent, it would take 10 ~ 11 seconds (not counting the aiming time, amplification time and the time it takes for the projectile to travel). 2. With critical damage on all hits (which is almost impossible to happen) it would take 3 ~ 4 direct hits to kill this opponent, it would take 8 ~ 9 seconds (not counting the aiming time, amplification time and the time it takes for the projectile to travel). With Vacuum Augment the maximum normal damage with double damage I've seen on some enemy without any protection was around 3800, which in theory could kill that opponent in 3 hits, but in fact, you need the shell impact to be at a very specific distance from the enemy and realistically the enemy is constantly moving. With Carronade Augment with normal double damage it would take 6 ~ 7 direct hits and would take 6 ~ 7 seconds (not counting the aiming time, amplification time and the time it takes for the projectile to travel).   All of these if, and only if, the enemy doesn't use repair kits.     Magnum and it's augments needs to deal more damage in some way but without becoming broken like some turrets with certain augments. Magnum destroyer might deal a lot of damage but you'll loose: projectile speed, reload speed, range and turret rotation speed. 
    • I do agree tho that at this point gold boxes don’t really add anything meaningful, especially in higher ranks.
    • The tanki economy went from crystals to containers, then tankoins, and finally rubies. Crystals is not as scarce as it was 10-15 years ago, now you could get 120,000 Crystals in about 20 seconds from a container opening. In fact containers pretty much killed the need for Gold Boxes. Frankly I'm surprised it's still in the game. At this point i feel like it should only be reserved for events, with increased value of course.
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