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Showing content with the highest reputation on 02/20/2026 in all areas

  1. I genuinely think we should get new creative events. As taspen said, the copy/pasting of events should be tackled. In addition to this well known issue, what I don't appreciate is the duplicate augments to receive. Aside from the new augments, most of players have the other augments. basically there will be checkpoints with no rewads which doesn't make sense to me. Having keys instead is fair as an idea.
    3 points
  2. Kinda surprised you didn't mention the most obvious 'excelsiors'
    2 points
  3. "In exchange for a slight reduction in healing speed" Lol. They better be speaking from the future where it already has improvements to make it worth intentionally picking. The augment in its current state is pointless. I get significantly more frustrated trying to make it work than any satisfaction I can possibly get from it
    2 points
  4. Anyone may send their ideas to us, but we haven't received any event ideas from players yet. I mean, website event ideas, such ideas like Tankopoly, Office, and so on. Not ideas about in-game events.
    2 points
  5. So we're copy and pasting events and reducing the amount of missions. WE ARE COOKED
    2 points
  6. Patch Update #822 - Released 20th February 2026 List of changes: Added fog to all standard (not Remastered) maps (Note) Fog on the Remastered maps was already working before this with its own distance and intensity settings. (Note) We remind you that fog can be disabled in the game settings
    1 point
  7. Thanks, we are already on it, working on a hotfix
    1 point
  8. It will happen and then players will moan when it does.
    1 point
  9. 1 point
  10. Shock nanobot injection is joke Even if you gifted this augment to all the players for free nobody would play with it, its unfinished augment. I dont know why I am gonna bother to write another wall of text when I know well that nothing will ever change in this game but here I go with another futile effort Whats wrong with this augment? No assist point for boosting damage of allies. Very weak healing from which you barely can get some points, now even critical healing is nerfed, meaning even if I tried to pair this with dictator or hornet to use critical healing to my advantage I would still do nothing. Boosted dmg has lifetime only 1s after last tick applied forcing players to constantly heal and do nothing else in battle. No additional benefits, stock isida has same dmg output + it has better healing = this augment is worse than stock. How this augment should look? First version - When player whos damage is getting boosted kills enemy player you will get assist kill points for that kill. Healing reduced only by 20-25 % Critical Healing reduced by 50 % Uses - overall good support for team in any situation. Either by healing or by boosting dmg. in a case you are lazy to program new assist points distribution for boosting dmg into game Second version - This version focuses on longer life-time of boosted dmg, player will not get points for boosting dmg when enemy is killed, but will be able to help more than 1 allied tank with boosting dmg at the same time or help with attacking enemy while damage is still boosted. Boosted dmg after last healing tick will disappear after 3s. - This way player is not bound to constantly heal and follow player in order to provide boosted dmg. Boosted dmg after crit healing tick will have 6s life-time and cant be prolonged by normal healing untill it reaches life-time under 3s. Critical healing reduced by 75 % Normal healing reduced by 50 % Uses - good synergy with agressive playstyle and meele range turrets, boosting 1-3 meele range players at the same time or help them attacking while their dmg is boosted. Third version - Attacking player will disable his double dmg for the time he is attacked, double dmg will be active 1s after last tick of dmg. Healing ally player will boost his dmg ( same like now) Healing and critical healing (same like now) Uses - let this augment be more attack focused instead of trying to figure out what exactly would be good for supportive role to be benefitial both for team and player providing support. This way it will be strong for attack with the option for occasional little boost when needed. Not as strong as freeze but could work very well. Fourth version - Combination of Second and Third version even more attack focused. Attacking player will disable his double dmg for the time he is attacked, double dmg will be active 1s after last tick of dmg. Boosted dmg after last healing tick will disappear after 3s. Boosted dmg after crit healing tick will have 6s life-time and cant be prolonged by normal healing untill it reaches life-time under 3s. Healing reduced by 99 % Critical healing reduced by 99 % Energy consumption when healing +200 % Energy consumption when idle +100 % Uses - a very good offensive augment that could rival vampire nanobots
    1 point
  11. WEEK 4 (I think) of Happening Clock staying on Nothing because nothing ever happens
    1 point
  12. Fog was in the old flash version I believe, good to see it come back.
    1 point
  13. 1 point
  14. Patch Update #822 - Released 20th February 2026 List of changes: Added fog to all standard (not Remastered) maps (Note) Fog on the Remastered maps was already working before this with its own distance and intensity settings. (Note) We remind you that fog can be disabled in the game settings
    1 point
  15. It's not that easy to come up with new event ideas We usually re-use the same event type 3 times. We will have some new types of events this year.
    0 points
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