-
Posts
1 142 -
Joined
-
Last visited
-
Days Won
22
Everything posted by 2shots2kills
-
Am I? You are the one trying to troll and provoke a forum member for expressing his opinion and proposing an idea. Maybe you are used to chat to 10 year olds or to people down to your level, but I'd prefer discussing thinks in a civil manner. I am afraid that's not possibile with you here. How terrible... Anyway, back to the important stuff. Sadly, that is the way Tanki has done things in the past few years. Either buff, or introduce overpowered Status Augments. What changes would you personally make to Thunder to make it competitive? Genuine question.
-
I may have gone a bit overboard, but it is always possible to tweak the stats and make it balanced compared to the rest of the equipment. But as you can see, with almost any buff, Thunder would just end up being a better Smoky. I would have gotten 10k score points, 400 kills, 60,666 crystals and deleted Hopper from the game entirely. I was just stating a point saying that those Turrets are better, did you really take that as a precise calculation? Are you trying to make me look stupid or are you just dense? Let's stop here.
-
So, just because you (or me, or anyone else) can carry and win with Thunder it means that this Turret is perfectly OK. I see. It's useless to discuss with you if you have that mindset. Maybe I suggested such a strong buff because I miss the old times when this turret used to dominate, but I also did it just to compare it with Striker and to show just how OP that Turret is. Also, if you do not think that a lock on mode where you can launch a bunch of rockets to kill almost any Tank it's not an advantage (over having NOTHING), than I do not know what to say.
-
Smoky has access to Status Effect augments, which Thunder does not have. That alone makes Smoky worth playing even if it had less DPS than a reworked Thunder. Anyways, let's take quick look to current Striker VS my proposed Thunder buff you all seem to laugh about: So, would you play this Thunder over standard Striker? All you have is more crit chance and better impact force. (which is useless against hovering hulls) Thunder's damage would still drop off like crazy at range and its augments would all still be awful. Striker has its lock on mode, Its rockets have no issues with Range, and it has a wide selection of augments, from RRE to Hunter to Cyclone. AND Striker has Stun and AP augments. And you talk about powercreep uh? IF Thunder gets Status effect augments, then it's all a different story, of course. Maybe I should have clarified that first.
-
Its not that the skills of Thunder players have deteriorated, it's that most of the skilled players who used Thunder have now moved on and changed to more performing Turrets. Have you ever seen a 9999GS Legend who was dominating with Thunder? All I see are Hammers, Strikers, Teslas, AP Freezes, Vulcans, Isidas. At high ranks only newbies use Thunder, and they get stomped every single time.
-
I already did. Smoky lost its uniqueness when Critical Damage was introduced, and Thunder has always been a "different" Smoky in its characteristics. You know that, do you? In the end, there is no other way to make this Turret competitive, either you increase its DPS or its raw damage.
-
About Striker alternating barrels: with hovering hulls you can strife left-right and with tracked hulls you can expose a minimal part of your tank and still score a hit. They are a bonus most of the time (I do use Striker) Anyway, let's not go too much off topic, we were discussing about Thunder.
-
Imo, Thunder needs a rework more than a buff. Those are the changes I would personally make. (all the way back, before the RB, Thunder had a fast reload and average damage, with strong impact force) Reduce the reload time from 2.20 to 1.50 Reduce the Damage from 810 to 750 Increase critical rate to a fixed 50% (just like Railgun) Increase the critical damage from 810 to 900 Increase impact force from 330 to 750 (Railgun has 780) keep the splash damage and self damage as they already are. If you think this is too much, just take a look at Striker. (And remember that Striker has a salvo mode, too.)
-
Well, now you can have fun flipping over with your Wasp at the smallest bump and getting outclassed with your Firebird by Freezes/Isidas/Tesla while looking extra tacky cool. 200$ for Gameplay. Whoa.
-
Every good player can get a decent result with Thunder if he wants, but that is besides the point. There is actually no reason to use Thunder over Gauss, Striker, Smoky or even Railgun (Stab Rounds/LCR). Thunder has self damage, no status effect augments and everyone has a 50% module against it. Anyways, once Thunder HD rolls out, we will probably see EMP, Stun and AP augments that get applied either through critical or splash damage.
-
"How do you rate Hammer on a scale of 1 to 10?" "Yes"
-
One of the best matches I have ever had in my TO career. Not for the game itself or for some epic maneuvers, but for the Teamplay. We were losing badly, until the player in second place, who had Shaft w/Healing Emitters, noticed me. He started following me everywhere and coordinating his movements even from the base in order to patch me up. At one point we activated our ODs together, (we both had Vikings) I was decimating the enemies while he was keeping me alive. At the end we won with 10 Kills to spare. It's incredibly rare to create such a coordinated teamplay experience with a random player, expecially in a game like TO where the majority of players do not even know what they are playing. (ahah I press od you ded ez)
-
I have been saying that Thunder is nothing more than a meme Turret for months now. I wonder why the Devs have left it so underpowered. (maybe because everyone used it and it was too popular?)
-
I have tried this game mode twice, and for me that's enough. It's pretty boring to be honest, even with hoppers.
-
Time spent as the Juggernaut: 0 Enemy Juggs squashed with Mammoth OD: 6
-
Stronk EMP Smoky
-
Awesome match in Kungur. We were winning 5-0 until a couple of fairly skilled enemies joined with Freeze/Hornet/Trickster. I did my best defending with Mammoth/Vulcan but they slowly started to capture flags until the score reached 5-5. At the last minute a teammate managed to sneak in and take their flag while I was holding the defense, and we captured the 6-5 flag at the last seconds. I wish all battles were like this one...
-
I am glad you nerfed Railgun Status effect Augments. Earlier today I got shot three times in a row by a Stun Rail, and I was stunned for a grand total of 15 Seconds... it was ridiculous.
-
I have to see it in game to make a fair judgement, however from the image above Wasp HD looks too big compared to Smoky, and the situation with the armor plating does not make things any better. Smoky has way too much silver plating, and Wasp too much paint, they do not match well together.
-
Is it only me or with all the bonus EXP that we have now (special events, premium account) you rank up waaay to fast, and you can not keep up with your micro upgrades? I am forced to stop playing with my alt account, because if I continue, I will rank up and I'll waste my upgrades. (for example, take Mammoth MK4-9, if you rank up you must buy MK5, wasting crystals). I have plenty of crystals, but I can't play due to this reason.. I really hate the waiting time between upgrades and IMHO it should be reduced, at least at low ranks.
-
Just got Matrix on my Alt account... a shame I don't even like it so it's just gonna sit there. I wish I could trade it for Cyborg...
-
The point is, in Tanki you do not buy anything. If you pay, you donate some of your money to the devs. Nothing in your account or even the account itself is yours. The Devs merely "let you use it" but tecnically it's not your property. This is why they can change/balance any equipment, ban accounts or even close the game in certain regions (like what happened in Netherlands/Belgium) I wonder how many players know this stuff, it is explained in the EULA but of course no one ever reads it. They donate a bunch of money but without any certainty about the future. Buying a game online for any price is a very different matter, that digital (or phyisical) good will be yours forever.
-
Hopper? Who needs Hopper when you can be an absolute chonker
-
Shaft needed a Nerf, as it was truly disgustingly OP. Still, I do feel like 10 seconds of reload time is too much of an handicap.
-
The map looks fine. It does not have the rugged style of the old Tanki, instead it looks "futuristic" and more modern, appealing to a younger audience. Imho, Tanki should always keep its own charm and characteristic look, if you start making maps all generic-mobile-game looking, you will just blend in with all the other mobile games instead of standing out as your own unique product.
Jump to content

















































