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Everything posted by 2shots2kills
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I'd like to know how Gauss Pulsar will work. Effect on critical (arcade) hits with -90% dmg is certain. But what about sniper mode? -90% dmg would make the augment literally unplayable. Doing full damage AND apply pulsar on command would make it extremely OP. So, no effect? Random?
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My first ever match with Crusader. (Mk7-7 still) A bit slower (If I compare it to Paladin before the update), but to say that it's trash is absurd.
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They may not be as rare, there are entire genres dedicated to a more melodic sound, like Symphonic or Gothic Metal. A few example that you may or may not already know:
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Lol, well I guess that for anyone who is not into this genre it might sound too heavy. For me, it's very light, I have been to quite a few truly heavy shows in these years. Might post something else later.
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update Patch Update #744 - Released 10th November 2023
2shots2kills replied to Marcus in News Archive
I'll add that people seem to fail to grasp why Hover hulls are so much better than Tracked hulls, in the hands of a skilled player. Tracked hulls can only move in a straight line, every time you want to change direction you must turn and commit to that direction. Hover hulls can move in "eight directions". You don't have to commit to one. I can move forwards, than diagonally up-right, then suddenly backwards-left, as I keep shooting and I travel on my left while still I still face my hull forward, or turn around while I move on any direction I choose. This is a huge deal, that you notice more on certain maps, like Massacre, like I said in my previous reply. In my eyes, this feature alone will always give hover hulls a big edge over tracked ones, no matter what nerf they get. -
update Patch Update #744 - Released 10th November 2023
2shots2kills replied to Marcus in News Archive
1. Only after the update, previously it was hardly noticeable 2. is this that big of a con? If you land on your side it's your fault (most of the time).. and when you jump you can always shoot while in the air to stabilize yourself. 3. I get pushed in the exact same way with tracked hulls. I lost count of how many times I bump into a wall vith viking after a Gauss shoots me in sniping mode. And still, all of the advantages still offset the cons. I believe that now, after the update, the hovering hulls are almost on par with the tracked hulls. The strafing and side movement is still extremely good. Try Massacre with Trickster and Twins. See what difference it makes if you play Viking or Paladin. With the latter you can literally drive circles around people while shooting. I said they are worse, or did I not? Only barely tho, except for Hopper which was hit harder. (and rightfully so, no Hull should be able to jump and fly around the map) I played several hours yesterday with Paladin and I got the same results I have always had with it. I only noticed it being slightly less responsive and reactive from a standstill. -
update Patch Update #744 - Released 10th November 2023
2shots2kills replied to Marcus in News Archive
I did, I played with Paladin and today I bought Hopper and upgraded it to MK8. Yes, they are worse then before but not by a long margin. I would say that Paladin is almost the same, you feel it slower only when changing direction at low speed. Hopper feels quite slower than Hornet, yes. Anyways I find it a fair change to offset all their advantages. I am a player who does use OP equiment alongside normal augments, but when I see nerfs, I never complain, because they are deserved. The only nerf I complained about and still do is the one made to Twins which lowered its critical chance. It killed Turbo Twins which I loved. -
update Patch Update #744 - Released 10th November 2023
2shots2kills replied to Marcus in News Archive
You don't because your first statement was not true, as you clearly agreed with most of my points. So the point stands correct, which is that Hover hulls have always been better than tracked hulls, and your complaining in the first place was just because you were upset of the nerf. It's not wrong to admit it, of course. But don't tell me that people were complaining about hover hulls because they don't know how to play them or counter them. -
update Patch Update #744 - Released 10th November 2023
2shots2kills replied to Marcus in News Archive
I don't know if you are serious or just defending your own use of said Hovering Hulls. I have always played with tracked hulls, and I also use Paladin sometimes. And yes, I get good results with both kinds of Hulls. Hovering hulls have distinct advantages over tracked hulls, and if you negate it, you are simply lying and being dishonest, no questions about it. What are said advantages? + Easier movement and less need of turning your turret, the hulls turns for you - way easier to play with vulcan + Strafing side by side to avoid enemy shots + Easier peeking out of cover when compared to a tracked hull that needs to peek with its side exposed + can travel sideways and shoot towards an opponent + can drive through enemy tanks and cap a flag/ball Cons? yes, one. One what only affects a few turrets, and that I would not even consider a big disadvantage in today's Tanki, where skill means very little and everything is unga-bunga. - cannot rock back and forth --------------- So tell us, how should we learn how to play against those? Perhaps you possess some hidden knowledge and aren't just upset that your favorite hover hull just got nerfed. -
update Patch Update #744 - Released 10th November 2023
2shots2kills replied to Marcus in News Archive
If that's the case, than people saying that they are going to become uplayable makes no sense. This here is a change that should have been the standard to begin with.. but I'll take it, I guess. -
update Patch Update #744 - Released 10th November 2023
2shots2kills replied to Marcus in News Archive
I have done a quick test on the test server. Granted, I have only compared Crusader to Viking, with and without Trickster, and they made the exact same time around Sandal. Are you guys sure that his power nerf will be that impactful? Don't get me wrong, I would love to see Hoppers burn in hell, but I am afraid this is just a small nerf to prevent hovering hulls from driving through tracked hulls like they do now. -
I agree, and I would add that self damage from the splash makes no sense. I am not asking for self heal, of course, but at least remove it. Not to mention the auto aim. Shaft can aim at teammates in arcade shots no problem, but with Thunder is impossible. No wonder nobody uses it.
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I sure hope they will disable "friendly fire", but the way Hazel talked about the smoke granades affecting teammates got me worried.
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I can't wait for me to get an anger-induced heart attack when a "bot" in my team shoots a wall granade randomly and blocks me from doing a key action.
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We still can? Good Luck countering 16 different turrets, while having only 4 protection modules, in a map against 10-15 enemies, all of which with different augments: From status effects to extreme change of parameters. At most you can hard-counter one or two enemies, while still getting owned by all the rest of the competition. If you deny this, than we must be playing a different game. You want to compare the random criticals and effects of today's TO to the old tiny damage spread of old times? (13-16 on Ricochet, just saying) And remember I was talking about M3 on M3 action; an M3 on an M1 was obviously a different story. The only times you could get one-shotted was against an M3 Shaft in a Hornet or Viking without protection. And no random "I win" OD panic buttons or 5k crits were present. If you met a low skilled player with a similar combo, he was 100% done for. I am not blaming updates for the sake of it, I am offering my own criticism, and speaking from my own personal experience of a player who has been with this game for 13 years.
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I agree, and not only that. Even if the game was still P2W earlier, it felt "fair", it was a game where skill was worth something. You felt more in control of the situation, sort of. Everything was predictable; an M3 tank with supplies could fight a fair fight against another one. Now? Everything feels in the hands of RNG. Crits that oneshot you, effects applied at random for no reason, overdrives that are activated on a whim, etc. It's all too chaotic and without rhyme or reason. Even if you are skilled and have a powerful tank, you feel at the mercy of the game and its RNG. And all of this is not fun at all. I don't know if Hazel has considered this aspect or not, or if he agrees at all. But if he plays the game for an hour or two with a standard combo (I mean without 90% prot or something), he should understand my point. Of course, I don't expect this to be fixed; this situation is completely unfixable... it's just my opinion on the state of the game, and why it feels so frustrating and unfun.
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The interview was alright; it was certainly a step in the right direction. I personally have many concerns regarding granades. I feel like the battles are way too fast and chaotic already; granades will only add another layer of complexity on top of everything. There is a risk that players will start to feel overwhelmed, and also that players who only enjoy camping will have their primary source of fun ruined (and they will leave; no, they won't suddenly change the way they play the game). I don't know; maybe age is starting to catch up to me, but I feel like there is already way too much to keep track of in this game: different turrets shooting at you and having to switch protection modules, augments, status effects, hulls with different ODs, drones, having to defend and attack constantly, etc. Now add granades on top of that. Isn't it a bit too much? I fear that the maps are going to become an absolute mess. Just imagine the current situation, but with AOE effects everywhere, smoke, and who knows what else.
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Who knew, best hull for flags, second only to Hopper.
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Beautiful, thank you my man for these years of friendship and battles together.
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Shredder will be perfect for special people.
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Right, granades with status effects, I did not even think about that. And then, augments for Granades and a Phoenix Augment that you can win after throwing 5 billion granades. Stonks
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Ah yes, just what everyone asked for, the holy grail to save the game. *Granades* As if the game is not already chaotic enough with critical damage, millions of shots everywhere, augments, ODs, status effects etc. Let's add this other mechanic on top to make things even more random and irritating. Just fantastic.
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Those stupid hidden augments should not even be there to clutter the screen. At the very least add ONE "?" box at the end of the list and make it say something like: "+5 Augments still locked for this hull/turret" And for the Hulls and Turrets, diplay whatever is still locked with a "?" or a lock symbol above it, having those empty question mark boxes is just awful to look at and makes no sense.
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Problem is, you get frustrated even if you do buy, no matter what. As you said, even with a full garage, there is always some bull[beep] to make the gaming experience akin to a tooth extraction. I am being honest when I say that the only good updates I can remember in the last 5 years or so, were the removal of batteries and speed up. And even those came with huge drawbacks, like the insane consumption of supplies, and an increase in prices so high that it's now mandatory to only buy when there is a sale active. I also have a suspicion that I cannot shake. I am afraid that all those Token of apologies we had with Premium Days and Tankoins have screwed things further, and the Devs needed to balance things out by hitting the economy even further, now nerfing the missions as well. Thing is, the tokens are temporary, this awful situation is most likely not.
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