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Everything posted by Maf
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It's not. @plusultera is asking when we will be able to buy Scorpion in garage for crystals. So far, the gun was only available to briefly play with in the Arms Race mode, and I'm guessing it won't be in the garage for at least another couple months. First it's released in early access, and full release happens after at least a month. Tesla early access lasted longer. As for exact dates — just keep an eye on the news.
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This is true. I'd be willing to pay a lot more for interesting augments like Helios, Heal Shaft, Vampire Isida, Rubber Vulcan, compared to the typical off-the-shelf "legendary" status augments.
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Yeah, and I'm definitely not this weird MAFIOZA121 guy in this even older pic ?
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January 2016
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I did that before it was cool
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This kind of two-player configuration is usually very frustrating for the "rider". The combination of your partner not going where you want him to go and constantly knocking your aim off with unexpected turns would be difficult to deal with. It only really works with well-coordinated friends in a call, which is a very niche audience.
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Maybe. But either way, suggestions should be posted in I&S, though we don't accept ideas for reducing items' prices (which is what this idea is).
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I think I suggested this exact thing back in like 2012 My own idea was just a platform tank that fits two light hulls on it and drives them to the enemy base. Transporter dies and the light hulls jump out. In hindsight the idea was pretty dumb, seeing as no one would wanna play as a taxi ? Anyway, this seems like a rather complex idea. Pretty cool, but I'd rather just work together with my team and everyone having their own tank.
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If garage alts are outperforming the legendaries, why do you want to buy the latter? ?
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It could work for a wacky event mode exclusive turret, similar to B0NK. The problem is that B0NK is super simple in that it just deals damage in a spot in front of it and has a swinging animation, whereas this thing would require development of a complex physical object. Might not be worth the effort.
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Agree with the rest of your comment, but I'm pretty sure the only time we had protection issues was when Hammer and Vulcan came out, and the protective paints were added only months later. With every subsequent turret the protection module became available on the day of release, and immediately sold for crystals.
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I like the total polar opposites on opinions in this thread. Half of the people are claiming it will be stupidly OP and way too easy to use, and the other half are saying that they tried it in AR and couldn't hit anyone with the rocket salvo ?
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I play with Healing Emitters, so I can't really recommend any other augments since I haven't tried them after the balance changes. @TheCongoSpider will likely be more helpful there. And yes, augments without a price are only found in containers.
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Light Capacitors used to be borderline OP, but it got substantially nerfed now. Not sure how good it is currently, but it's meant to be THE augment for people who like quick snipes. The colour signifies container rarity. Blue is rare, purple is epic, yellow is legendary, red is exotic (Ultra Containers only)
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I feel like the range nerf basically killed this augment. I'd rather have it so that there's no AP on crits, but each bounce adds some amount to the range, so that you can actually use walls some distance away and still have successful hits. If an augment strongly encourages a user to bounce their shots, that actually makes it highly skill-dependent. Unfortunately, at the moment rubberised Vulcan is a far better option if you want to focus on bouncing your shots.
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Ok but... maybe add a way to pick multiple modes to get in queue for? ? Say I have missions in TDM, CP and ASL, so I'd be able to select those three modes and play whichever one it sends me to. Or I really dislike TJR, so I select all modes except TJR. Or I just really like RGB and CTF and nothing else, so I just wanna play those two. I think many would find it really helpful.
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Softlock is generally for situations when the game works as intended, but you can't continue playing because you're physically stuck. This is either because you got yourself into a spot you can't get out of and can't get yourself to respawn, or because you somehow destroyed an item necessary for progression, like throwing away a key for the door. Softlocking is impossible in Tanki because you can always self-destruct to respawn. If self-destructing doesn't work or doesn't solve your issue, it's because of a problem with your connection or the game servers, in which case the game isn't working as intended and therefore you aren't softlocked.
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Under review Valid
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Something to do with automatic removal of inactive accounts, I think? Or maybe everyone just hates you now and removed you from their friends list after you got cancelled in 2019 for that one thing you did.
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Well look who's back from the dead!
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I bet an amogus sabotaged the electrical room
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As much as I love HE shaft, I think the only way to make it balanced is to reduce effective arcade range. The most overpowered thing about it is the ability to heal a teammate from halfway across the map while staying behind cover. The enemy can't even tell that the tank they're shooting is being actively healed, due to Shaft not having a dedicated healing shot effect, nor a direct beam that connects them to the teammate, giving away their position. But a damage nerf also makes sense.
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I'd love to agree with you, but I feel like devs already tried that (in both TO and TX) and realised it doesn't work. A functioning and fair MM system in a F2P game probably also requires a large player base, which Tanki doesn't have. I think they only have enough resources to regularly pump out powerful new augments as a main source of revenue. Skins, shot effects and maps are occasional. The new Rico shot effect is pretty cool though - one of the few times I saw a cosmetic and actually thought "wow, I want that".
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Glad to see Shaft RFM will hopefully be playable again. Lifeguard changes are interesting. I'm quite worried that a light hull that can get healed to 50% hp from taking damage every 9 seconds will be quite a nuisance. Magnum nerf is much needed. Thunder Pulsar augment is meh — I think it has potential for way more interesting augments. Curious that the recent Railgun changes seem to completely discourage people from using it in attack, putting it into the backlines with the other long range turrets. It makes sense, though the Railgun users are probably unhappy. Fortunately, I'm not one of them
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