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Maf

Tanker
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Everything posted by Maf

  1. So how did you deal with every turret having variable damage in every single shot prior to the critical update?
  2. Depends on the kind of turrets the enemy has, but generally Armadillo is very powerful: Up to 50% protection against half of Railgun shots Up to 50% protection against powerful double damage crits from Striker, Freeze, Firebird, Vulcan, Gauss, Mines Up to 50% protection from 7-25% of all shots It may not have been useful back when it was first added, but with crits playing a larger role in gameplay with every balance update, Armadillo is gradually going from a gimmick to an essential piece of equipment. I just hate the fact that devs added the 4th augment slot, but instead of giving more freedom for protection combos, the slot is basically required for Armadillo.
  3. Well duh — the critical damage got increased.
  4. Maf

    What do most people use Tankoins for?

    I buy all battle passes, sometimes the 1990tk bundles and any other good, cheap bundles, I often spend a lot on buying UCs when there's a 50% discount on them (which is pretty much just black friday). Sometimes buy 30 coinboxes just to see how bad they can get ? But right now I'm saving up for a potential new update that might add new unlockable items, similar to protection slots. This is total speculation on my part, but I suspect that the mid-game garage changing feature will be replaced by something tankoin-based, and there might also be a second hull augment slot or something.
  5. It means that the external service that provides Tanki with the ability to show ads to mobile users has been malfunctioning lately, so devs decided to remove the ad rewards system altogether until the issue is resolved. Tanki Online actually gets significant revenue from players watching their ads, so disabling that system to give players less free stuff would make no sense whatsoever. I remember when shards first came out, I did some research and found out that reward ads (the kind where you volunteer to watch a 30 second unskippable ad to get a reward) give about 12 cents per view to the provider, so a player watching 10 such ads to get one free container actually earned Tanki about $1.20 in ad revenue.
  6. Yeah, I had this happen to me a few times before. But that's also mostly impractical nowadays. Would require some insane timing to align the dome placement with the icicle flying into the zone, again - due to the 1.1 second delay.
  7. Just wanna point out that this is completely impractical now due to both hulls having equal charge-up delays. It would only happen if the Crusader happened to activate his OD just after the Titan. Agree with everything else though.
  8. I had one today where I was aiming at a guy on a ledge above me, and the guy moved back a tiny bit just as I fired, and the icicle flew over his head. Could have been a triple kill...
  9. Why? If for balance purposes, something else can be nerfed instead (damage or charge rate). But it lock-on weapons don't need to have a lock-on timer. The icicle could automatically lock on either to the nearest enemy, or to the enemy directly in front of the shot.
  10. That is a good point, except for the first sentence. Pretty sure visual effects require a lot of work to be done properly if you want them to look decent, and the artists team is hella busy with a lot of things right now, including remastered maps and HD skins.
  11. Honestly, I was never a fan of the icicle thing in the first place. Felt like a cheap copy of the Ares OD, and a tank shooting a sharp icicle sounds like something a child would come up with (no offence, devs). The laser idea does seem pretty cool. However, it does require significant resources to develop and implement it, compared to making a homing icicle, so I don't think devs would go with this option.
  12. Well yeah, obviously. What else do you think "locking on" could mean? ? Just slap a "quantum nanoparticles" label on it and you got your explanation. But an overdrive is meant to be powerful, right? Things like charge rates and damage numbers can be balanced after the fact. But I'd much rather have a near-guaranteed hit with reduced damage, than high damage that just phases through tanks and gets wasted a lot of the time.
  13. Well, in that case the logical thing to do is to add lock-on to Crusader shots. The feature already exists on Striker — just need to apply it to Crusader projectiles.
  14. I don't think it's that simple. There have been multiple bugs in the past which were fixed (or claimed to be fixed) by a change that was unrelated to improving latency. I think it's likely that there's just some object collision issues that cause the impact to go undetected. Well... git gud (jk I miss it all the time too)
  15. I just want the icicle to stop phasing through enemy tanks. That fix alone would be a decent buff. Also, Crusader's OD is mostly on-par with the other hulls at the moment, and the current OD mechanics require quite a lot of skill to use effectively, which is nice. I think it's Paladin that needs to be nerfed instead.
  16. Oh man I remember this. I think last time my character was an elongated muskrat
  17. Maf

    Ideas for Turrets!

    If you're talking about Paladin, its OP feature is the overdrive, not the handling. How many Ares and Hoppers do you see nowadays? Just try playing with them for a while smh
  18. Maf

    Ideas for Turrets!

    Well I'm gonna stop you right there. You can't form an accurate opinion about something without trying it first. It's easy to see an item's advantages when that item is being used by an opponent against you. It's much harder to see the weaknesses without trying the item for yourself. This is especially important when the characteristic in question is a hull's handling — there's simply no way to explain how frustrating it feels when the hull you're controlling is just refusing to make the moves you expect from it. You have to try it out.
  19. The go-to movie weapon when you need to have a dangerous looking enemy that deals the least amount of meaningful damage.
  20. Maf

    Ideas for Turrets!

    You must not have played with hover hulls much. I've been using mostly hover hulls ever since Ares came out. I felt the acceleration nerfs myself, and let me tell you — they are PAINFUL. There have been countless times where I lost a flag or died simply because I couldn't turn a corner fast enough, which either caused me to stay in the open for a second too long, or caused me to crash into a wall and lose my momentum. If we take Hopper and Wasp as example, Wasp may not be able to strafe side to side, but it is vastly superior when it comes to navigating tight spaces and making sharp turns. Here's a comparison I made a while ago: This is part of the reason I loved playing with lightweight Hopper and PT Rico. Yes, the flying was the main advantage, but being able to quickly change direction by using the turret recoil as propulsion was extremely effective and I wish I could have it back.
  21. Maf

    Ideas for Turrets!

    Being able to dodge shots easily via strafing is one of the hover hulls' intentional advantages. This is compensated by multiple disadvantages, most notably absolutely atrocious lateral acceleration and massive turning circles.
  22. Speedrunning the "300 points in Rugby" mission in 99 seconds ? As I always say — the "B" in "Tanki" stands for "Balanced gameplay".
  23. If you're playing for the sake of your team and you're trying to win the game as Juggernaut, then camping in the base is the most effective strategy. It's not fun, but it's the only way to stand a chance against all the enemy viking overdrives and crazy augment/drone combos. Death zones would work, but it's the wrong approach to solving the issue, in a sense that it's proposing a solution to a consequence of another problem, instead of the solving the original problem. Original problem: Juggernaut is too exposed when outside the base so camping is the way to win Consequence: People camp with Juggernaut in order to win Your solution: Punish Juggernaut campers to prevent camping Alternatively, you could solve the original problem to prevent people wanting to camp in the first place, such as giving the Juggernaut bonus OD charge if he kills a freshly spawned enemy, thus requiring him to leave the base in order to claim the bonus, or simply removing/editing maps on which hardcore camping is possible.
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