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donut70

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  1. Please make "R" be a toggle on/off rather than a hold-to-view. Even using the tab trick is annoying, takes away game time, and gets reset as soon as you accidentally hit R instead of E when trying to move the camera.
  2. what did you do to hunter? the same health as viking but slower speed? Why? Sure acceleration is nice, but the difference is minimal, and more than outstripped by the top speed difference. Can someone give me a detailed reason why any one with any turret should get hunter over viking now?
  3. Let me specify, I mean the base impact force should be slightly increased. Even with the M1 alteration, the impact force is rarely sufficient to adversely affect medium hulls despite hitting a precision corner shot, though the alteration does allow more consistent deflection of light hulls.
  4. donut70

    Let's Discuss Hammer!

    can we please get a range reduction on this "close range turret" with the damage output of a melee range turret?
  5. smoky needs a better turning acceleration (or impact force if you must keep the arbitrary acceleration/sec equal to top turn speed), and magnum needs to do less damage at close range, (and a bit less overall so that it doesn't one-shot quad-kill 4 hornets without even needing DD.) At the moment it is an even more op thunder that can also shoot over walls. Playing highland with a few magnums is a downright chore with all the spawn killing from across the map.
  6. donut70

    XT-Skins, Drones, Balance Update

    I currently have more trouble with isida than fire or freeze, but most of my issue is with magnum. I suggest making the magnum shot travel at half speed (meaning in flight for twice as long), to make it more like its artillery persona, rather than just being a much stronger thunder that can also fire over walls from behind perfect cover. If not that then make the magnum do less damage at closer ranges than it currently does, maybe linking LAUNCHING shot power to the percentage of max damage. (which just makes sense due to physics).
  7. donut70

    Let's Discuss Magnum!

    magnum certainly seems to be harder to counter than any other turret no matter what distance. Whether or not that is op, (probably) we will have to see.
  8. donut70

    Let's Discuss Smoky!

    I wish the developers would give it more impact force, even with assault ammunition it's only as good as it was before they nerfed its impact, (and I'm sacrificing the crit to do that.) Also, I'd prefer a slight increase to the ACCELERATION of the turn speed, it's been feeling a little too "heavy" since they reduced that. unfortunately, thunder and ricochet are looking like better and better options for pure power with only a slight decrease in the "deadly dancer" abilities of the smoky.
  9. donut70

    Complaint Book

    I would honestly prefer if magnum was taken out of the game. If not then I see 3 options. 1. significantly increase travel time of the shot, (make it take longer to reach its target). If this gun is meant to be artillery and has a splash damage radius significantly larger than the already large thunder, then at least give me a second more in attempting to dodge. Currently, you have no chance. 2. make it "light artillery". By this I mean significantly reduce the damage. Quite simply, the magnum has the most long-range advantages of any turret, therefore it should have the least short range capability to balance it. As it stands a magnum is perfectly capable of brawling and one-shotting. 3. rework maps. All the maps in tanki were made before magnum existed, lots of cover from horizontal fire exists, but very little from vertical. Add more roofs or ceilings, places tanks can potentially close the distance without being bombed, and you solve much of the problem, (also the parkourists will have new places to climb). thanks for listening :)
  10. donut70

    Complaint Book

    Not completely sure if it's just because isidas are abusing it. But overdrive affecting teammates seems plain OP in CTF battles. One team starts to win, this racks up all of their overdrive counters faster. therefore power imbalance begins. Losing team begins to get killed more often, respawning in new spots and generally having to scramble to find teammates to boost (who for all they know are now too worried about defence to benefit from it) and generally can't multiple the effects. therefore imbalance grows. Then it proceeds to all out sieging and the overdrive does nothing for the losing team but let them live 2 seconds longer as they get pounded by eternally fully drugged clumps of overdrived siegers. Honestly if it could be the least bit coordinated. the best tactic is to clump 3-4 guys for defence and 6-7 guys for attck in one big mass together to steamroller through one lane to the flag. Forget about flanking, decoys, and timing. When you can simpply apply 4x the damage the enemy team can reply with. the outcome becomes inevitable.
  11. donut70

    May Holidays, Sales and Goodies Coming!

    So, if I attack an enemy flag with full supplies from a mix of pickups and activations, grab the flag, use a health pack on the way out, and STILL have all 5 supplies (including a 2nd full heal) ready in case of emergency from a shaft shot or a sneaky firebird ambushing me...good grief. NO ONE will be able to stop me from taking a flag and getting back to base while I have my zero booster ready. (Of course, the reverse is true of enemy attackers.)
  12. eeiobhlogedtwstnxv Anyone able to make sense of the bolded letters?
  13. I have Jade on my main account, but not on any of the others. Regardless, Jade gets nowhere near 50%, so it's not much help compared to Griffon TA M3+ I am a smoky specialist, and I refuse to grant my skills to hammer while it remains the most OP turret I have seen since Isida with 50% self heal, that would just be unfair.
  14. We are missing a paint with protection from thunder and hammer together. There is not one in either the double or triple modules. Currently, these are the two most game dominating turrets. We need protection.
  15. Why did you interview Riddler_8? He's a known laughingstock.
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