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Tidebreaker

Tanker
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Everything posted by Tidebreaker

  1. Tidebreaker

    What to buy? Which is better?

    This is true, and currently it is the only way to survive said HC shot unless you use Defender or Crisis's Double Armor effect.
  2. It can go above 3000 if you're very lucky. I've gotten a couple of oneshots like that against mediums. While this is true, you can't deny that Viking right now is overspammed beyond any acceptable measure. Hopper and Crisis are reserved to the people who are just about stacked garage-wise. Viking is being used by literally everyone and everyone. LCR has a very small penalty now. How is it justifiable from Railgun to go from damage that can't one shot light hulls to straight up one shotting heavy hulls with absolute ease, and will 2 shot Juggernauts on Viking's Overdrive? Besides, the only turret that should be allowed to one-shot on equal terms is Shaft, as it is the only true sniper in the game. What irritates me more is that the EMP and Stun augments for Railgun get this ridiculous damage instead of having it reduced their AP counterpart. And this is perfectly understandable. However, given the choice between Booster matchups and Defender matchups, I would easily choose the former. I can at least apply 50% protection to mitigate it, but what to do for the latter? Defender + 50% basically makes you God, and for a stupid amount of time as well. Given that Defender is present literally everywhere now, it makes them even more irritating to go up against. At this point I actually almost enjoy getting killed by Booster because at least they're not using Defender or Saboteur against me. Apologies then, it seems I was quick to assume. I can respect that. Did I ever say they weren't, especially EMP and Stun which have ridiculous damage to accompany them? If they were trying to reduce Falcon usage, then they've done the exact opposite. All 3 should not be allowed to go above 2000, period. Oneshotting heavies is just stupid. Actually, it's quite difficult, a lot of turrets simply can't keep up with how fast it strafes. And there we go, the truth. I have been saying this ever since ODs got released, that Viking's Overdrive is just simply too OP, but no one would listen because they were too busy exploiting it. It was the biggest problem in Solo Juggernaut, and is still the biggest problem in Team Juggernaut. But given that TJR is a miserable replacement for the old 2019 JGR mode, I don't care about it anymore. Have you not been targeted by Vikings at all? Everywhere I go, the Vikings must target me with their OD when I'm using literally anything. They could be engaging the 5 people bunched up at a point over there, but no, why not go for me, right? Hopper is bad, but it doesn't make me come close to smashing my laptop with a hammer like Viking users do. Do you know why? Three words - the Hornet nerf. Ever since that got nerfed, everyone who loved exploiting that broken mess just transferred shop to Viking. Look where we are now. Do you like it? I don't. How would you feel if all the Vikings kept coming after you and you only? For 1.5 years? Would you still like this hull? And also, why is LCR and Viking one of the most busted things in the game? It does way way way too much damage. Yes. Who needs Heat Immunity? Heat Resistance is enough. Take a break from Viking for a month and you'll quickly understand what he means. Hornet got nerfed --> all the chumps who were using it switched to this abomination. A Viking-LCR user, no less. It was this way around a year ago, but it loads significantly faster now. I have been in games where I have been thrashed back to back to back by Vikings 5 times straight out of spawn. Does this bring back memories of the old Hornet spawntrappers yet?
  3. You'd much rather use LCR or Scout, right? ? Ah, now this truly makes me laugh. This is true, and also, Wasp and Titan EMP Immunity seem to be very common from Containers. If you don't have a single one by now at the Legends, then I'm not sure where you went wrong. You're accessing one broken augment right now. It's called LCR. Why else do you think Railgun protection is rampant these days?
  4. Define really good. I by no means am a good RRE player, but if you're as good as you claim, then you will be able to land Magnum-esque shots. Why are you even comparing it to Electromagnetic Salvo? Compare it to base Gauss. If Striker had something on par with the ridiculousness of EM Salvo, then it would even make EM Salvo look balanced. Out of all the arguments, you pick modules. Sure, let's play. The Owl module is currently one of the most used protection modules in the game, for very good reasons. Now, let's take a look at Orka. Oh, that's right. No one really uses it. Don't bother here - this is not even a debate. Now this is what I want to see people talking about more instead of complaining about other topics. Seriously. Glad we can agree on this at least. Funny. It would be if it didn't have that stupid reload reduction after a charged shot. Because it is? Booster is a problem, but not as much as Defender is. Clearly, the 20 second nerf was not enough. If you're going to use the argument that people invested in the drone and such, kindly don't, as Booster has only 3 seconds for its effect and yet people paid A LOT for it. Besides, Booster is the only way to counter Defender 50% clowns these days other than by using Overdrives, like your own favorite Viking. Then that's a you problem. If you can't land a salvo with Striker easily, then you need to fix that yourself. Not with the recent buff. It does upwards of 2000 with ease if you use Adrenaline, and Uranium is even crazier.
  5. A skilled Striker user will absolutely wipe the floor with Gauss players to be honest. This especially applies for Remote Rocket Explosives - if the user is skilled, the Striker can just hit the guy behind the wall. I should add, given Striker's recent reload buff, it can actually hold its own now compared to Smoky, Thunder, as well as the arcades of Gauss, and Shaft. Plus, be honest, without any Overdrive or drone, the Striker will just absolutely smash the Gauss with lock-on damage, which really doesn't even take that long to lock on compared to Gauss.
  6. Tidebreaker

    Let's Discuss Augments

    Apparently yes, but it's as difficult if not more.
  7. Gauss is the one that never should have come to be. It replacing multiple turrets is frankly unacceptable. And the fact that EMP Salvo exists...no. There is no defending Gauss.
  8. Tidebreaker

    What gets on your nerves?

    I think that's the description from 2016, before the parameters of Hunter and Viking were switched. I never understood the hate for Hunter at that time, but I know why now. Again, pre-2016, this was the case. However, nowadays, it has a smaller frame and better weight, meaning it can take a punch significantly better than Viking, Not sure how you thought about it here, but Hunter is not that easy to knock about due to its smaller hitbox. Besides, it has superior acceleration, and the top speed is merely a fractional difference between it and Viking's. Not really - they're just too busy abusing it along with 50% protection, Defender, and AP Immunity. I have absolutely no respect for these people. Very much so. To counter Shaft, Magnum, high damage combos, or Booster users, all you need is 50% protection. To counter AP augments as well, AP Immunity does the trick. Nothing can counter a Viking Overdrive once activated unless you go up to them and they die of splash damage, but let's be honest, that happens so rarely you might as well consider that irrelevant. Because guess what? Ever since the Hornet nerf, every single one of these people who loved to abuse Hornet Gauss has now switched to Viking Gauss. As soon as Hornet actually started to require skill to operate, they immediately switched to the most noob-friendly hull in the game. This also infuriates me. As a team player, the worst offenders of sabotage and not collaborating are the Viking players, stuck in their selfish mindset. They steal the Overdrive boxes for themselves on defense in ASL, often resulting in the entire team's demise. And yet, the sheer quantity of them throughout battles makes the first point completely irrelevant. And well, effectiveness is thrown out the window for them, because I and I alone am their target almost all of the time. Good luck trying to get away from Viking-Railguns with LCR or Viking-Magnums. These things three-shot Juggernauts, meaning there is absolutely no chance to survive.
  9. It's offset by the sheer difficulty of using it if you haven't used post-nerf Magnum yet. A lot of people drop out of using it because it's too hard for them, which I perfectly understand.
  10. Tidebreaker

    What gets on your nerves?

    Look at how many Viking users there are. Do you enjoy getting whipped repeatedly by this stupid Overdrive that any noob can exploit? As soon as they see me, regardless of whether I'm a Wasp, have protection, have an Overdrive of my own ready, it's game over for me regardless. There is absolutely nothing you can do to stop these players from using this Overdrive - the only viable counter is Titan, and even then there's a high chance that a player with LCR still just wipes you in the dome. And don't get me started on when there's upwards of 4 Vikings in the same battle. I have seen matches where all but 2 people on Berlin have been Vikings, and that was not a fun experience. Even the Hornet meta could not compare to the thrashing I was getting at spawn over, and over, and over again. Also, shoutout to this hull for always being absolute cancer in Solo Juggernaut.
  11. Tidebreaker

    Let's Discuss Striker!

    Gauss has been the most busted turret in the game since its release. As you mentioned, it outclasses an absurd amount of other turrets, including Striker. However, Striker's lockon is significantly harder to use because the grace period after losing lockon is so short. A solution would definitely be to switch their grace periods, but a major Gauss nerf is also required (definitely the ridiculous splash damage distribution, lock-on time, and also the AP and EMP augments). As for Striker - balancing it would be difficult. We want to make the lock-on time faster, but not by too much, as it would be way too easy to get colossal damage on people. Increasing the rocket velocity seems like a good idea. Also, Striker's AP augment needs a buff - it's so laughably weak that it ruins Striker's track record of having top tier augments.
  12. Hi. As you may know, I don't actually decide what gets put in the game. Believe me, if I got to play a key role in game balance, I would immediately nerf the worst offenders (yes, even the ones that F2P people abuse) straight into the ground. I have a fair amount of complaints, some very major, others rather minor. Maybe in the future, I might do such an article discussing all the pros and cons. Before that, I have something else I want to write about, that should hopefully appeal to an even bigger audience.
  13. Tidebreaker

    What gets on your nerves?

    ...what? Viking has stability? I've literally flipped a Viking with a single Assault Rounds shot. Ever since they switched around the stats for Hunter and Viking, it has been nothing but pain and misery to attempt and use Viking against Smoky, Thunder, Striker, Railgun, Gauss, or Magnum users without Heavyweight Construction equipped. And yet, it has one of the most broken ODs at the moment, which I believe to be a byproduct of the Hornet nerf. If you're using Viking at the moment, please seriously consider stopping, as the amount of Viking users these days is unacceptable.
  14. At the beginning of this article, I made you a promise that I would tell you whether you should buy this Battle Pass or not. I like to keep my promises, so here goes. If you haven't understood by now that this Battle Pass has some of the best equipment in the entire game, then I don't know what other argument I can use to convince you. This is one of the best Battle Passes in many months, and each of these items opens an entire new world of playstyles that you never even knew existed. My verdict for this Battle Pass is a resounding yes. With two great turret augments and two more utterly stunning hull augments, this Challenge has some of the best gear in the game, for a very low price. If you have the tankoins saved up already, don't hesitate and buy the Battle Pass immediately. However, if you can't get the Battle Pass this time around, then I genuinely do feel sorry for you, as you are missing out on something truly revolutionary. I hope that this article helped you in your decisions, and I wish you all the best in your future Tanki endeavors that are soon to come. Have a good day! Tidebreaker
  15. As long as Adrenaline and Survivalist don't add up exponentially and start to get calculated properly, they'd definitely be viable augments.
  16. Tidebreaker

    Tanki Picture of the Day - Have any?

    You really, really lucked out here. Finish the Battle Pass to get the other 2 god tier augments and you're headed STRAIGHT to success.
  17. The problem with Hornet's OD really stems down to the fact that you're encouraged to use splash turrets, meaning all of the single fire turrets that can hit only one person at a time essentially had their effectiveness nuked. What can be fixed about this? Well...I really don't know.
  18. Tidebreaker

    Let's Discuss Striker!

    Unfortunately, its track record of having superb augments is broken by AP. A shame indeed.
  19. Tidebreaker

    Hunter HD and other changes

    Thought it was just me that had this issue. It's crashed my game multiple times already.
  20. Imagine if they make you use Duplet for Hammer and Lightweight for Wasp
  21. Tidebreaker

    Let's Discuss Overdrives

    I'll need eye surgery after this
  22. As it stands, M2 > XT > PR/HD > UT. I just don't like how UT looks like a pickup truck - makes me wonder if I'm playing Tanki, or Mario Kart.
  23. Gives off TX vibes. Always a plus. Unfortunately, I'm too attached to my XT, so....
  24. Tidebreaker

    Let's Discuss Shaft!

    There isn't much use in going HCs - anyone with Defender and 50% will not be a oneshot even with the HC setup unless it's a light hull. HCs are only useful for the JGR or actual fatties - any other use, and you're actually creating a detriment for yourself. In my experience, I've had the exact opposite experience. The stability and flinch upon receiving impact are hideous, and I tend to bump into obstacles more than with every other hull combined. Plus, the OD doesn't work at all unless you use it up close, but that's severely limiting your use of it per game of an OD which already has a slow charge time. Plus, I'm not a fan of Viking in general lately due to how overspammed it is, so I just skip out on it entirely. At some point I expect my alt to have Viking as the least used hull as Mammoth and hoverhulls overtake it at some point. I sort of understood your logic, up till this point. ...What? You'd ignore the campers with Titan and Mammoth, but instead target the people who use Shaft with Wasp or Hornet? Why? If it's for the sake of them being easier to kills, then that's somewhat logical, but if you go out of your way to make the lives of the users of light hulls a literal nightmare, then I really don't get you.
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