-
Posts
93 -
Joined
-
Last visited
Everything posted by ATTANKER
-
lol smokey is losing in the polls now....hehehe....time for a big boooooooooooosssstt
-
as long as there are isda users on my team nearby at all times then im always happy and they give the team confidence.......and if you are the best at using isda then i agree, and long may it be the wbest em west....i mean best :P
-
if i stay near a control point that my team or myself have taken.....and keep repeatedly move in and out of line with it for the whole battle (i was doing it at berlin and no one stopped me or tried to overrun that CP from the other team for the last half of the battle), my team points were going through the roof, i thought it would be better if you cant score points from the same control point for a certain amount of time...but i just kept on going constantly over and over again....it was too easy....but i suppose the other team can do it too if they are paying attention
-
personally i post to give an opinion or feedback, or a counter arguement to a claim made by another post especially if its misleading, or a response to changes within the game or new ideas i think could be considered but appreciate what everyone thinks so long as its within reason, i dont think anyone should expect devs to really pay attention or take advise from us ^ ^ as they seem to have their own plans and agenda, so advise would be fruitless anyway, but im glad that alot of posters here seem to agree that the rebalance wasnt an even rebalance, even though i agree to a small extent as to the need for the rebalance made by those who are content with the results and outcome of the latest rebalance....but anyone who can witness ricochet in action, and many have mentioned it arbitarily, know that this rebalance wasnt kind of driven by a need for rebalancing of weapons in the battlefield, but one in the garage LOL....actually non paying users might benefit as tanki might want the payers to pull their wallets out after being nerfed, so the least used and upgraded weapons get the buffer...JMO someone before mentioned that they thought the rebalance before the latest one (2 pages ago or so) was perfect and i totally agreee, even though my weapon of choice was nerfed by it (shaft, arcade mode reduced and having to wait until ammunition was fully maxed before using snipe), but it was probably a fair rebalance and i just changed weapons
-
critical hit was the niche of smoky....it made it exciting to use and effective....but now its worthless....its just there now for the spectacle not for anything else....... 1. freeze can ice multiple opponents to a standstill (not just the hulls but the turrets too) 2. thunder can be used from afar and still hit opponenets by hitting the walls and layout nearby without making a direct hit, aswell as hitting multiple opponents (even if im hiding...hehehehe :ph34r:) 3. shaft has arcade mode aswell as the snipe mode which can destroy 2 or more opponents in one shot if they are one behind another in a straight line in trajectory to the sniper 4. railgun is just awesome (though i dont use it) and now with greater impact force and greater precision to the point that if railgun user was about to miss, user still gets given the benefit of the doubt and a hit is recorded, also the same as shaft in respect of one behind another hit; perhaps shot precison is based on from when the release of the shot at the target from the railgun user was taken, as opposed to where i am in relation to the line of fire at the point of impact (I have been hit numerous times by railgun that missed me by a whisker from my point of view but the hit was still made...that wasnt the case before rebalance) 5. firebird can burn multiple opponents, aswell as keep them burning for long enough to get the kill/s gradually 6. isda makes easy kills in a face-off, HP is great at close range and heals team mates 7. ricochet is so (more like tooooo powerful) powerful (bounces up, down, left, right and easy targetting now from a gradient) i dont need to say anymore 8. twins isnt the most popular weapon (though its used alot now at silence and railgun less so) but is a double hitter in rapid succesion......... 9. then smoky? hmmmmm
-
Also because i had to shoot on target my opponenets to reach the critical hit, and as i mentioned the relativeness of smoky weapons loading time to other weapons and output above, its logical to understand that being in smoky is hard enough trying to make the kill, that could be 1. taken by a team-mate 2. having to deal with multiple opponents at the same time in same place making it doubly hard to make the kill therefore the critical hit was necessary... Most people who arent fond of critical hits and take a bias view were those who were hit by a critical hit in the first shot by the smoky user and thus compared it to a normal hit and retorted it was OPed...besides smoky critical shot was few and far between, compared to rico which is not only fast to load, powerful but also so great at making an impact its impossible to fend off, atleast when you faced off with a smoky you could get a hit in....therefore smoky wasnt OPed.....without that critcal hit, it would have been a dummy weapon, which you would have liked because you dont use it....and for me it would have been good for distracting oppenents but not for making kills...i hope they put it back...at the moment from a distance smoky only takes like 5-10% only in one hit depending on the hull and rank of opponent and even if that was fair, then its not fair that smoky precsion targetting is very very hard...smoky user is more likely to miss (even from near, but not so much)...which is cool because smoky user will need more skill...but to balance it altogether, impact force and the critical hits (damage not frequency) need an increase or make smoky slightly more powerful from long range (one or the other) or increase reload time to where it was before rebalance (all these aspects got nerfed)
-
As a smoky user myself, and being very familiar with that weapon i have to disagree on your surmise of the critical hit of smoky. It would take 5 or 6 hits before the critical hit was activated, and the reload in smoky isnt as great as rico (and even more so after the rebalance)...even thunder in 2 hits was taking just as much damage as smoky would in the 5 or 6 hits+...and the problem with the critical hits, was if i hit one player the 5 or 6 times before the critical hit shot was ready, then at that moment (some of the time), i wouldnt have needed the critical hit because target only needed one regular hit to be destroyed anyway...and so most of critical hits maximum capacity was wasted on a user already at the point of destruction...
-
was hoping for double crystal card during the 25% sale but alas it didnt come...maybe next sale i buy some crystals...if i get double crystal card with it....i hope :rolleyes:
-
agree with what u say and how u frame it ...however there are many ways to reinvigorate and freshen up the game other than nerfing some turrets and hulls....no one enjoys that...if u use those items why would u enjoy that? and if u dont use them what difference would you know esp since freeze didnt get much increase, neither did isda...turrets that really can effect others gameplay (though firebird did)...i use smoky all the time....previously i used shaft until before the rebalance before this one and as u say when the changes were implemented i was taken out of my comfort zone a little and decided to change to smoky, though i went undestroyed in 2 or 3 battles in shaft ....however these changes have made me feel the same way and thrown me back a bit....if i was to change turrets i woud go for thunder but that got nerfed too....so im sort of in a corner....and i wouldnt use the others best ways to sharpen everyones instinct and breeze some life back into the game (from your perspective) is to work hard to make real changes as not to take short cuts by nerfing turrets and hulls...like making a new battleground that would make everyone salivating like silence...maybe something like a valley with lots of parkour aspects or a course which goes round and fast downhill like a moutainside road next to the edge but perhaps without the cliff edge part, just boarded up from both sides etc etc etc but personally i didnt feel or think at all that my gaming experience was getting stale or stagnated or was going to...especially in regards to parameters...i thought the balance was perfect before, just a little tweaking perhaps for the better (certainly smoky was a real gem before)........ i dont think this rebalance can change users experience or gameplay to the degree that people will enjoy tanki more....most of my friends who got bored of tanki did so because yes they might have died alot but they didnt pay much attention or any to parameters (one friend who used firebird left recently even though his weapon of choice got a nice buffer), just they wanted to play a different game, and they will get bored of that too maybe if they had to based on their data for the need to nerf smoky, ((which i doubt because smoky isnt that over-popular at m1 stage from what i have seen....or maybe because most users dont have paints to fend off the small percentage of smoky users)) was to either reduce its range and dimension power...or reduce its precision aim...but not both COUPLED with reduction in impact force ...and that really hurt smoky...its just too much do you really think thats good and freshens up the game from my point of view? its BAD business peace out
-
i dont like the idea of a turret/weapon being nerfed...however as good a weapon as freeze is (freeze and firebird rally give tanki a 3rd dimension) i feel that something should be done to counter its effects...since the rebalance thunder no long has the capability or power to damage decisively or take out freezers who wait in ambush in capture the flag battles at their flag....though its really good for tactics and players/users who are playing together alot and are in a familiar team and who use strategy....but if strangers are battling together against them its not fun.... maybe thunder need its bite back a little or firebird (someone on the same team) can have the capability of unfreezing team-mates when used near them....or even users who are using freeze and are in the same team when there are 2/3+ together should freeze each other so as not to be in the very same place....as a smoky i had the capability to use impact force to put their hulls and turrets a little off direction to help avoid their weapons, but now its impossible and find i get frozen alot...i find it doubly harder because of this and the likelihood that these freezers are at full health since they are near their flags if the firebird idea was to ever get implemented, devs would no doubt reduce its damage parameter...or burning time perhaps.....but what they could do is make firebird fire more visible on opponent tanks and also by doing that any team mate who is burning and goes near another tank from his team also catches slight burning/fire from his team mate who is still on fire most of these ideas might work well in capture the flag battles but maybe not suitable because i didnt take deathmatches into account
-
no one is using dictator and it was one of the winners out of the hulls....i still see more vikings...yep i know people brought them at 50% ...but not to see any dictators save sparsely isnt a good sign if the aim was to evolve tanki.....switch viking and dictator make is imperative for devs ...lol and dictator was for sale at 30% aswell..hmmmmmmmmmmmmmmm#
-
this thread should never be closed
-
i disagree. i think some of the turrets have been unfairly balanced in relation to one another, taking into consideration the likeliness of facing off with weapons that could well be m1 or even m2 within 1 or 2 ranks (at my level), make it harder to make an accurate judgement of an opponents weapon in relation to what it is for someone else and what it would be without the rebalance all shuffled in with what paint one is using, (but i'd like to think i have enough wherewithall to make an assessment about specific weapons credentials and power and the effect they have at my stage in ranks compared to one another...if that makes sense :rolleyes: ) ...... moving on ....however even though i never use thunder at all....in the beginning of the rebalance i was of the opinion that it was utterly nerfed...but in hindsight i will pose a question...was it in fact overpowered/juiced up previously...thats the problem we all have of tying up all the eventualities of the rebalance...its quite hard to put it all in one bubble...i know its not an exact science.... and thats the fun of it to experiment and see what suits you...but if u invested in something, its hard to take when it gets downgraded.... but definetly some turrets are overpowered...and im not trying to come from an angle where i making an arguement due to my partialty for one turret and then seeing another turret becoming more powerful or more favoured then my own (which is smoky)......which is easy to do even when i race in battles where everyone is relatively same rank i notice disparaties and uneven playing field/equality between weapons....some might say im in an m1 smoky compared to other users now...but i was making an arguement even before others had moved up towards m2 turrets and i was making the case for the overpowering of weapons when i was previously fighting battles of lower ranking amongst lower tiers of weapons of my opponents NOW iTS EVEN WORSE...i do keep in mind as i said before that nothing is perfect and current status of turrets is open and not absolute...but when u see an m1 firebird take out 3 of my team mates and myself within 3 secs near our own flag and i was at 3/4 health and didnt even burn, just instant destruction (though firebird user had double power) you have to ask is that fair...yes i know firebird has no range dimension and that has to be an allowance for that by making it stronger up close but my smoky isnt strong from afar or from close...isda cant take out 4 guys in 3 secs etc...isda couldnt even take out 2 let alone 3 let alone 4......things like that keep popping up... railgun for one has such a great margin for error its getting silly...even if my oppenent was going to miss me because i managed to evade him by twisting and turning (up close to one another) and u can tell his shot was going to go miles wide...somehow they still get their shot on target (its not always the case...but more often then not...i just feel the margin should be greater the greater the distance...but that doesnt seem so)...this wasnt the case before the rebalance...its like railgun is automated..from far or close the margin for error in railgun is so big and thats not fair because railgun is effective from afar and close at the same level of damage and is high in damage too...as a smoky i use to use impact force to counter this aspect/technicality but since the rebalance its been altered to the worse...impact force in smoky was good now its negligible...and what makes it even more hard to stomach is that railguns impact force has been juiced up to the max (even from my own team-mates, which nevertheless affects us all)....unfortuantely one rose so much and the other went drastically down hmmmm...couldnt one just go down...or one just go up...smoky needs impact force because its damage is way too low.....(actually NOTHING should ever go down...thats like the crux or the bottom line of everything im trying to say) and im gonna say it again how can rails impact force go dramatically up and smokys go dramatically down and users here say the rebalance was balanced....have they seen shaft taking out guys in one shot (which i understand and acknowledge, but for my part thats not the problem, but the rotation speed and the arcade shots going up and NOTHING going down is my arguement, lol i use to use shaft before the previous rebalance, and now its gone back to where it was before and more....then why oh why the previous rebalance)...and what about ricochet ...fastest reload...super powerful shots...high impact...shoots from far enough now...shoots from close..bounces up down left right...for me ricochet was balanced before...if people didnt use it it was because they didnt see its potential not because it was underpowered...maybe devs should have given it a red colour instead of yellow...that would have been better
-
tankis perogative is that of constant change...firebird and dictator probably the least used from their groups are now the ones that are powered up....the writing was on the wall as soon as Viking had the 50% discount.....luckily for some, hulls are all the same in function, u just have to mix and choose and adjust between 3 different features of either speed health and power on your preference..but those who treated their hulls like a piece of art...liking Viking was... a real robust tank...will be disappointed but thats how it works...the micro upgrades are there to give the user that power to make a choice and improve his tank in a good time in relation to his rank and how effective will that powering up be at that stage ...cross linked with the most popular paints and thus thats how (inversely to what was most popular) we got the current changes...perfectionists out there are best of starting again and seeing the best trajectory forward...but tanki might change it all again :huh: although i have to say tanks flipping over is a major negative...is it realistic...how much influence/power via gameplay has the user got to make a difference to control of the tank in certain situations...i feel littler then before....before users had the benefit of the doubt...and in the main i feel users prefer that.....rather than the opposite...i agree to agree ;) with the majority of what everyone said though most are coming from a subjective point of view but so long as their is some basis to their view..but still i think the changes are over the top......do i wanna be in some track like kungur going to get the flag and flipping over again and again??? or any other track...the further the worse
-
they didnt have to make any of the turrets weaker (it says in the video that the rebalancing is a never ending imperfect process therefore how can there be any mistakes in parameters)...the arguement many of us are making is to just improve them or the weaker ones in contrast, so all turrets are balanced against one another, but not to weaken turrets....thats what i think they could have done anyway.....i dont mean it quite in these words, but it feels like they are taking short cuts to fit it all in changing parameters of hulls is a completely different matter, as can be noted by the much greater and huge response to the changes in turrets as opposed to the changes in hulls...tankers can adapt to hull changes except perhaps for a wasp user at one end of the spectrum compared to a mammoth user...but all the rest can make do and experiment with different hulls time to time....but turrets are far more specialised and everyone has their absolute favourites. smokey rotation when taking an aim is way to slippy....why are they trying to make smokey like thunder, atleast in thunder you have a splash effect if u miss, well maybe they still do :P....but smokey doesnt, and i didnt expect or hope to use it just for face to face shoot outs....smokey was made for quick reload...sharp slick turret rotation...and to distract opponents....it was a real team gun...not for death matches (unless your in a match as a top ranker)....but not anymore....even its reload is lessened...my fingers was automatically attuned to fire instinctively when turret reloaded...since update alot of times i press hit in the heat of battle i get no response because it hasnt yet reloaded, which never happened before Now: NERFED
-
how you cant see thunder is completely and utterly nerfed is beyond me...as a smokey i never found it so easy to take out thunders....and i will riposte on your surmise of railgun, because actually rail gun aim lock in, is much improved than before, now if im trying to get to a high or low gradient/position in an effort to escape railgun i find it harder now, their weapons lock in very easily and impact force is much much greater and same goes for ricochet in respect of inclination/rise of their shots....basically the user doesnt even have to have a good aim and yet shots are likely to be more successful....i dunno if this is a good thing or a bad thing....atleast i dont use hornet...hornets are flipping over everywhere
-
its not just the critical shots which dont exist anymore, but in spirit (i saw one tank get hit with 3 critical hits from 3 different smokeys one after the other and still had health)....but its aim now is wonky i dont see the point of having a smokey which has always been the least destructive weapon, lose its precision targetting, lose 0.0something reload time, lose critical hits, lose power range and dimension targetting over longer distances (and even if u get a clean shot hardly does any damage anyway from far)...yet the weapon is more powerful but u cant use its power because its useless to aim with....and if you are on the move forwards or backwards or in reverse or turning and are trying to shoot with it, its useless....it was the only weapon you can run and shoot with at any distance since they nerfed shaft before...though shaft now is the big winner out of all this... i thought smokey was suppose to be the most versatile weapon......i didnt mind not making straight kills so long as i could defend myself and shoot back quickly, (usually by putting my opponents off balance by shooting them at the sides but smokey impact force nerfed dramatically) and buy time for my team mates...it was hard enough driving the tank when rotating turret to shoot at the same time...now its impossible esp if theres ricochet or twins nearby and last of all why on earth has railgun got an impact force, its a laser not matter thats so unrealistic, not only can it go through more then one opponent in one shot, reload quicker, but has substantial impact force now
-
yeah but its not a critical hit no longer, critical it most definetly is not.....plus its hard to get aim, balance, range right now in smoky when taking a shot.....and reload is reduced which is bad news considering smoky was made to take quick successive shots with less firepower....i dont know what its good for now
Jump to content







































































