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N3tralRE

Tanker
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Everything posted by N3tralRE

  1. N3tralRE

    Let's Discuss Protection Modules

    What do you mean by "get easily"? Do you mean what kits are the most affordable at your rank? Or do you mean what kits are OP good and rake in the crystals in battles?
  2. N3tralRE

    Complaint Book

    So these anomalies are a result of cheats? Isn't the current matchmaking system also responsible for incorrectly placing one too many players on one team? Either the system glitches up and incorrectly places players on teams or the system has bugs that cheaters have exploited. Who knows? In the meantime, I guess I'll record some footage of any anomalies and post it here later for future reference. Still, it would be ideal for the dev's (through representative spokespersons) to clarify on this anomaly.
  3. N3tralRE

    Complaint Book

    Hello dev's. I've encountered this specimen: Extra Context: If I recall correctly, Tribute has a maximum player capacity of 20 players, and for team battles, each team has a maximum capacity of 10 players. And if my eyesight has not failed me, Blue somehow has 11(!) players! Sadly, this was not a one-time occurrence, as it happened in a Highland battle once! While normally, up to 8 players can be on each team in Highland, here Blue inexplicaply managed to amass an extra player to make a 9 player team!
  4. N3tralRE

    What to buy? Which is better?

    I see... Unfortunately, I am still a bit undecided since I really like playing large, medium, and small maps. For instance, I occasionally drop into Polygon, Highland, and Tribute to take a break from long-distance maps. However, with only Ocelot D-D and Dragon LGC, I am quite vulnerable to the close-ranged turrets in those maps. I'd be happy to go for Medic since Viking has always been a boon for me. However, I am rather lacking in a close-ranged module, which Healer has. Additionally, while having better Twins and Thunder protection is worthwhile, Ricochet has also been a considerably powerful opponent to face. So, any additional tips?
  5. N3tralRE

    What to buy? Which is better?

    Healer or Medic? I typically play a mix of Bobruisk, Chernobyl, Year 2024, Esplanade, Wolfenstein, Highways, Kolhoz, Serpuhov, Brest, and Silence.
  6. Thanks for the clarification! Anyways, here's my screenshot proof of completing the Fund Collector task: Valid, no?
  7. Is it alright if the date is in the upper right corner? I play on a Mac, which displays the date in the upper right corner of the screen, and my Mac doesn't have any options of changing this configuration. I am aware Windows is a superbly common OS among TO players, but I implore you to also consider entries made on other OS systems.
  8. @realbigred You are right about the dev's implementing/taking away stuff despite any backlash, which can mean that the potential ideas such as yours still have a shot at being implemented. You are also right about how years of controversial design decisions and ignored complaints has turned off some players in the long run. -tired sigh- Still, I guess I, like some TO players, have seen enough changes, which have been at most a mixed bag for me. As a result, I have been a bit unsure about your idea. Still, your inverted module idea can certainly be implemented as it brings new gameplay potential without outclassing standard modules. Skeptical as I am, I sincerely hope your implemented inverted module is an upgrade rather than a downgrade for TO. Seriously, TO needs upgrades, not downgrades.
  9. One thing that does annoy me is a tanker(s) inconveniently blocking others from, say, capping the flag. Granted, this happens very rarely, but when it happens, it is nerve-wracking. Moreover, it is extra costly when enemy pursuers also happen to catch up to the flag bearer thanks to this delay and take back their flag. While in some scenarios, this inconvenience is softened (i.e. the team still manages to snatch and cap another flag), in others, such inconveniences do rob teams of a crucial tie or victory. Ultimately, though, for those that are more affected by negativity than positivity, the inconvenient traffic jam has already done its damage.
  10. Indeed, this proposed Isida invertion "module" is very unlike your standard protection module that provides resistances to certain weapons. It sounds more like a "module alteration" to me, but regardless, the idea does point to the bigger question of properly balancing Isida. At this point, though, I am unsure that Tanki's players as a whole are ready for this new installment. Having been used to Isida healing all allies and damaging all enemies, Isida players would be confused seeing themselves healing some enemies and damaging some allies. Moreover, since the invertion "module" is effectively a middle finger to all Isidas on the battlefield, players may get the impression that users of the invertion "module" are self-centered individuals who hate all Isidas, friends and foes alike. Speculative as this is, such a negative impression can dampen the morale of one's team, seriously affecting the outcome of battle. The situation continues to worsen if said players never check tanks' stats with the R or V button. As I said in my previous post, however, this module isn't superior to the existing modules generally speaking; it seems more suited for situational play rather than for standard meta play, but I could be wrong. While I'm curious how this module will perform in today's battles, I don't think this module will pass for fear that the angry backlash will actively harm the TO experience and, at worst, endanger the retention of TO players in the long run.
  11. I can understand why you put forward this idea, realbigred. Healing in battle is a very powerful ability that can shift the tide of battle, extending the life of allies and helping them win wars of attrition. Isida not only heals, but it can also deal fairly good damage at close range and assist with kills. This certainly gives Isida a prestige that no other turret can match. Unfortunately, due to the fairly unbalanced nature of TO matches these days, it is very possible to land on a team without a competent Isida going up against an opposing team with one or several good Isidas. Assuming that both teams are similarly skilled, the team with better Isidas has the better odds of winning, which sucks for those without a competent Isida teammate. Looking at your proposed module and your above post, you clearly want to take down Isidas bunching up and dealing damage. Still, I wish to clarify further. Since this module will prevent your team Isidas from healing you should you run into danger yourself, are you ready for the event of facing multiple tanks at once, knowing that only your own health kit and a random health supply drop can save you? Not to mention that enemy Isidas can STILL heal their allies equipped with other turrets. Sure, those enemy Isidas can’t hurt you, but they’ll buff up their Firebird, Smoky, Magnum, Thunder, Rico, Rail, Twins, Freeze, Striker, Vulcan, and Shaft allies who certainly can kill you. Oh, and I assume that module doesn’t protect you from any other turrets, correct? Well, be ready to take the pure force of up to 12 turrets killing you before you meet the battle objectives. Basically, I believe that gameplay with this module equipped is a downgrade from being able to be healed by allies. I can only really see this work for strong, independent tankers. But even then, these tankers would likely prefer having three solid protections rather than just one immunity and being vulnerable to twelve other turrets. How about this counter-proposal: allowing only 1 Isida player on each team? I can see that you hate Isida packs, but what about just a single Isida? Yes, game balance is always tricky, and certain trends in the game are just annoying to face. However, I wish to help you clarify your views on Isida.
  12. Huh...whaddayaknow: the RU Wiki had the right info on MU's. Thanks for your help, Hate! With my problem resolved, please close this topic. Still, I hope those responsible for the EN Wiki get a reminder to update their MU pages.
  13. I know, right? What is even more ludicrous is that I got these high Speed Up costs despite an ongoing 50% sale on Speed Ups!
  14. N3tralRE

    Let's Discuss Freeze!

    Depends on your preferences really. You can use Wasp or Hornet with Freeze for quick, ice-breathing gameplay all over the map. Of course, these hulls aren't the toughest, but these hulls' agility will give you the best chance to escape from danger as well as quickly hunt down targets. If you prefer versatile gameplay, and want a sturdy hull that is a bit fast, you can go for Viking or Hunter. Finally, if you want the most HP and want to dominate close-range fights, go for Mammoth or Titan. Keep in mind, though, that these hulls are the slowest, and with Freeze's short range, your tank will have some trouble in large maps full of longer-ranged turrets like Rail.
  15. N3tralRE

    My Unusual (or not?) Micro-upgrade Process

    Hello all. As the title states, the Micro-upgrade process for me took a bizarre turn. Upon logging in to get the special 2922 crystals, I noticed the 25% MU sales and decided to MU my LGC Modules (Tundra and Winter) by one step. Before MU'ing, my Winter module already had 3/13 upgrades while my Tundra module had only 1/13 upgrades. Then I was befuddled: for some reason, after MU’ing the two modules, the delay time and Speed Up costs for each MU was surprisingly longer than I thought. For instance, the Speed up cost for my Winter module was 11k+ crystals and the delay time was more than 2 days. According to the official TO wiki, however, that Speed up cost and delay time at step 3/13 should have been 5917 crystals and 1 d 5h 35 m respectively. If anything, the Speed up cost and delay time I got resembled the aforementioned parameters at step 6/13, but as I said, my Winter module was at 3/13. For my 1/13 Tundra module, instead of a delay time of 2 hours 33 minutes (according to the Wiki), I got a delay time of almost 5 hours, and instead of a Speed up cost of 510 crystals (according to the Wiki), I got a Speed up cost of around 1000 crystals. Now, I know Speed up costs do go down over time, but if the Wiki is accurate about the game, they shouldn't have been so high in the first place given my modules' levels (again, 3/13 for Winter and 1/13 for Tundra) Please clarify for me: is this an in-game glitch, is the Wiki wrong, or have I misunderstood, misread, or missed something? I have also posted the URLs to relevant screenshots of my MU’s for reference. Thank you for your prompt attention to this issue. https://imgur.com/a/OmxXW https://imgur.com/a/kjM81 https://imgur.com/a/ok3Og
  16. N3tralRE

    Let's Discuss Viking!

    If my memory serves me correctly, I remember the time that medium hulls were previously balanced as the following: Hunter was the fastest but had the least HP; Dictator had the highest HP but was the slowest; Viking was simply the all-rounder, and people surely liked Viking for that. Note that this was before the Tanki team started emphasizing a hull's power and weight. Seeing that M3 Viking now has the least power and weight among the trio of medium hulls, though, makes me conflicted as Viking is the most aesthetically pleasing medium hull in my eyes. In terms of application, Viking has less pushing power and is less stable than its two rivals. Sure, Viking is the fastest of the trio, but these two traits do take away Viking's aura of the all-rounder hull. Especially when high impact force turrets can jostle a Viking around more easily than a Hunter. To what degree I'm not sure, but you get my point. TL;DR: Viking is far from useless, but ever since Tanki changed the hulls' parameters around (perhaps trying to showcase Hunter and Dictator more), Viking just isn't the same. Then again, this is mere conjecture, and perhaps Tanki made their decisions on hulls' parameters for the better. Still, after witnessing 4+ years of drastic change in Tanki, I guess I'm just tired.
  17. Makes sense. Thanks for the tip!
  18. N3tralRE

    What to buy? Which is better?

    Admittedly, deciding on equipment is difficult and ultimately your choice. Still, seeing that you already have Isida M2, I believe you don't need M2 Freeze or M2 Vulcan as M2 Isida is a diverse enough and viable weapon that will help you towards acquiring M2 product kits. If you want to add an M2 weapon alongside your M2 Isida, though, I recommend going with a weapon you are familiar with like Thunder. If you are ready to make room for a new weapon in your account garage, though, just know that Vulcan is less straightforward to use than Freeze (whose freezing mechanic is good for CTF play). Should you go with Vulcan, focus on mastering its specialty: delivering constant firepower from a distance. As for protections...well, I'll just say that you should get M2 hulls and turrets before settling on protection. If you have enough crystals, try and go for an M2 double/triple module. I will also make an obligatory mention of product kits, which offer hulls, turrets, and modules together at a reasonable price. I would write more, but I think you'd be bored by my lecture. Anyways, I hope I helped! If I confused you though, I apologize; talking about equipment is really more complicated than one may think.
  19. I am curious about Tanki's afterburn mechanic that I'm sure all of us have experienced firsthand with Firebird and Vulcan. While the Wiki does provide information regarding maximum temperature, temp/sec rate, and burning time, the Wiki does not give any exact rates of burning damage per sec (or damageburn/second) that occurs once a Firebird fully ignites a tank or once a Vulcan overheats to max temperature. I've also looked on Tanki's Help Site, only getting back info about reducing afterburn damage rather than the actual quantity of afterburn damage. So, what is the rate(s) of afterburn damage in Tanki, if available?
  20. N3tralRE

    Let's Discuss Protection Modules

    Sadly, no triple module currently protects against that set of weapons. Some modules that kinda do (we're talking Griffon T-F, T-G, and T-H) only protect from Shaft, Magnum, and another turret except Railgun.
  21. N3tralRE

    What to buy? Which is better?

    Hello fellow tankers once again! Thank you DarknessAssasin123, atharva.s.jadhav, and sg97 for your pieces of advice! Anyways, I've kept thinking and playing until I realized that, well, I simply need a new turret for my "N3tralRE" account (and I do have a lower ranked alternate account to spend some time practicing). Smoky has been a good combat turret in battle for me in mid-ranged scuffles, and I am also happy to heal with Isida and provide offensive support via Shaft; however, I think one more combat turret will help cure me of boredom as I climb the vast rank ladder. As for what turrets I'm considering, they go as follows: If I am to get another turret, what are my best options? Thanks once again for your help!
  22. N3tralRE

    Let's Discuss Vulcan!

    Hello fellow tankers! While I was taking a break from Tanki gameplay, I have become curious about Vulcan's current state. I recall that Vulcan formidably dishes out 9001+ bullets that can harass enemies. Moreover, Vulcan best fits in the medium-low ranges, especially in open spaces. Sadly, from what I've seen, Vulcan's popularity kinda waned, especially with the rise of Striker and Magnum. Perhaps players wanted to blow up tanks in three shots rather than pump bullets into tanks. Certainly, Vulcan's rotation while firing is a key weakness that is easily exploited by enemies. Just to be sure, though, how exactly bad (or good) is Vulcan's performance in today's metagame? Thanks in advance!
  23. N3tralRE

    Let's Discuss Freeze!

    Hello fellow Freeze players! Over the last few years, I've seen Freeze's popularity drop, with players saying it has been getting weaker and less viable to use. Despite this, Freeze is evidently not dead, but I wish to clarify: what are the exact circumstances that are making the Freeze less popular? I ask this because I somewhat dig Freeze's specialty in slowing other tanks and their turrets to a crawl.
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