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Everything posted by N3tralRE
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Hello all. After getting back in the game about a week ago, I'm now inches away from Major General and even closer to Lieutenant General and M3 Product Kits. One kit that I am considering is the Paladin Kit, which has two of my preferred equipment: Smoky and Viking. Of course, as evidenced in my profile, I also use Shaft and Isida, which both diversify my capabilities in battle. After seeing the M3 tankers, however, I've become more concerned about making the best kit choice, especially since my first M3 turret will be my only turret most effective against these high rankers. Besides seeing a fair amount of anti-Smoky modules, I am more worried about the bundled Paladin module Badger T-F. While the module certainly is useful in closer-ranged scenarios, I am afraid it does not help against popular ranged weapons like Ricochet, Thunder, and Railgun. On the other hand, I can always go for the Medic Product Kit and start with M3 Isida instead, healing as I've been doing for a while. Then there's Refrigerator and its M3 Freeze, which makes me curious since I have experience playing Firebird up to the high sergeant to low warrant officer ranks, and I'm admittedly a bit bored with my three M2 turrets now. Any helpful tips? Thanks in advance.
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Thx for the update! Grinding takes time, and so do those M2 battles. Thankfully, there has been some relief in EN 2 as my luck has turned around. Decided to play Isida+Viking in Highways with another Isida+Viking, and the combo proved to be sufficient against all the shafts, rails, and ricos trying to stop us! https://imgur.com/a/bm7cW
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I see...so perfect my sniping and find a hiding spot. From my experience, though, I like being a bit more mobile rather than camp in a hiding spot. Anyhow, though, I still have an M2 Isida as well as my main M2 Smoky. As of late, Playing as a smoky just exposes me more to the M3 Boogiemen. Meanwhile, being an M2 Isida, although not quite potent against M3's, does at least sorta help my teammates, who'd appreciate any health boosts. I suppose Isida and Shaft will have to be my new core weapons for now...
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Hello tankers. So after several months hiatus, I just got back into the game slamming myself against other tanks, and I'm having doubts about continuing the grind to Major General for that M3 Kit. Sure, making it to Brigadier is not that easy, especially in terms of grinding, but I find that the majority of all games I can play in feature the big boy Generals and Generallisimos. I try finding matches with ranks no higher than, say, Major General, and despite my successes here and there, I keep finding the big boys who, needless to say, crush everything effortlessly that isn't an M3. Granted, my M2 garage is not impressive (1/10 or 3/10 micro upgrades? Man, Tanki made many tweaks while I was gone cuz I thought there were like 50 total micro upgrades), but I'm already at 310,000+ crystals, and I know I can afford my next M3 kit in due time. Still, I also want to have fun, and I DON't want to wait for the perfect match just to get crumpled again. Oh well. Bottom line: Should I just slam my head a bazillion more times? Or should I restart or something?
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I take it you mean 200 damage, which makes sense since you seem to be making somewhat long-range shots (and Smoky's minimum damage range did get nerfed). And yeah. You certainly got used to Smoky, now keep using it (I've played Smoky the most myself). Back to your question about an attacking turret, depends on your preferences. Any turret can be an attacker on medium maps (i.e. Firebird on a Wasp is a beast), but for really large maps (Madness and Berlin), a Smoky, Thunder, Rail, and Vulcan are good to have. Similarly, smaller maps are preferable for the likes of Firebird and Twins. Now, I find Smoky to be more of a versatile turret, with its nice range despite its lower DPS compared to Twins and Firebird. If you want to attack with Smoky, you should really focus on shooting down enemies from a distance, away from the clutches of Freeze or Firebird. I would still recommend Firebird for a more in-your-face attacking style, but you should be fine if you stick to Smoky and continue honing your Smoky experience.
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Correction, NoobTanker18. Pre-update M3 Titan used to cost 241,500 crystals, and not 1.2 million. As much as Titan is super good these days, I am sad to see Mammoth lose its higher dose of HP. Seems Tanki wants to promote Titans, which are now basically Mammoths on Weight Watchers. Did you consult the "Global Update of game balance for Tanki Online" wiki page? That page contains a comparison of pre-update stats and post-update stats... http://en.tankiwiki.com/Global_update_of_game_balance_for_Tanki_Online
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Well! I'm glad to see at least I'm not crazy as a Shaft user these past few days. Every now and then, I'd be aiming at the top half of an enemy tank (i.e. the turret), and yet once I release the Space bar, the hit doesn't register. I proposed the following hypothetical causes of this weird occurrence: a. Hit boxes have been secretly altered...in this case, perhaps the hit boxes shrunk b. There is some in-game bug affecting Shaft that's causing these misfires. Either way, it looks like we Shafters will have to start aiming at the lower halves of tanks now. At least auto-aim arcade shots work...but if they didn't...
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Bumping this up. BTW, I now have 146,000 crystals, and I've decided to get the Paladin kit once I reach Lt. General.
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Actually, you can press fn+F5 to refresh on the Mac Tanki Client. I've used it before, and so far it works (no more losing crystals to random errors!!! :D )
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Since the new balance update, I've seen Freeze's new power and rising popularity. At the same time, I've been getting more and more bothered with facing Vulcan players. Granted, I only encounter them around 50% of the time, but they are certainly annoying with their sustained damage over a long distance. All this time, I've decided to save my crystals and keep playing without Vulcan protection. Additionally, as much as Freeze protection is nice these days, I more or less learned to deal with them with my Smoky and Shaft. However, just to make sure: would any Vulcan protection module that I can get now be a worthwhile investment, especially since I won't be getting a new M3 kit until Lieutenant General?
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That is a fair enough statement. Tanki obviously wants butthurt Isida fans to turn to drugs so that they can relive the days of Strong isida (y'know this sounds eerily similar to how people turn to drug abuse).
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I actually think the updated Shaft isn't too bad. Sure, it doesn't do as much damage as before, but it feels smoother to move thanks to the faster rotation speed and reduced recoil. In addition, the recharge rate does make up for lost damage. Still, maybe it's just me having a bad day, but on some occasions, I've noticed that I somehow missed my mark even though my laser sight was pointing at an enemy tank (I can tell since I have "show Damage" active). I must have been 5 pixels off or something...but otherwise nothing terrible from my end so far... Oh yeah. Isida chains aren't dead. Oh sure "10% SELFF HEALZ!!!!??!!111/ ISIAD DED!!!!11"...but energy consumption of the updated Isida is more efficient and Isida's damage is still something to worry about, especially in Isida chains.
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Hmm...Well on one hand, I_Already_Won is right: the M3 modules are the BEST modules to get. However, you, ZRichard123, have a LOOOOOONNNNNGGGGG WAY to go; specifically, you won't get M3 modules until the Lieutenant General and Marshal Ranks. So having protection in the meantime's not a bad investment at all. As for best Duo module, it's really up to where and how you play Shaft. If you like having an edge in long-distance sniper fights where Rail and Shaft dominate, consider having a Panda D-B M1 module. If you are more into engaging with Thunders, Vulcans, Smokies, and Ricochets, think about having a module with protection in those areas. Speaking of which, try getting a product kit available around your rank, since they have M2 modules. Honestly, it's up to you, ZRichard123. Hope I helped out! :lol:
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Hello ! Player is already BLOCKED!
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Leave your feedback about the new Downloadable Client
N3tralRE replied to theFiringHand in News Archive
Hello developers. After two weeks of using the TO Client on Mac OS X 10.9.5, I must say that the client performs relatively well. It's good to be able to jump into the game with all the assets already downloaded in the client rather than worry about saving the browser cache files for Tanki. There are a couple of things I've noticed, though. For one, all the in-game text has less quality in TO client compared to TO on a browser. Granted, the text is still readable and I don't mind it at all. What I do mind, though, is the "loading loop screen". It only happened once thankfully, but what happened was that I was in a Brest CTF battle, and my team was winning by a large margin. Then, I decided to change my equipment in battle, so I clicked on the garage. For some reason, the garage never loaded; all I saw was the loading screen for one minute while I saw the rest of the battle play out normally. Then suddenly, the game screen went blank, showing only the default game background. Seeing no refresh option, I quit the client and reopened it...once I logged back in, I found myself in the lobby...so much for those battle funds. I do implore you to resolve this issue as soon as possible. -
UPDATED — Photoshoot with Cedric on 15th Oct at midday UTC
N3tralRE replied to theFiringHand in News Archive
It is unfortunate that my time zone is currently UTC-4 (Eastern Time). As such, I was unable to even get into the photoshoot because: a) I was busy at my job around 16:00 UTC on September 22 (12:00 noon in Eastern Time) and I tend to wake up at 10:00 AM Eastern Time or later on weekends (in other words, I was still sleeping while today's photoshoot was happening). Oh well, what's the use of imploring? I'll just sound like a spoiled brat. Have fun with future photoshoots guys I guess ; I'll just conveniently miss the event...besides, you know what they say: you can't win everyone. -
Yeh. Make Bobruisk, Subway, Fort Knox, etc. more relevant for plZAyers again! Some plZAyers need more map experience.
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I see what you mean, with many Isida players more invested into Isida's self-healing properties for Rambo Offense purposes rather than Isida's healing properties for Medic purposes. On one hand, I'm not really bothered by the Isida nerf since I was more of a healer Isida than an attacker Isida. Yes, it sucks that Isida's damage is planned to be nerfed, but then again many hulls' health are planned to be nerfed. In any case, I'm willing to test out Future Isida and evaluate for myself its usefulness. Who knows; maybe the developers will change their planned nerfs.
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Well well well. Seems someone forgot Isida's other thing: healing teammates. But anyways: RIP Rambo Isidas. Your rampages and self-healing will be remembered.
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Assuming these global updates are implemented in the future, the Isida won't be unusable per se; just more underwhelming. I suppose Isida's nerf is a response to the OPness of current Isida, which is sometimes combined with drugs to make it difficult to stop thanks to the self-healing. Furthermore, I think Future Isida is going to be more of a healing turret (albeit weaker healz than before) and less of a drugging flag thief turret, and Isida will have to be a more supportive attacker. At least Freeze is going to be better, but we'll have to see...though I'm nervous about Twins and Vulcan, which are getting power buffs.
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I see. As I mentioned in my prior post, I did consider MU'ing Winter's protection gradually (a.k.a. one or two MU's per MU sale) to get 31% Thunder protection. After all, as you said, 30% is passable protection for those higher ranks, and I really do want nearly 50% Shaft protection. Besides, Winter's default 38% protection already absorbs more Shaft damage than any M3 module by default. On one hand, protection around 30-40% protection is already impressive enough, and a triple M3 protection module boasts 35% resistance to damage from 3 turrets. However, once I can get a triple protection module, I'm not feeling like getting a triple protection module with Shaft and Thunder: an MU'd Winter module can handle that. I'll think this over, but thanks for your advice anyways!
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I’m tempted to MU my Winter LGC and Ocelot D-D modules, and I won't be upgrading hulls and turrets for now (saving for M4 equipment). For Ocelot D-D, I’ll just MU it once…but I’ve considered gradually MU’ing Winter LGC over the course of future MU sales (basically, one to two upgrades per MU sale). After all, I may as well optimize Winter's premier Shaft protection to 40-50% as well as Winter's okay Thunder protection to maybe 31%. An alternative, of course, would be to wait until I can get a quality triple M3 protection module. It'd be nice to be able to absorb 35% of damage from three turrets..., though the total cost of MU'ing such a module is ALOT (900,000 crystals in total step costs) compared to Winter's MU costs (only 307,450 crystals in total step costs). Maybe I should just skip this sale and save for hulls and turrets...what do you guys think? For convenience, here are my current MU levels.
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@SHOAIB.ZAFAR Thanks for the little guide! I too run a Macbook, and I was glad I was able to reinstall Flash Player v.22 to play Tanki normally again!
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