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Everything posted by Tani_S
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Thank you for the creative solution. The Min. Splash damage radius of Rico's alt. should be corrected tho, because it was posted that it has 7 m and not 4 m like Twins. Thanks!
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Awww, these memories :wub:
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Right
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:ph34r:
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Give the ability to remove clan chat messages of lower ranked members to the clan leader and the commanders.
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What makes you Mad in Tanki? Things you hate/like in the game?
Tani_S replied to Ditzy-Dip in Archive
When an equipment part, i.e. a weapon, is nerfed by the developers then it gets weaker. It's the opposite of a buff. -
^Alright, thank you for the response and thanks a lot for providing this summary :) I got another interesting passage tho :ph34r: Is Hazel talking here about rating battles or will this mult-free zone be another format?
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Does anybody know what that means? Will the "old" in-game clans stay with a standard maximum of 12 players or will it be expanded for them like let's say to a 16 player limit?
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Patch Update #439 - Balance Changes, New Alterations and Bug Fixes
Tani_S replied to theFiringHand in News Archive
@wolverine as a Twins player you have to decide, which M1 alteration you want to equip. You can only take one alt. of the same m level at a time. -
The splash values were posted in the announcement thread. @Galaxy I just looked up Striker's wiki. Could you please rephrase "Max damage radius (m)" into "Max splash damage radius (m)" and do the same for the min. damage radius (so that it is consistent to the Thunder table)?
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Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tani_S replied to theFiringHand in News Archive
The damage per shot of the stock turret and the M2 alt. is exactly the same. The reload time between shots is/was like this: Stock Hammer postupdate Basically you can compare the reload time between shots by the stats of the charge time, which is the time it takes to unload the magazine = (number of shots in one clip minus one) multiplied with the reload time between shots). The damage per shot is a rather fixed amount, because you can remember that a light hull needs 2 shots, a medium 3 shots and a heavy hull 4 shots. Because of this structure they don't change this parameter. I think players with M3+ Hammer used to have the M2 alt. as long they had enough crys to buy it, because it was simply better, especially with drugs. With Hammer M4 & M2 alt. on DD you could make 10,710 damage within 7.6 sec. In general there is nobody left to be killed so, the longer mag reload wasn't really important. The main advantage of Hammer is that it can have a high damage output in a small time frame (just like Ricochet, but it has / well used to have other mechanics and a bigger range), so it can kill light hulls almost instantly. A big disadvantage was the need to reload the whole mag to kill heavy hulls, but with the alt. you don't have to do it anymore. Right, since Hammer became more popular, there rises also the number of Hammer modules, so the M2 alt. is better in this aspect. From what I have heard and experienced, IMO the rebalance nerfed the light hulls in comparison to other hull categories (because of the speed nerf). This lead to a stronger focus on Viking/Hunter and Titan, so that is another point, which let the M2 alt. perform better. I wasn't playing much recently tho. And if I did, I tested more with Isida, because I was kind of frustrated of the recent damage nerf. I learned now that this and the different consumption rates for the Isida modes, together with the added Ricochet effect, the more varying pellet spread and the longer magazine reload for Hammer, are understood as elements of the new TO philosophy to raise the difficulty level of some turrets and make skill more important. By the way, IMO that is also why there are so many splash damage turrets now... I added the columns you asked for, on the right side of the table, but I don't think it gives much more information. Note that all stats are M3 stats. Anyway, when I played Hammer, I only played with both alts. equipped. From my feeling I'd say I can kill less with Hammer than before (surprise surprise ^_^) , but the nerf for Hammer as a whole was less than I expected in the weeks before the update. I have an offensive style with Hammer and I unload the whole mag while I go into the enemy base and take the enemy flag. Sometimes I can use the additional shots to kill enemies while I am on my way capping. If there are too many in the enemy base I stay in a distance of 20-30 m and siege them while shooting all my shots and then I go in cover again. For this way of playing, a stock Hammer would be less useful, I think it is better when you do need to cover this much and are more actively wandering around (and maybe with closer contact to the enemy - so no slugger alt. equipped). I'm sorry for the long text :huh: but I hope I could explain to you why I still prefer Hammer M2 alt., as it is the right mixture of higher DPS (compared to other turrets) within a decent time frame. -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tani_S replied to theFiringHand in News Archive
What do you exactly mean, do you want to compare Hammer with other turrets or compare stock Hammer with its alteration? -
Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tani_S replied to theFiringHand in News Archive
The changes to the reload time between the shots and the clip reload made the stock Hammer to be less weaker compared to the M2 alt. It makes it more useful in more situations, but I think I will still prefer the M2 alt. The reload between the shots takes longer for the M2 alt. after the update than before. You can check the stats here: -
I'd say Thunder - Smoky - Rail.
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With M2 and high caliber ammo alt and 10/50 the average damage is 1179 and the damage per sec. is 183.
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Seen from the damage counters you make a damage of 130 in a quarter sec. 130 x 4 = 520, which is about the M2 damage rate per second. Damage rate and healing rate is different in numbers, check the wiki for the stats please. The healing counter has to be multiplied by 4 as well to get the healing rate per sec. So everything is fine.
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I tested the new Rico M2 alt. on the test server for a short while and IMO it is not worth it, because 1) the Ricochet effect is much more important to Rico than the added Splash damage. If you can't hit a tank directly, the ricochet effect is better to deal indirect damage than the splash damage. I would think it is good for direct attacks/raids on the enemy base (where tanks are crowded) without cover, but in overall game I expect the stock turret to be the better performer. 2) it basically has 2 drawbacks (Ricochet effect and self-damage) and only gets splash damage as an advantage. 3) it costs 100k crystals. On the other hand if you already have Rico and no Thunder, it is a cheaper option to get a Thunder (also with a higher Time to kill, but therefore longer reload after mag is empty).
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Livestream with Cedric and Hazel-Rah - DATE & TIME ANNOUNCED
Tani_S replied to theFiringHand in News Archive
I really appreciated the stream. It is very valuable to see the bigger direction, where it is going and the backgrounds for it. It's a lot better than getting hit by earthquakes on a weekly basis. Arty looks like fun indeed :wub: -
Livestream with Cedric and Hazel-Rah - DATE & TIME ANNOUNCED
Tani_S replied to theFiringHand in News Archive
There is also another tradeoff: You cannot use the other M1 alteration that is pretty good, at the same time. -
Livestream with Cedric and Hazel-Rah - DATE & TIME ANNOUNCED
Tani_S replied to theFiringHand in News Archive
When talking about ideas, Hazel said, that they shouldn't be a solution. They wouldn't listen if players come up with a way to cure it. Isn't an idea always a solution? Should we then close the whole ideas section and just talk about Problems and Issues to optimize the workflow? -
I wouldn't worry about its balance. I think we can be sure, if you are able to hit the tanks well, it will do a massive damage compared to a short period of time. The question is if you can achieve this :) Just for your info, I found a very old archived thread from 2014, where Hazel already talked about the arty. If you want to get more info, just check the Vlogs.
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Dynamic filters for every battle setting would be great :)
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Patch Update #441 - Changes to Isida, Hammer and Shaft, and other changes
Tani_S replied to theFiringHand in News Archive
As this is a cone mechanism and not an auto-aim mechanism, making a different vertical cone compared to the horizontal would make the mechanism less consistent/standardized and that this will happen is rather unlikely. The cone nerf should get people to buy the M1 alt. (pattern of getting preupdate stat by alt.), but you have to consider that this one got nerfed by a -10° cone as well, so it's still not really convincing. Isida's damage mag got nerfed and it is true that you have to choose now which mode you want to take, as you cannot use both efficiently. But basically there is not much to choose anymore, because you are not competitive with a short-ranger turret, that can just kill one tank and then wait a long time again, especially if you are not even able to damage multiple tanks at once (unlike Freeze and Fire). Isida was not and will not be able to compete with Freeze and Fire. As the so called vampirism is now removed and as it has a very limited range and as Isida is no stormtrooper, it doesn't make sense to go for a distinct attack. But if you still do it, then you better take a light hull to be able to either retreat quickly to reload again or go for a purposeful suicide attack in order to not waste your time reloading. To me, healing seems to be the only real option for Isida that is left. And by chance it is an alteration that is better with it here (OTOH you have be sure that you don't need to damage someone if you take it). Isida used to be a turret that if it advanced forward, then it came together with other tanks (for healing purposes), which means in general that it survives longer, which also means that you could unload your mag, especially if you mount it on a Viking like I do. Now it doesn't make much sense to switch between the modes, though I'd expect a two-mode-turret to be particular powerful if the two are combined, like it is with Striker. -
Was the record done with Freeze M2 50/50 against warrant officers? ;)
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Alright, I understand you, it was just an idea.
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