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Tani_S

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Everything posted by Tani_S

  1. Tani_S

    Lower Ranks ---> Better Container Luck

    I think there is a cognitive bias regarding the containers for the different ranks, but the probabilities now might be different compared to some months ago, as i.e. the World cup colors were introduced as well...
  2. Tani_S

    ★ Tanki Online Wiki Hub ★

    Memories tho :o :wub:
  3. Tani_S

    Let's Discuss Twins!

    When I use the long-range alt. I am constantly moving around and keep shooting. If they survive pretty long, then I move backwards and continue shooting. Having such a long-range self-damage is less of an issue than with the standard turret. The dangerous part is when someone sneaks in from behind you...
  4. M2 alteration for Twins + Ricochet bounce effect - -25% damage Idk if that is balanced tho :D
  5. Tani_S

    Let's Discuss Twins!

    Both alterations have their clearly defined role and that makes them so powerful. The standard turret is mediocre and stuck in the middle of those two. When you have taken away self-damage you can take a Titan and sit on your flag, so others most of the time need to get near, but they barely have chances against you there. When you play with the long-range alt. Twins is a completely different weapon, as you can shoot from mid-range and have a lot better targeting precision, which is surely better than the +20% compared to the standard. Twins could only have such a high damage output because it used to miss a lot of shots due to its mechanic of low projectile speed.
  6. Tani_S

    Let's Discuss Augments

    In general I think there should be some balance changes regarding the alterations: Twins alts. are too strong. Long range alt. is changing the turret's mechanic too strongly, so the advantages should be rather around +50% or +75%. For the other either the reload or the projectile speed should be reduced a bit, whereas the standard turret should stay the same. Rico M1 too strong (when you see numbers like +100% it is no wonder tbh) Rico M2: not very useful, but don't know what to change... Isida M1: the range cutdown is too strong compared to the benefit Isida M2: damage cutdown should be around -40% or lower, but not at -50%. There are not many occasions when Isida's tank is empty because of healing and moreover it is nearly a waste of time to heal when you only get max. 5 battle points for a healing. Vulcan M2: for long-range though longer overheating time it's rather bad as other turrets perform better (i.e. Rail) in a peek-a-boo mode and for close range though shorter barrel startup and slowdown time it is rather bad as other turrets deal a lot more damage per sec. I think it needs more damage. Heavy capacitors (Shaft's M2 alt) should get at least +5% more damage. For now 3000 + 30% gives you 3900 dmg, which is not enough to kill a heavy hull (up to 4000 hp) with one shot. The charging time is just too long and the general slowness of the alt. is less to make up for the damage boost, it gives. The normal Shaft is already able to kill a medium hull with one shot, so there is no real benefit to get this alt and you lose a lot of flexibility. The other alterations are more or less fine imho.
  7. Tani_S

    Let's Discuss Twins!

    Both Twins alterations are too strong compared to the standard Twins and to other turrets :(
  8. For people with 15+ min waiting time, I'd suggest to implement Chess :D
  9. Tani_S

    Ideas for Turrets!

    It is not so much a question about Smoky and his critical shot, it is rather a question if special abilities (Afterburn, Freeze, Splash?, etc...) in general should be excluded from protection modules. Also some guns have special abilities whereas others have a second mode instead. I think they shouldn't be excluded, because it would be another nerf for protection modules, like the introduction of every new turret has been one.
  10. Tani_S

    Episode 176 of the V-LOG is out!

    Looked like a bug in Juggernaut, but I am just speculating...
  11. Tani_S

    Ideas for Turrets!

    Gameplay > Realism Twins got splash, Rico got bounce effect. You could argue now that it doesn't make sense that Twins got no bounce effect.
  12. Tani_S

    Ideas for Turrets!

    Freeze probably got buffed because there were less freeze modules around than for fire.
  13. Do you eat all the time? :D I usually surf in other tabs, checking news and mails, etc
  14. Tani_S

    Matchmaking is coming May 29th

    Equipment is one thing, supplies the other. I've seen people with about the same rank losing badly, because they don't use drugs. Supply usage really needs to be taken into account.
  15. Tani_S

    XT-Skins, Drones, Balance Update

    Ahh great thanks. It works now :P
  16. Tani_S

    XT-Skins, Drones, Balance Update

    For me the current tank graphic is not showing in Chrome at all. It works in other browsers (FF, IE) tho.
  17. Tani_S

    Ideas for Turrets!

    One could do it in both ways in order to balance it out. On the other hand it would make Magnum less unique and more similar to Shaft.
  18. Tani_S

    Predict the 2018 rebalance!

    There are not many Striker modules around, so Striker could get a buff...
  19. Tani_S

    Episode 176 of the V-LOG is out!

    Meteorites :wub:
  20. Tani_S

    Matchmaking is coming May 29th

    In my opinion some aspects of the groups need to be improved. However, keep in mind that ideally and independently from the used system there should be no or only a small fluctuation of leaving and incoming players in the battles. Well, strictly speaking there is not a binary choice regarding locked out equipment, but there is a very big gap between a "normal" use and the way how non-buyers are able to use it. Waiting for a 'drone moment' to equip and unequip them is hugely inconvenient. To reflect the conditions in the game it would make more sense to swap the mechanics: activate regular drugs automatically (maybe set a personal queue choice) and activate drones manually. I doubt that you can predict the need for a drone moment properly and that this would be a profitable way on the long-term view. Also those that only use it sporadically probably won't spent about a million to MU these things. When we look on it for a normal/automatic use, I estimate that, even if there were 50 % sales on batteries, you could only make up for the cost of 1500 crys per battle when you got doubled rewards by premium accounts. Drones are a pure p2w element, which you can also see at the point that they have got no modification levels. At their unlock rank, e.g. at WO1 you can let a Mechanic drone leverage your RK to give +500 HP to you and your teammates within an area which is 2.5 times as wide as the Overdrive area.
  21. Tani_S

    XT-Skins, Drones, Balance Update

    Not gonna happen also because the Overdrives were introduced into the hull description lately and the mobile version has a placeholder field ready for every hull's overdrive.
  22. Tani_S

    Matchmaking is coming May 29th

    Non-buyers are more or less locked out of the drones equipment. Well you could say that they get batteries by mission chains, but being able to play 3 rounds with drones per week as a Legend is very restrictive. The only way to use drones with a chance to profitability and scalability is to buy the battery packs in the shop. In contrast to that, the crystal price for batteries is working like a fine for trying to get buyer equipment.
  23. Tani_S

    ★ Tanki Online Wiki Hub ★

    I didn't get what the effect marked in red will do, could you explain, please? I'd think that the RK either heals you completely (except of Juggernaut tho :D) or it stops as you got hit by someone, so I wonder what the purpose of this is.
  24. Tani_S

    XT-Skins, Drones, Balance Update

    And with freezing you can avoid damage. Afterburn is not really measurable and is dependent on the situation, so is the Freezing.
  25. Tani_S

    XT-Skins, Drones, Balance Update

    Getting only a third of the battle score for healing a full tank in normal battles compared to a kill, tells me something else.
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