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r_I_already_won0

Tanker
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Everything posted by r_I_already_won0

  1. r_I_already_won0

    What to buy? Which is better?

    No, just try playing on different maps. The extra crystals gained in Polygon does not cover for a full M2 turret and consequently ruined (or at least significantly ******ed) account. During Christmas pack some MUs on your favorite hull. -unless you are a heavy buyer?
  2. r_I_already_won0

    Your best battles?

    If we're talking K/D here, I'd say my absolute best was a Massacre TDM using Viking-Striker. The key? A personal isida slave that stayed a close but safe distance behind me (avoiding splash) the entire battle. Went something like 55-0. I was on the ridge between the RK and DA drop zones. It also helped that the entire enemy team was composed of Mediums with medium/long range guns. The nice thing about using Striker in Massacre is that the lack of clear obstacles makes it very hard for others to shake a lock. Only Shafts and Rails can take us out and for this battle the 1-2 of them were utter noobs.
  3. Thunder and Shaft at the top, Isida near the bottom. LOL. :mellow: :mellow: :mellow: :mellow: Is this some 3-dimensional form of ranking?
  4. r_I_already_won0

    Dear Love

    1. Refer to my previous post. 2. It's not. It can come across as so, though. It's not a huge problem anyway because I take up this issue in many hugely successful YA pieces.
  5. r_I_already_won0

    Dear Love

    By doing away with an objective ranking system you do away with any ability to figure out the truth. By claiming everything is reality in its own way you undermine the ability to look at all of them and make judgments from afar. It's like the power to "see through" things. When people say that they would like to "see through" objects, the purpose is really to see the thing behind it. Nobody wants to "see through" things extending to infinity, otherwise you wouldn't see anything. You want to see through the brick wall, not the people behind it as well. ;) When you say that there is no evil or good and everything is subjective, then your own revelations become subjective itself.
  6. r_I_already_won0

    Dear Love

    This statement in itself presupposes an objective vantage point. Stick with "real life is infinitely complex and with many shades of gray" and you'll be fine. I liked the piece. It would fit nicely into the end of a novel- too bad the font can't be changed. If the language was changed to an older and more elegant form of english the sentimentality would seem less forced. :)
  7. r_I_already_won0

    Let's Discuss Isida!

    Short for Overpowered.
  8. r_I_already_won0

    Ability to chose targets

    Hmm...Would really be nice with Striker if there was an ability to override the A.I. trying to auto-lock onto another enemy in your line of fire. But I do think the gameplay is fine now and part of the strategy is hiding behind other tanks while running away. And how fast, realistically, could you do this when a flag-runner is disappearing around the corner?
  9. r_I_already_won0

    Let's discuss Wasp!

    Agreed. But I'm not sure that the developers aren't aware of this. The latest two turrets released are both anti-heavy tank turrets. Splash especially is generally more effective on clusters of heavies and mediums. Both Striker and Magnum have a functional delay that gives light hulls leeway- Striker's lock and Magnum's shell travel time. In addition, lights are hard to target even with Striker's arcade because of the alternating shots. One thing to make light hulls more aggressive is to take away the <loss of a kill> function that happens when you self-destruct ONLY from the Delete button. This way players are less wary and cautious about charging in and potentially flipping. The light-hull gameplay becomes enjoyable once more.
  10. First 4 are great. :) 100% agree. I might personally move Hammer a bit lower but they're all there that should be. The last 5, not sure. Shaft seems stronger than Freeze in the hands of a skilled user. Striker is probably weaker than even Vulcan because of the useless lock-on and alternating shots.
  11. r_I_already_won0

    Let's Discuss Vulcan!

    I had the same situation, but this time the Vulcans were easy fodder. With Vulcan, if you find yourself out on open ground against a peek-a-boo enemy, the best bet is to shift your position. Otherwise you only have two options- 1. To continuously fire at the spot where the tank will come out. This only reliably works on heavy hulls as the overheating can become fatal. 2. To start and stop firing every time the tank peeks out. Can be improved with skilled guesstimation at the opponent's timing but Vulcan's warm-up time makes this deal out negligible damage. On Rio, I was on the Blue side facing down 3 Mammoth-Vulcans on the Red Side. They fired down the highway by the beach, but it was very easy to kill them with Striker. Even though the damage was tripled, three times a small amount is still a small amount, especially at that range. Splash damage made the peek-a-boo a viable option and they died often. Now the one time I tried to lock a salvo down, they fired as they retreated behind cover, leaving me with less hp and them still fine. Sure Vulcan can be nasty especially on open ground but 1. Short range guns can circle it (freeze) 2. Long-range guns can peek-a-boo as described above. 3. Medium range guns can out-DPM it. It's pretty team-dependent. With Isidas and a good position it is the almighty god of the battle, but I've never had big problems with a Vulcan drugger. I think of Vulcan almost like those slow, big-hitting Tank Destroyers in WoT fighting mediums. Wherever they turn all the targets fade away. But from afar the damage isn't reliable. Smoky, Thunder, and Twins are far more lethal on drugs.
  12. r_I_already_won0

    Let's Discuss Shaft!

    Well, I never mentioned that it should be a one-shot. That should be reserved for lights IMO, not mediums. Alteration would reduce damage. But I also disagree with your assessment as well. You dislike one-hitting because there is not much fight. Personally I think the opposite- it is one-hitting and the like that gives the gameplay a high skill ceiling. The thing about most guns (let's use Twins as an example) is that whenever you fight someone decently skilled, you're both going to lose a lot of health, whether you win or lose. That means even the best of player cannot go long without dying- because everybody he runs into will take away nearly as much of his hp as he did to them. This turns the game into a boring arcade-style meatgrinder. But with some guns, it doesn't matter how damaged your own tank is, you are still just as effective. Railgun is a great example of this and probably why it is considered such a "touche" and fun gun to duel with. The skill in an encounter matters more than who went in with greater health, i.e. you can be at 2 hp and get a 10+ killstreak from across the map. Shaft wars and Railgun wars are quite thrilling IMO. Now of course this might be a minority opinion- but the fact remains we don't actually have any sort of sniper in TO. The gameplay is certainly fast but faster F2P games do have sniper roles, although those are the ones that require the most skill. I think M4 Smoky critical on Double Damage is about the same as an M1 Shaft.
  13. r_I_already_won0

    Questions & Answers - FAQ - Tanki Online Forum

    Forgot about this for a while- Do kits go on sale? I remember that last year, I bought a kit on another account. It was discounted because there was a turret sale that day. Does this happen anymore?
  14. r_I_already_won0

    Let's Discuss Shaft!

    Smoky can't reliably fire unnoticed from a distance- and it deals its damage in installments. Of course Shaft isn't worthless- IMO is still the best weapon for pure kill count- but it is far from strong/overpowered. The above is a less extreme form of my reaction. :P
  15. r_I_already_won0

    Let's Discuss Shaft!

    Recent update took that away, but you have to be completely behind cover or another tank for it to be noticeable. Well yes, Shaft is definitely easy to get kills with. But on the other hand it is much harder to capture points and flags with, The biggest thing to keep in mind is that Shaft is also easier to kill than Smoky. Up in the high ranks good old "camping" is not a particularly strong strategy unless there is a strong team to keep enemies distracted, especially with the rise of Magnums and strikers that love to see that immobile target. I think there is some sort of "gap" in Tanki's weapon servings- there is no "true" sniper. Particularly since tanks are much harder to camouflage than humans, i.e. they can't hide in bushes or windows. We need a return of the "nasty stealth sniper" with enormous room from upcurve and downcurve and no laser. RN in the game there is no gun that can patiently wait and then land that instantaneous shot. Obviously with matchmaking that gun becomes niche and very specialized in its role, but that is the point of alterations anyways.
  16. r_I_already_won0

    I need some help

    Thanks @Sliced for sharing your story with us. The school is a must and nonnegotiable. Every year of more schooling that you attend, more job options open up for you. Hopefully you'll be able to craft a nice resume after a few years. Upload it to sites that help potential employers scan for digital resumes and applicants, such as Monster.com or TheLadder.com. Most employers use the internet to procure potential employees. Speaking of which, make sure all (if any) of your social media reflects the image you would like to send. It will be looked at. It's important to apply for jobs even if you don't think that you meet all the requirements. Many, such as subway operators, gas plant operators, mail-delivery superintendents, power line installers/repairers, commercial pilots, and elevator installers, offer substantial and long-term on-the-job training. All of the above do not even require a bachelor's degree, as well. Some start out low-paying but advance towards very high salaries given experience. (We're talking median salaries of 75k a year.) 1. Graduating from high school. 2. Waiting to get married until after 21 and do not have children till after being married. 3. Having a full-time job. Follow the 3 steps above and you have only a 2% chance of falling into poverty. So I'd encourage you to do a lot of looking around. There is a large chance that you haven't investigated many potential careers for yourself. It doesn't have to be unrealistic. And remember, you are legally an adult and can control your own future. I'm not very good in the personal relations department but previous posts have offered good advice there. :) Good luck!
  17. r_I_already_won0

    Other Team Gets entire battle fund?

    I've actually seen this before where the other team didn't receive any funds. Is it just a glitch in the TAB or do they actually receive zero crystals? Should have taken a screenshot.
  18. r_I_already_won0

    Does paint affect which player you attack?

    To the OP's question, a resounding YES. Drugs and a shop paint? Bring it on. Never met a drugger I couldn't kill over...and over....and over again. It's why I started using Freeze to begin with.
  19. Oh of course. Never said I spoke for "most" or the "majority" or the "consensus." Merely stated that this is what a lot of players believe- that's objectively true. There's a lot of feedback coming in and it is great. :) Changes- Smoky: Balanced. Twins: Too strong. But here's a question: When evaluating a turret, do you consider the user to be always on drugs? Of course the drugging Rico will win against the semi-drugging Smoky.
  20. But again, the proof is simply inadequate because you would need a skilled player in every turret to post their best results, and there is no way to tell if any player is using a turret to its potential. If you post an image of a player getting 40 kills without drugs, using Freeze, it doesn't mean Freeze is overpowered unless you can prove that the result cannot be replicated with any other turret in the hands of a skilled player. And as I said in another post, luck has a lot to do with it. Personally I never buy a turret because a single person posted an image of them doing well with it. Analyze the stats and simulate it, watch how it plays as M3 and use it on the test server as well.
  21. Still doesn't work. Independent results by skilled players are never adequate to measure a turret's performance.
  22. Surprising. It was more an amalgamation of the attitudes and opinions of many players than my own observations. Of course opinions will differ but I have seen these opinions and views expressed multiple times on the Forum, in battles, and in the Chat.
  23. However it's important to realize "strong" and "weak" are relative terms. Once everything becomes "weak" well that then becomes the new balanced. I've heard in succession that Rico is weak in drugwars, Smoky is weak, Thunder is weak, Railgun is weak, Hammer is weak (!?) , Striker is weak, and Vulcan is weak. Even heard Freeze. Now, Smoky on drugs is a pretty nasty turret- there's not much doubt about that. And Fire's afterburn more than makes up for the extra fuel freeze gets.
  24. Got some time to kill so I thought I'd just put out what a lot of players are thinking (at least for M3): Firebird- very strong in close range, but with maps being expanded for 10 v 10 there's a lot of room for retreat. Verdict: Balanced. Isida: Damage is higher than Firebird, and does not lose damage over range. It gains a lot of xp from healing as well, which should be its primary function, but it's now a good idea to use Isida as an offensive weapon. Verdict: Too strong Freeze- even in low ranks it isn't that hard to counter as its damage isn't ridiculous. In high ranks the freezing effect simply takes too long to take hold and there is no point. This is why freezes tend to have the lowest d/l and an Isida or Firebird is almost always a better option. Verdict: Too weak. Hammer- balanced. Thunder-balanced. Twins - balanced. Ricochet- strong with impact but loses potency in drug-wars. Balanced. Smoky- works well on any map. Can usually beat any other turret in a 1 v 1. Dishes out tremendous amounts of damage and the impact is maddening. Verdict: Too strong. Striker- Salvo is nice and works well in certain situations, however, arcade rockets are far too easy to dodge. Since they're the primary mode of fire, they should be a bit more effective. Thunder is often a better option and striker is very team-dependent. Verdict: Too weak. Vulcan- feels like you are "tickling enemies." Far too much time for opponents to run away. Damage at range is so weak they can practically sit and wait with you firing at them nonstop. Verdict: Too weak. Shaft-you can easily escape their vision to sneak up on them, and the turret is rather team-dependent. Verdict: Balanced. Railgun- Slightly too weak, but primarily because of the abundance of protections against it. Worth it at least for format battles. Magnum- splash damage is tremendous. Operates well in close range as well as long range. Ability to camp at the very corner of the map and disrupt an entire defensive setup. Verdict: Too damn strong.
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