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Everything posted by r_I_already_won0
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But the Shaft can get them from across the map from anywhere, whereas the freeze has to be there in the right place at the right moment. And a railgun will not kill the freeze-hornet/wasp.
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I am just pointing out that a useful and skilled Shaft can be a huge asset to their team. I am not saying that it can do everything and is better than every other turret.
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You can buy an M3 module with firebird protection and MU it so it protects 50% against Firebird.
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I can't predict every single situation and neither can you. BTW my other account has Chiropractor kit so I am experienced with M2 Shaft.
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1. Don't worry, Vulcan will be re-buffed in a month or so. I can't stress this enough: Do not buy equipment based on how powerful it is, as you will be constantly forced to re-buy and things will be moved around. Buy equipment based on how you like it's playstyle and stick with it regardless of nerfs or buffs. I have chosen Freeze to stick with and I will use it however it is nerfed or buffed. And I will not be tempted to buy any other turrets until I have m4'd or near m4'd it. (except railgun later for xp/bp and other stuff, but I already plan on doing that.) It is key to success in this game to have a well-planned and laid-out buying plan. Ex "I will get rail m2, then Minotaur, then save up for m3 kit, etc." and avoid "impulse buying" based on how OP or "cool" a turret currently is, so you don't find time and time again yourself cheated out of crystals, disappointed, and frustrated.
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You kind of just proved yourself wrong. Wasp and Hornet should have the same hp, so you were using m1 or m2 thunder against m1 wasp, which is weaker than m2 hornet. At the m4, m3, or m2 level wasp's hp is greater or equal to hornet's so it won't be two-shotted or one-shotted with DP. Maybe thunder's TTK against a group of attackers is less but Shaft takes one of them completely out of action( instead of thunder which applies less damage to all of them,) meaning less enemy turrets firing at the defenders.
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I feel badly for you but next time just bring some tape and tape down the "x" or "y" key. It will ensure you aren't kicked.
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No, you are kind of dodging the question. I asked, would you be opposed to that system being implemented? The way tanki is playing around with re-balancing stuff, the self-heal will be resurrected sooner or later. :lol:
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Thunder cannot destroy, even with DP, a wasp or hornet in one shot. The statistics do not show this. The in-game experience does not show this. I don't know what kind of thunder you have or what kind of wasp you were playing against (maybe m1 thunder (strong) against m1 wasp (weak)). There is a very small chance that a Thunder will two-shot a wasp or hornet but over 95% of the time it will take three shots. I, with the help of others, have made extensive calculations on this. THunder's TTK any hull at any range is longer than Shaft. This shows something. And what good is damaging multiple people if they have isidas? You have to kill them in one shot, or they will be healed back.
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No My goodness what are you people doing??? You are talking about soccer. Football teams are like the Steelers and the Packers and the Giants. This is a nightmare. :angry: :( :( :( :( :(
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Thunder with DP cannot one-shot a full hp wasp or hornet. Two shots on DP isn't enough to kill heavy hulls. And thunder has reload time as well. And, you are assuming Thunder has a DP. What if the SHaft has one as well? They can take out Mammoths before they can get healed. I suggest you check out some of my tables on the Time-to-kill a medium hull at any range( and I'm working on the heavy and light hull tables) At any given range, against any hull, Shaft has a lower TTK than thunder.
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And what does this have to do with Shafts? Any person with any turret can block or bump the flag carrier.
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No other turret can do that. I guarantee you if there was a turret that could kill everyone on the map in seconds it would be much better than Shaft. I don't remember the last time a thunder was able to single-handedly break up an entire attack force, especially if there are Isidas. There are many advantages to being a Alpha Damage weapon instead of a DPM weapon as I said above.
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You have clearly only played with bad Shaft players.
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And this is why the devs sometimes treat us like kids who they have to condescendingly explain each and every one of their actions to.
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1. The person who is hiding with all their mines has a bigger chance of being sniped from afar then being reached by a freeze or firebird. 2. I said to you before, you have only seen bad Shafts. A good Shaft player will not spawn-kill enemies but kill the most important ones: flag-runners, attackers, people chasing their own team's flag-runner, etc. 3. The area damage is more than made up for by the massive amount of damage. 4. What good is taking the flag if your own flag isn't there when you get back? 5. Shaft is great for taking out those fully-drugged people that the others can't. Shaft's high one-shot damage means that even a RK will not save any drugging hornet. Most druggers wait until the last possible moment to press 1. Shaft's high damage means that they will be caught unawares on low health and die from one shot. 6. Shafts, when they drug, are OP. They can take out that pesky Mammoth-Vulcan with an Isida behind them that is killing your teammates. Shaft pops a DD, zooms in from a comfortable range, and one-shots that Mammoth before the Isida can do anything. 7. Shaft can single-handedly control a whole area of a map. It is true that many Shaft players only care about kills and K/d and not their team but as I said, those are bad Shaft players. Truly good Shaft players are a huge asset to their team. Whenever I use Shaft I'm always in first place, if I was there from the beginning.
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[Forum Game] Count until the Admin comes
r_I_already_won0 replied to Chicago-Whiteout in Forum Games
143 Mafioso got his dreams wrecked :( -
You have to achieve a perfect balance. I never said a team with too many Shafts is idea, 1 or 2 is good. It's simply not true that a mobile tank can do everything a Shaft can do. A mobile tank chasing down the enemy flag-taker has to worry about mines and other enemies, while a Shaft can pick them off even as they are right about to capture the flag. A shaft can take them down from across the map where other team members cannot get to them.
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1. If multiple people come then you could also say the Shaft's team has "multiple people". It's not fair to compare one shaft player with multiple people. It's not true a sniper will always be better replaced by an attacker. Some attackers just dive in and get themselves killed before they can do anything. I think you have just had a bad experience with snipers and haven't found a good one yet.
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Shaft is not OP. In fact it is the rarest and weakest weapon at the highest ranks, taking tons of skill and extreme reflexes to handle properly. I disagree with this idea for the stock Shaft, but: I would like to see an alteration that gives Manual Zooming. It could be an m3 alteration and you can change your scope and field of vision. However, the downside would be that it decreases the power of arcade shots.
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And buff the hulls so that TTK remains the same. As you perfectly said, people like buffs more than nerfs. +1. Perfect. :)
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That is impossible. The goal is to get the game as close to perfect balance as possible. The problem is that every time they re-balance stuff, they move it too much. Lets say the ideal and balanced damage for Vulcan is 400 (making up numbers here) Tanki comes out with Vulcan and make it do 550 damage. It's too OP. The devs see this and say "we need to nerf it". But they overshoot and make it do 300 damage, making it too weak. After about a month they realize it's too weak, and buff it again, missing the "target" again. It only results in players getting frustrated at all this "switching" and "messing around". Also, the decision to nerf a turret/hull is partly based on it's popularity. This is completely inaccurate for two reasons: 1. Most F2P players under Legend rank only have 1 or 2 turrets and 1 or 2 hulls. So if their turret is nerfed, they are forced to still use this turret. This gives Tanki a false impression that the turret is still balanced. 2. Some turrets/hulls, based purely on their playstyle, appeal to a larger portion of players. For example, hornet tends to be popular at the mid ranks not because Hornet M2 is strong, but because many players like being "fast" and "clever" and "strategic", as opposed to using a Titan. I would use hornet or wasp even if it was nerfed again, but this doesn't mean I think it's balanced, I just like the playstyle. Because more people use a certain piece of equipment doesn't mean it's stronger than the others. Firebird didn't need the nerf. It was already balanced. The thing was that everyone used firebird because it's good in small maps and small maps give you more crystals and hence they are more popular.
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