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GunslingerMongoose

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  1. GunslingerMongoose

    IMPORTANT! Why won't you move Tanki X accounts to TO?

    In case any of you were wondering, this is how you get banned. In case OP was wondering, it's faster to just ask to be banned from the forum than to actually try to get banned.
  2. GunslingerMongoose

    Problem with controls on pc tanki version

    Alternatively, using your mouse will prevent keyboard ghosting from happening since aiming and firing your turret are done with the mouse, meaning the most keys you'll press simultaneously is 3 (WASD and Shift or a supply), preventing keyboard ghosting.
  3. GunslingerMongoose

    Ideas for Augments!

    Kinda hard to explain this one. Basically, think of it like this: You are roaming around, waiting for a target. You obtain a lock on on a target that was behind a 2 meter thick surface at a medium distance. You have exactly 5 seconds after obtaining a lock on to fire at that target (I.E. come into line of sight) or else the lock on disappears and you cannot get another lock on on that target for a few seconds. Basically at M4, a Gauss would do this: Obtain Lock-On (1.7sec) Maintain Lock-On until Fired or Expired (5sec) Same Target Lock-On Delay (3sec) For Long-Rod, the rank you put it at would mean that players are popping repair kits and DA's as soon as they take any significant damage. This makes the secondary set of damage virtually irrelevant, however I understand what you mean. Perhaps the splash radius with the alteration could be reduced by 50%, to prevent dealing massive damage to players who were just hit by a penetrating shot and then by splash damage. Also, sorry about the ranks thing. I'm not clear on how TO put what modifications at which ranks and at what prices, but I knew the old system and that was more familiar to me. Things have changed after I left and came back lol. I'm also saddened by the fact that my M1 Thunder no long has a more orange-ish tint to its explosions now because of that change to shell colors. T^T They should have left ballistic turrets alone since they don't have color mods.
  4. GunslingerMongoose

    Ideas for Augments!

    PinPoint: One of the key selling features of Gauss's Sniper Mode is the absurdly large splash radius of 20 meters. That's 1 meter smaller than Magnum's. I think instead of outright removing it, it would make more sense to cut the splash radius in half (to 10 meters), while still maintaining the potential critical hit effect. Critical hits can only effect the tank that the shot hit, and cannot affect tanks within the splash radius. Small Fire Rounds: I don't see a point to adding self burning damage to shots when the damage is being reduced by 20%. Ideally, reducing the damage by 20% would be enough to overall balance an alteration like this. Shockwave Rounds: God. Please. NO. Gauss has insanely high impact force in Sniper Mode. This is because its impact force is actually a culmination of 2 impact force ratings. The first is the rating of the initial shot impacting the target. This is 700 at M4. The second is the rating of the explosion's impact in Sniping Mode. This is 900 at M4. Combined, these two values make for 1,600 Impact force, the highest in the game. Your proposal would apply 300 more impact force, at 1,900. This can and likely will flip M4 medium hulls in a single shot. Considering M4 Gauss's turret rotation speed is 90 degrees per second, a reduction to 45 degrees per second would not be sufficient to balance the fact this turret could outright flip medium hulls in a single shot. Destroyer: This literally provides no appreciable down sides for a massive gain in damage. Sniper Mode shots are hitscan only, and an increase to charging time of 50% would make M4's Gauss's lock on time 2.55sec, harder an issue for players who can aim or are using heavy hulls. Black Hole: Again, this provides a massive gain in damage with no appreciable downside. At 250m/s, the shell velocity of Gauss is hardly difficult to work with, It just takes some practice to become accustomed to it. With 150% the potential damage, this would see M4 Gauss oneshotting M4 heavy hulls without DD, and that's not accounting for applicable splash damage, would could comfortably kill mediums and lights. Sniper Modification: I would actually use this. I find poor utility in the arcade shots short of finishing off tanks that didn't die to a sniper shot (pesky light hulls), however I would ask that an accompanying bonus also be an increase of 10% to damage. \ ColdFire: Just use Freeze...
  5. GunslingerMongoose

    Let's Discuss Hunter!

    Well, if it's any consolation you can hold LMB to infinitely fire weapons that have to aim otherwise (Shaft and Gauss) so you have that as an advantage. Also, Viking is a stable enough hull that it doesn't have as rough a time being knocked around as say, Hornet or Wasp.
  6. GunslingerMongoose

    Gauss 1 shots anything

    Instead of being mean, realize that I'm back after a long break (close to a year and a half) and inform me that such things as Duplet exist. The key difference between a Duplet Hammer and Gauss is that Gauss has infinite range in sniping mode and three or four times the range of Hammer in Arcade mode. But in terms of raw damage performance, Gauss is like a Duplet Hammer. Gauss also reloads significantly faster and doesn't have a potential to miss pellets and thus damage since Sniper mode deals all damage in one large chunk.
  7. GunslingerMongoose

    Ideas for Augments!

    What if, purely for the sake of simplicity, the healing function worked like Isida? I.E. aiming at an ally causes healing, and aiming at an enemy causes damage. There's no need for 2 buttons and this overcomplex feature. I should also mention the concept of a Shafsida has existed for a longgggg time, and has been turned down or ignored virtually everytime it was brought up. You should search for Shafsida in the forum search function, because if I'm not mistaken, I was the one who originally coined the term. /shrug EDIT: I forgot that the term is actually in Ideas for Turrets!, rather than actually here. Either way, it exists. EDIT 2: Here's the link to the post I made with the term. It's the only post with the term in the thread. http://en.tankiforum.com/index.php?showtopic=249967&page=125&do=findComment&comment=6292939
  8. GunslingerMongoose

    Let's Discuss Hunter!

    Roughly 5 or 6 kills + a 20sec wait. That's not bad considering the alternatives that TO could have added (no bonuses for getting kills and assists, and no drones that amp OD timers, as well as Dictator's OD not counting as a nuclear power supply for others around it) 1 sec charge time still exists, dingus. That 1sec charge means you're only going to fire 3 shots in that course of time. In a 1v1 Viking OD brawl, literally ANY other turret would win. And Railgun can only reliably oneshot light hulls, since almost everyone has DA up nowadays, making the DD effect from Viking's OD virtually irrelevant.
  9. GunslingerMongoose

    Let's Discuss Hunter!

    The few times I've used Viking's OD in a TDM or CTF with defenders, I've been able to land consistent quadra and penta kills. Viking's OD is also an instant "I win button" in a 1v1 brawl if you're using any single shot turret that isn't railgun.
  10. GunslingerMongoose

    Most interesting chat conversations

    Protip: you can right click Imgur images and then select an option that says something like copy image address and use it in the image embed function here on the forum, rather than posting a link.
  11. GunslingerMongoose

    Ideas for Turrets!

    Has practical applications for parkour and base defending (knocking attackers away/off bases and points). It's called Hunter overdrive. Grenade launcher would be neato
  12. GunslingerMongoose

    Gauss 1 shots anything

    If hammer could unload two shells in one shot, yes.
  13. GunslingerMongoose

    Ideas for Augments!

    I think when he says charging speed he means energy consumption. Just like Shaft when it's readying a shot, Gauss "consumes" energy in the gun in order to lock on and fire a shot. This energy is always 100 points, regardless of whatever turret has energy consumption. Because Shaft's one alt that increases energy consumption makes it charge faster, charging speed on Gauss would refer to its lock on speed, or in this case with lock on removed, energy consumption. For the exact numbers: M0 Gauss requires 2.2 seconds to lock and fire. This is an energy consumption of 45.45 NRG/sec M1 Gauss requires 2.05 seconds. 48.78 NRG/sec M2 Gauss requires 1.97 seconds. 50.76 NRG/sec M3 Gauss requires 1.82 seconds. 54.94 NRG/sec M4 Gauss requires 1.7 seconds. 58.82 NRG/sec. With a 20% buff to energy consumption, this results in: M0: 54.54 nrg/sec M1: 58.53 nrg/sec M2: 60.91 nrg/sec M3: 65.92 nrg/sec M4: 70.58 nrg/sec These result in a charging time of: M0: 1,83sec ~ M1: 1,7sec ~ M2: 1,64sec ~ M3: 1,51sec ~ M4: 1,41sec ~ Overall, +20% energy consumption is about a solid 0.3sec boost to the charging time for Gauss.
  14. GunslingerMongoose

    Let's Discuss Supplies...

    5 M2s for a F2P vs. 10+ M2+'s for a buyer See the problem here
  15. GunslingerMongoose

    Gauss 1 shots anything

    Gauss can oneshot many things But not everything. Gauss's average sniping damage at M1 allows it to kill M0 light hulls in a single shot, and M1 light hulls with one sniper shot and a second arcade shot. It can't even oneshot M0 medium hulls without DD, and even M0 heavy hulls can sometimes survive a DD sniper shot. That's an M1 turret being unable to pwn an M0 heavy hull, WITH A DD active. If anything it needs a buff <_<
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