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Everything posted by wolverine848
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What Is Your Opinion About the Current State of Tanki Online?
wolverine848 replied to Maf in Game Discussion
Doing 1600 damage, regardless of protection module, every other shot is "okay"? For whom? The Rail user? -
What Is Your Opinion About the Current State of Tanki Online?
wolverine848 replied to Maf in Game Discussion
Agreed. I've been playing less and less over past 2 years. Have now parked one account. Have one alternate. Considering parking that as well. -
I've parked my main account (this one) and seriously considering parking my one alt. Every new update is dumber than the one before. It boggles the mind.
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With a Critical chance of 50%, ignoring modules and applying the status effect every 2nd shot, how can you honestly say having supplies disabled for 10 seconds is "more balanced" than before?
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Hopper? Hmm.... not easy for me to have sympathy for you there ... ? It's not just bad luck you see more Rail-guns. With the Critical damage, Rail, having 50%, means it is OP as it can ignore modules every second shot. I guess Crisis has been around long enough for it to become prevalent enough. I've seen plenty of those Gauss EMP augments as well - more than one would expect.
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You mean after-burn right? Cuz it does nothing about the main attack from firebird...
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You should have been more specific. Auto-canon is more potent now than stock, right?
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Ah... ok... figured there might be a drone involved. I mean, a booster could too. So it's not exactly the Critical (well - the bypassing module part is...)
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What hull? Critical damage is 1600. LCR is 2,240. DD is offset by DA. So... maybe a light hull I guess. Every 2nd shot...
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Where did you get this info from? WIKI has been updated for Armadillo module, but I don't see any references to Critical damage in the Spectrum text.
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Players have choice in MM. The ones who are seeing 50% modules should have at least 2 or 3 turrets in their garage. If they don't, it's crystal mismanagement or a decision to upgrade fully 1 combo. Either way - the end result is from that players doing. It's debatable why we have ODs, and Drones, etc. I don't think modules play a large part in that. IMO is cash-driven. Those items would have been added regardless of whether or not modules existed. It's the pattern TO Devs have demonstrated over and over. Introduce new powerful items to generate more income. There are fewer sources of damage at lower ranks because players don't have the resources to invest in them. They would have to choose between upgrading their current tank or buying one of these new sources of damage. If there were a multitude of sources of damage available BUYERS would benefit the most, as only they could afford to upgrade tanks AND buy these other items. Thank goodness Devs have not added many of those - yet. 4 protection modules? Might work - if ALL equipped modules suffered a penalty when that 4th module was activated. I had suggested this a couple times in the past. And why would you want Critical shots to bypass modules but do less damage. They'd be useless vs enemies that don't have a module against their turret. That is counter-productive and would not work well IMO.
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This brings it's own issues. long-range turrets with slower re-load should be able to one-shot up medium hulls - IF the targets chose not to equip a module. Even then, some still can unless the target immediately equips a DA. But immediately equipping a DA should not be the only solution - hence modules. As for homogeneous teams - well that's a strategic choice, is it not? If some of those players refuse to visit garage and make a change IMO it's on them. And popular turrets - well they are more often than not "popular" because they are potent. In many cases too potent. I regularly used high-end protection modules, and yet died quite often in battle. I don't claim to be elite at all. But neither am I a noob on the field. So how do you explain enemies having no issues killing me, even though I wear 48% modules? The game has so many ways to kill tanks quickly nowadays, modules do not present the impediment you claim. The current solution is NOT workable long-term, and many players will just quit. They've made all turrets have a built-in version of weaker AP (AP-light). And turrets like Rail and Auto-canon are just silly, with Critical (AP-light) happening way too often.
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Well, I have to fight against them too, right? But because I don't have the expectation of one-shotting every enemy I see I don't complain about them. There's a lot of turrets that can be considered alpha-damage. Fire, up close kills quick so that's alpha-damage. Same with twins - since RKs are useless there. You will get tons of complaints if the "alpha-damage" of players favorite turrets is lowered. Tons of complaints. There's what... 14 sources of damage? Some turrets deliver two types? And we only get 3 modules. There's absolutely no reason for players out there to complain about modules since you can't be protected against everyone. Neutering modules out of the blue, after players have spent millions of crystals on them is a crappy way to "balance" things.
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Actually, no, they are not.
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LOL... I only used one of those. After this update, there's no point in using even that one. The frustrating thing in all of this... Critical mechanics could have been introduced without touching the modules. Just figure out the % (Rail is a joke) and then assign fixed damage based that will give the same average damage as before the Critical mechanism. But no - they went ahead and tied the modules into the Critcal, for no real reason.
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They allow me to survive being one-shot by the very high damage turrets. You are a fan of being one-shot? They allow me to survive a bit longer period. THAT alone makes the game more fun. You like re-spawning every 30 seconds? Not me. I've invested a lot of crystals in them, and yes, they are a strategy. Some players don't go into hot-zones very often, and thus devote few resources into them as they are not needed as much. But I do, and the modules allow me to do this - take more punishment as I strive to get into the hot-zones. Not sure how you figure nerfing modules drastically at this point is either good, or even neutral.
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The players who cried about "too many high-protection modules" got their way. I know they are loud, but did not realize there were so many of them to carry this much weight. Re-spawning over-and-over again in 7-minute battles is just awesome!
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How can you not notice that you do 1600 damage every other shot, because 50% of the time you get to ignore protection modules? What more do you want? ?
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Fewer multikills - which is a good thing. But they should at least announce the change. I hate that they make changes and do not let us know. Very poor management...
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Just used Stock Gauss and it still has splash. Radius is lowered though as others have said.
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EMP rounds are not high-explosive (HE) rounds, which is what "splash" rounds basically are. Same thing for AP (armor piercing). AP does not explode. They puncture, even thick armor. So neither should have splash and they implemented it correctly. You want splash - stick to stock version. Change my mind.
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This was absolutely necessary. Long overdue for the EMP version.
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This is a problem unto itself - one the Devs created with the ridiculous experience boost.
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Maybe add one for "most hated"... as that may not be the same as "least liked"... as in user vs opponent...
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