-
Posts
37 -
Joined
-
Last visited
Reputation
30 Good-
alright well lets flip the coin, i like to play alot of "pro battles" (battle list battles) because they arent as full of p2w's and people who have the money for infinite amount of supplies. despite the lack of map variety, i find them more fair. however, dictator is way too powerful in them, even on supply battles. since pro battles are generally longer than match making battles teamwork is more of a thing, the dictator just boosts the entire team and there is nothing thaty can be done when an entire team of fulls supplied and ovedrived players storm your base. the only thing you could do is flank and try and take their flag, but then you will still be met with an army on you way back, the only thing you are doing is buying time that often your team doesnt make use of. the freezeing isnt a big problem or anything, its just the principle they keep adding mechanics to it just to make it popular. thats not the way to make something popular, you wait for the people who like it to make use of it, and other players will learn and follow. but now i just see dictator as too much of a benefit o the team who has it, for example who is going to be more useful (assuming they are the same skill level), a viking with a super long od recharge, or a dictator that boosts everyone elses od by 50 and has a shorter cooldown than viking. obviously viking is only 1 example but the way i see it is that dictator offers more to any battles than other hulls do, due to this 50%. if it was nerfed in that aspect, without further changes, it might be alright. but anyway, this is going off topic. my original point was mammoth was a balanced overdrive, but it was changed because of something so minor as gold boxes. and the devs priority is messed up if they nerf something balanced over a "bonus" yet buff things just to make them popular even if they where fine before.
-
mostly its 50% to other team mates. 2 dictators on a single large team can power a whole round of overdrive in an instant. of course thats theoretically but in any situation where the dictator is near 2 or more team mates the 50% is overkill. maybe 30% at best should be granted. but when all you have is dictators camping in their base until they have overdrive, then power up a bunch of hunters and titans there is absolutely nothing your team can do without massive use of supplies or your own overdrives, but if you use yours its not a problem for them because the dictator can do it all over again in such a short time it seems like. its a viable overdrive with just 30%, maybe even less would still keep it viable. the problem is the devs just see something is unpopular and buff the hell out of it till its op just to get people to use it. if something is viable and people arent using it, leave it alone. some players will find the hidden gem and use it to their advantage, it doesnt need to be buffed just to have people be interested in it.
-
you just proved my point. 1+3-2=2 they gave it a buff to remove the same nerf, therefore all the other changes have just been buffs.
-
if i remember correctly the last update to it was another buff that froze enemies, after the one where they made it add 50% to others overdrives. every update to it seems to be a buff as if it wasnt powerful enough.
-
once mammoths overdrive became 5 seconds people didnt mind it. it wasnt overused in battles but wasnt useless either and in the right hands was effective. no need for changes. the only uproar has been over this stupid temporary event. it doesnt matter if the players see gold boxes as a major mechanic, if they are stupid enough to see it that way despite what the developers themselves have said contradicting that idea, then thats a problem with there thinking, not the reality of gold boxes being nothing more or less than a bonus. i knew these devs where getting worse, especially with the cash grab coin boxes and stupidity such like, but now they have gone back on there own principles over something so minuscule as a silly event that is around for a couple days. they nerf a balanced overdrive yet keep buffing dictators overdrive, you gotta ask yourself "what are they thinking" from time to time. at last hunters od got a nerf, not enough though. their priorities are wack.
-
the mammoth changes are absolutely ridiculous. you changed its overdrive drastically, based on gold boxes. yo tanki online team, remember when you said "gold boxes are a bonus"? news flash lads, a bonus isnt meant to be a dictating gameplay mechanic. in standard matches mammoths overdrive was fine, you needed to use it tactically to make it effective. it was in a balanced state. but no, lets forget about the core game modes and focus on gold boxes, lets be honest, anyone complaining about mammoths being op because it could get gold boxes easily was foolish, because gold boxes are simply a nice bonus and in no way, shape or form should influence balance changes that effect the core game. If you think gold boxes really should justify heavy balance changes then you are a buffoon.
-
this is hilarious!!! as if the previous tancoin containers where not a scam. this is disgusting and scummy of the marketing team. its actually unbelievable, never seen such a horrible scheme. unless the odds of getting higher rewards are increased by at least 5 times, in fact no, forget that. dont be stupid kids, dont waste money on this, ever. not even 1.
-
let me give you a fairly realistic scenario: your on serpuhov, red team. you are trying to push up to the blue base from either the middle road, left bridge, under the bridge, or the right lower path. a magnum camping behind the wall right of the back house on blue base (right relative to blue side) can hit you in any of those positions, and those positions cover all of the map aside from the path along the far right of red base (where blue players defend anyway). throughout the entire push you cannot fire at the magnum without being a magnum, they are experiencing very little risk, but a high reward. yeah i get that it needs splash damage to compensate for it being difficult to hit directly, but its splash range is way too wide. hence why i suggested a reduction in range, but damage within the lower range dissolves slower than normal, so its proportionate. as for mortar, 30 seconds is way too long when you can place 9 or 10 mines down in that time. you can constantly have the map on lockdown without even exposing yourself what so ever. and even if you are moving side to side, if you arent a light hull then at medium range you will still take a massive hit from splash, this should not be the case considering magnum is supposed to be a long range weapon. the reinforced gun carriage makes magnum even more effective at short-medium range, but its not meant to be a medium or short range weapon, its meant to be long range. my overall point is that the risk:reward ration with magnum isnt balanced. you can do so much with it, without even having the possibility of taking damage. and it doesnt take a good player to place a tone of mines all over the place, to hide behind a wall and be able to hit anyone making any kind of push with damage. also the thing is yeah you might not hit directly, but that doesnt matter because you are still doing damage, without facing any risks, its free damage so the amount isnt really important, its the fact that you got damage off without even exposing yourself to the possibility of damage. with every other gun in the game (besides projectile weapons where you can fire and then get behind a wall and lead the enemy into the shot [takes skill to do]) you have to at least expose yourself a little to do damage to someone. magnum, thats not the case.
-
my thoughts on magnum: this should have never been added to the game and has no place in it. the game relies heavily on using cover to gain an advantage in battle, and using that cover strategically to be effective. magnum takes away this entire idea. it can shoot over cover, and has ridiculous splash damage so when shot at the side of cover it does massive damage to. the game should work on this principle: "you should always be able to avoid damage with skill." and for the most part you can, by using cover well, knowing maps and positioning yourself in places that are advantageous in the scenario. magnum take that idea and throws it in the bin. a magnum can have perfect line of sight on me, while i have absolutely no way to avoid damage or even fire back at them to either kill them or knock there aim off. the only counter to that is shaft or another magnum, and shaft would take alot more skill to hit a barrel shot than it would for the magnum to do similar damage without even exposing themselves. its a completely unfair turret and requires no skill to use in more circumstances than any other weapon (other than something like a melee weapon at barrel touching range, but thats fine because you at least have to get close to use a melee weapon, if someone can use there skills to get close then they deserve the damage they do). magnums splash damage radius is so ridiculously large that you could be aiming for 1 guy and hit his team mates that are like 2 tanks distance away from them, and apparently that takes skill? just shoot in the general direction if your enemy, you are pretty much guaranteed damage, and alot of it. onto its alterations, mortar is op. anyone who argues otherwise clearly uses it all the time. wow, 15% less damage, what a shame, dont worry though, because you will place a mine that makes up for that lost damage multiple times, oh and did i forget to mention that you receive no splash radius penalty? BALANCED BOYS!!. the reinforced turret carriage or whatever its called, right so you might lose some range, how sad, never fear though! you can just sit on a slope to get that range back, oh, and now you can hit people to the sides even easier than before (as if it wasnt easy enough with a splash radius that covers half the map). there is only 1 "balanced" magnum alt, the one that charges your power faster. and even then it doesnt matter, because its on a magnum. this turret should be removed in all honesty and player who bought it should be compensated. but since the devs never remove anything, ever, even if it would balance the game, maybe a compromise could be made: remove mortar, make power build up on reinforced carriage slower, half magnums splash radius but make the damage dissolve slower over that radius, lower its damage by 17.5%, make the reload a bit slower, make the lowest angle of fire 25 degrees. then, and only then, it might fulfill its role as a long range turret that takes careful planning of the shot to deliver a large amount of damage in a area. not just a "shoot it, kill everyone in a 20 mile radius without any kind of thought put into it" gun. thank you for reading.
-
yeah its a game, but its setting a bad standard. gambling in any form is a game, and ultimately it revolves around a company making money off of people trying their luck. but kids dont know any better than to keep going, and will keep loosing money to the game.
-
im actually disappointed, that some of you people actually fell for this blatant scam. it was a scam the second you saw anything other than tankoins in the prize pool. its sad because this game is aimed at kids, and this is obviously gambling. when you look around the shop you dont see any kind of warning or notice that this is gambling, and that it should be done at your own risk. one of the scummiest marketing schemes i have seen in a while in a game.
-
what a scam all problems tanki x fixed, and now its shutting down for this joke of an alternative.
-
pfft, this game will probably get shut down soon after tx because they are having problems with the html 5 #BringBackTX
-
Shaft: Hunter: mammoth: magnum: twins: hammer: freeze protection stuff: you have some good points there, i hope that this topic serves as some sort of inspiration for players to at least consider some of the things spoke about throughout it, from what i can see its been provoking productive conversations and brings different viewpoints to light.
-
ah right i see what you're saying, i say that in this particular case because currently i see smoky players using incendiary or autocannon, the better players tend to use incendiary and then you have the smoky, titan, fully maxed millions of supplies, and auto cannon players who tend to be more p2w than good at the game. i occasionally see cryo, but not as often as i should, not exactly because its bad, but because incendiary is too good and makes almost no reason to use any of the other alterations (aside from autocannon) over it. i think nerfing incendiary would be motivation enough for people to dabble with cryo since i see it having alot of potential in team play and even for singling out enemies.