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Posts
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Everything posted by DaringDeer
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Played with EMP Fire for a while last night and it was good but not great. Nice to have in the arsenal but burning and critical damage nerf makes it not kill quickly so you need to be able to get close enough to use it plus survive for a few seconds to kill. I think it would be best with defender on a small map. I was using Paladin/Hyperion. Here is timestamped link to video: https://youtu.be/xlITAhqJv8U?t=1652
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Agreed. It's a very bad look to have such a discrepancy between TKs to crystal and crystal to TKs rates. Hopefully they will keep this conversion possible but improve the crystal to TK rate in the future. At this rate, it is not worth losing the flex of how many crystals I have and I could hardly care less about flexing. I personally have no realistic use for more supplies as I have spent almost all my crystals exclusively on supplies during the last several 50% sales.
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This is probably my favorite alt to play with. You can be much more effective trailing behind attacking teammates staying just out of close combat.
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It would not bother me if exclusive paints were made available again either in containers or in the shop. I'm more interested in having access to items that I don't have rather than keeping people from having access to items I do have. Plus it would be much better for the game to have people pay to get paints rather than paying to get crazy augments which have no counter.
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A lot of what modules are best for you depends on the modes you play, the type of turret you use (e.g. shaft faces different opponents than freeze), and how you play (e.g. campy vs hand to hand). I track some stats locally for myself and a set of good legend players. Here is some data from that. Across all players I track, top image is what was used in last 2 weeks (sorted by Hrs). 2nd image is what I have used in last 7 days. (I always have Armadillo in my 4th slot.) I rarely take mine prot and almost never take fire prot. Otherwise I use them all and I change modules between most games (depending on mode and what I am equipping for turret) and once during each game unless I have absolutely no reason to.
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I know 3 people who originally had a lot of bugged energy at start of event, completed it, had their accounts locked, and were able to keep the 4th step prizes. (All of them already owned Crisis & Armadillo.) I think it was compensation for Tanki messing up the equipment removal and locking their accounts a couple days with a negative TK balance.
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Why are you not flipping when going into scope mode and slowly dropping down to lower level? On PC that would flip me or leave me on my side 100% of time.
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The quick progression to Legend ranks is purposeful. They want players to feel weak in comparison to opposition and encourage them to buy to be stronger. Obviously, it's not a good strategy to grow a game community. I have been playing on some lower alts recently and it's pretty painful, though at least all my alts have plenty of supplies.
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There was another thread a couple weeks ago about TJR mode and I had put some ideas in there. The problem is people all have their own agendas and when they get to be jug they aren't necessarily playing to win the battle. Some people may hide completely or cautiously camp or midfield or push forward aggressively or run off the map and kill themselves. I'm not sure what levers you pull to get people to make the game mode consistently active and interesting. I do think it is more fun when jugs are dying and different people are getting to be jug so that should be encouraged. Put every jug on a 90 second death timer and one OD available at spawn but no OD recharge. Let them try to reek as much havoc as possible. Whether they are killed or run out of time, the other team gets a point. When jug kills a non-jug, they get 5 seconds added to death timer. If they kill the jug, they get 30 seconds added. Something like that forces the jug to participate in the battle and expose themselves or they waste away.
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Congo knows about everything related to this game ?
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I have no issue with shafts or isidas healing jugs though I would rather they did not. They are just an added obstacle. I love TJR but the problem with the mode is that the best strategy to win is for jug to camp. When both jugs camp and defense sets up around them to the point where killing them is near impossible, it makes the game less dynamic and fun. I think the rules of the game should be modified to encourage players to keep the game dynamic rather than encouraging 2 camping, inaccessible jugs. The addition of the fast lock-on of rockets I think was a step in the wrong direction.
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I don't think you should ever MU MK1-MK6 equipment. You rank up too fast and the differences are so trivial. You are much better saving crystals for next MK upgrade. It is a lot of fun once you get the hang of dealing with hopper's current lack of stability. I like it with hunter and stun alts. Generally have been having a lot more trouble using Striker Cyclone in TJR of late with how quick jug's rocket lock on is. You really need to really catch the jug distracted. https://www.youtube.com/watch?v=agxP7wej550 (hunter) https://www.youtube.com/watch?v=zaqP1Lm7gWI (hunter) https://www.youtube.com/watch?v=p6dzYzLzNY8 (stun) https://www.youtube.com/watch?v=PZHcEXpf1EM (cyclone, older)
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There are 300m+ reasonable permutations of equipment. I would much rather be able to equip exactly what I want once or twice per battle than have to pick between 20 imperfect presets. There are just too many options for presets to make sense in this game because Tanki decided to continually decide to build out the complexity of the game to make money. Presets may be more workable if turret and its alteration were controlled by one set of presets and then separately, hull, hull alteration, and modules were controlled by another set of presets.
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Pre-battle, I set my modules based on what I am using and the mode I will be entering, and then within battle, I change my protection modules almost every time. If you are chilling and camping away from the action, it doesn't make as much of a difference.
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The range of min/max damage before critical damage was added and after (without Armadillo) are worlds apart when you take into account critical damage multipliers and ignoring of protection modules.
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That makes it a closer decision for sure. Personally I would probably stick with Armadillo and skip firebird or twins based off of which one is weaker or more avoidable.
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When critical damage was released, I was on the verge of quitting completely. Critical damage is the reason I have stopped play on my alts entirely. The variability of damage received makes attacking very difficult. Since I got armadillo, I have never taken it off and not really had the inclination to either. The example scenario is close to best case of when you may want to not use it, but as frederik123456 said, you would be better using Armadillo than Rail protection and then cover shaft, fire, and freeze with modules. Plus in the world where you can only change once in battle, if the opponent changes turret, Armadillo still gives you some protection.
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Did we really require an equipment change mini-series? For them to give it so much attention and try to set the stage, you know the punchline at the end is going to be awful.
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Unfortunately still just history.
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I got 8k tankoins in one of the eSport funds and 2 tankoin passes and part of a third tankoin pass plus weekly containers.
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I can get BPs and coinboxes from YTer program if I want them so I save for bundles usually. Saved TKs for over 6 months to finally get a 300 UC bundle and was whole heartedly disappointed. Not a single augment in the entire batch, just a paint and 1m crystals which I have no use for.
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That was all very trolly. I don't think I can take you seriously any longer.
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No offense taken. I personally really try to vary my equipment because it is better for my content and it keeps me interested in the game. We are generally not playing with the most toxic augments and we don't coordinate to have a bunch of different status effects augments. Every player in the game has access to paladin and trickster which most of my friends use regularly. People that occasionally get battle passes have had access to some fantastic augments (e.g. vampire isida, healing shaft, blunder, many hull immunities, etc) plus there is always the luck o' the container. The advantage we have is that we have all been playing the game for years giving us strong garages and we are coordinated and support each other. If the opponent presents us a problem we can usually come up with the solution together. I can tell you with 100% certainty and honesty that all of us would like to regularly go against similarly equipped and coordinated teams rather than the <5% we see now. I would be perfectly happy if everyone was given a full garage and the ability to better coordinate or if they removed all status effect augments except burn and freeze.
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I understand that this game can be frustrating to play against better equipped players. I occasionally will play on one of my mid rank to low legend accounts and it is always frustrating and far from fun. People ask me to do road to legend series and I just laugh. I do not understand how people are supposed to come up in this game when you rank so quickly and are placed against 5 to 10 year old accounts in a matter of months. This is the unsustainable environment that Tanki has bred with their decisions. But this change isn't going to cause me to have to rage quit battles. I will be fine. I'll be able to coordinate protections and status effects with my group pre-battle. We'll each target the people that we are best equipped to fight against. My butt will still be rosy and beautiful. Tanki will not make the associated changes needed to make removal of garage work because realistically it can't without alienating even more players. While I think this game has gotten unnecessarily complex, all that removal of garage does is dumb the game down in a negative way, preventing people from being able to appropriately deal with the complexity being thrown at them. People no longer need varied garages or to be skilled with a variety of equipment. Buyers, who keep game alive with their money, who are the blood that allows FTP players to have a game to play, have less incentive to buy. Here is my guess of Tanki's solution. Tanki will create presets. You will have the equipment you wear into battle plus 1 more preset that you can switch to. They will leave it like that for a while. People will be irritated with the constraint. Tanki will solve the problem by making additional presets available for 5k tankoins. You all have to know by now that Tanki only makes changes to push people to buy. That's why marshals and generalissimos and low level legends are ranked up so fast and thrown against better equipped players. To make them feel pain to encourage them to buy.
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Warpriest made some choices for his account which explains why he doesn't want people to change protections. He has no secondary turret and hardly any modules to switch to. 1 turret above MK2, 4 MK7+ hulls, crisis maxed, 6 modules maxed including Armadillo, and 4th protection slot. If 50% modules are low cost, go upgrade some damn turrets and other modules. The vlog with the history lesson on protections was obnoxious. Just share a logical, justifiable reason for the change already. If it is based on protection changes being introduced because of a bug before I ever played this game, please come up with something more intelligent. Pretty please. This game will be painful without the ability to change equipment if it does not come along with major changes. There are too many possible sources of damage to know what to protect against before a battle. The difference between having a protection module vs an opponent and not is too significant. There are too many status effects which have a tremendous impact and are easily applied if not equipped with an immunity. The toxic turrets and augments are too wide spread in player base because the makers of the game chose to make players' pursuit of them their source of income.
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