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Nice Person! I knew you'd get an article in the newspaper one day :lol:. Also super well made, and I like how you took the extra time to explain protections. I liked the way you mentioned Nem in there lol. Hopefully he shows his face again one day.
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.-. wow rip, I remember May Holidays 2 years ago is what got me hooked to the game.
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Hmm, the prizes do seem nice... Now I just need a good topic to write on.
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Matchmaking needs serious work.
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The Russian Wiki had all the stats before alts were even released.
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I commonly use Firebird, Thunder and Twins protections but in some cases I'll use a Rail or Smoky protection. Reason why: Firebird: Most alts give fire effects and Firebird is the most op turret right now. Thunder: Thunder's are tedious to fight without a protection as they do a lot of damage and their impact can be annoying for shafts Twins: Twins are just annoying to go against as a shaft, so I use this protection.
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Shaft Hornet is the best ;)
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What I meant by energy was basically it refills the yellow bar instead of their health. And yeah, the smoky alt might be a bit too op, I'll look more at it. Thanks for replying!
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Yeah it was great while it lasted, ending right near our 1-year anniversary :(.
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I had a couple more ideas so I thought I'd write them down here :). High-Precision Aiming (200K, Shaft alteration, unlocks at Marshal): The loading mechanism is switched to a depleted uranium type launcher such as Railgun's, this increases the speed of the shots to such a number that they pierce through enemies. + Piercing effect to all shots + 75% Penetration + 25% Arcade max damage range + 25% Sniping Reload + 25% Arcade Reload Voltage Receiver (150K, Isida alteration, unlocks at Lieutenant-General): The nanobots are given special capabilities that further help your teammates, unfortunately some of their current skills have to be swapped over. + Streams now reload teammates energy (Healing power /sec (XP is still earned but 25% less) + While attacking slightly decreases enemy firing speed (-20%) - Streams no longer heal - 33% damage + 33% energy consumption Blast Freeze (120K, Freeze alteration, unlocks at Brigadier):The Freon is switched to a slightly different variant that leaves sleet for other enemies to slip on after destroying an enemy. + After killing an enemy leaves a icy circle that other enemies can take effect on (lasts 7 seconds, diameter is 15 meters) + While in area: + 2 freeze time every second - 20% freezing power - 10% damage Toxic Rounds (130K, Smoky alteration, unlocks at Major-General): Replacement for the standard cumulative shots with toxic rounds. Critical hits will only deal half of your normal damage, but poison the tank instead. While poisoned the tank will take extra damage from all shots. + Critical hits poison the enemy (for 6 seconds, does not stack*) + The enemy receives 15% more damage while poisoned - Critical hits do no damage - 30% critical chance (20% critical chance would be 14% instead) *Even if an enemy has already been hit by a critical shot will set the counter to 6 secs
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Thanks for your input! I agree that the -15% damage on Freon Band might be a bit too low. Looking back it makes sense that Supersonic Loader would increase range. Lol yeah Electromagnetic Pulsation might be just a bit op.
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Alteration Ideas: Lingering Flames (Firebird, unlocks at Marshal, 200K crystals): After destroying an enemy, the enemy's explosion burns all nearby enemies. Unfortunately the napalm needed for this operation is slightly weaker than the usual. + Enemy explosions burn other enemies (Range is 15 meters, tanks effected get + 5 burning time) - Burn only does 200 damage instead of 300 Freon Band (Vulcan, unlocks at Brigadier, 100K crystals): While overheating, Vulcan will go into hypercooling mode which not only reduces the max burning time, but adds a freezing effect to your shots. - 25% max burn temperature + Shots have freezing effect + Only when overheating + 20% turret start up time - 30% damage Electromagnetic Pulsation (Thunder, unlocks at Marshal, 200K crystals): Switches the current firing method to a electromagnetic based one. Shots are fused with electricity and can stun enemies. + 0.5 sec enemy stun (per hit, tanks effected by splash are not stunned) - 50% range (Shots can only travel half the distance) - 20% damage + If too close will also stun you Supersonic Loader (Hammer, unlocks at Major, 160K): The loader is switched to a much more powerful ejector, the shots impact power is increased greatly as the result. + 50% impact force + 15% range + 60% recoil + Shots no longer ricochet
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M3's at brigadier now .-. I feel like that's way to early to be able to get m3...
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Trust me, if it means that they're currently lose money, Tanki is working on it. There are many issues that can occur that are not the fault of the programmers themselves, but the actual software they're using. In this case, I bet that PayPal received some sort of update which caused it to clash with Tanki's code. Since they've likely never had this issue with PayPal before, and they don't know where the issue is coming from, they have to check all their code and run numerous tests just to find the issue. When they finally find the issue, they still have figure out a way to fix it... So basically what I'm saying is don't be so hard on them, just be patient for a bit.
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Very nice story!