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Everything posted by GorgoBlesk
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TankiOnline and my thoughts on how this game should be improved.
GorgoBlesk replied to JonathanCOC in Archive
We need better balance, that means removing overdrive, nerfing modules, increase Smart supplies cooldown (removing drugs and modules completely would be even better, of course), nerf OP weapons like Magnum and Thunder (Thunder has shorter reload after recent update), rebalance Smoky critical, buff Firebird and nerf its afterburn alt, buff Vulcan, add new hulls and turrets. -
When every battle ends, you see the scoretable. The players with the biggest score are hardcore druggers. They do not have more skill than average players, they just drug more. They are rewarded just for heavy drugging. It is impossible to get so much drugs via missions, mission chains and containers. These drugs come from Shop and that is Pay To Win.
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Would it also work with hull? I just do not want to use Mammoth Firebird xD
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Devs recently made some sort of balance update which gave Thunder faster reload to make it even more OP. Even more, they nerfed Shaft (my favourite weapon) by reducing the range and weak damage (now 25%, before 50%) of arcade shots. Thanks for rewarding long range no-scope shots... Lots of players love Railgun because it does full damage at any range. Some of them also want to buff its damage because it has problems with destroying heavy hulls (it would also solve 3-shooting problem in XP/BP). Devs wanted to balance Railgun and Shaft but they nerfed Shaft (NO! WHY?) instead of buffing Railgun so Thunder and Magnum will rule the battles even more than before. What do you think about this balance update?
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If they are stupid, yes. If they are intelligent, kill them ASAP!
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Knock knock.
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Smoky with alt has still 10% weak damage so it is not a true long range weapon. Thunder and Vulcan are effective at any distance but Smoky is not.
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The main problem with Railgun is the huge difference between min damage and max damage which makes Railgun totally unpredictable and that is bad for both Railgun players and their enemies. I know that there is an alt for that but it is too expensive like every alt. 1 second shot delay is the thing which makes Railgun a turret for pros (and it must stay like this). Some noobs miss even after I hit them with Shaft arcade shot. When you can not learn how to play with this delay (as me xD), consider using Shaft (my favourite) or Thunder instead of Railgun.
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Make it more suitable for Shaft and Railgun so Magnums would not ruin it.
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It should be something like KV-2 tank. Huge damage, very slow reload, slow turret rotation. Ideal for camping. It is time to add a bigger bias than Magnum. Lets call it Devastator xD
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Do you really want to make Magnum EVEN more OP? Seriously? Magnum needs a damage nerf, especially when firing in low angles.
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I want a glowing White paint so my tank would look like Gandalf. Please add this and make it cheap xD
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Twins and Ricochet can not be used at long range like Thunder or Vulcan. SCAR, FAL, M16, M4, Steyr AUG and other western type assault rifles can be used at long range effectively because of great accuracy and powerful 5,56mm ammo. Adding a long range weapon with magazine would be a great idea because the player would have to pay attention of the ammo.
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The grenade launcher is my idea so it would have some chance in close range combat when it can not use peek-a-boo tactics. This is how Scar would work in long range combat: 1.Peek out 2.Start shooting main ammo 3.Shoot grenade 4.Hide behind a wall if in danger and reload magazine and grenade 5.If not, shoot until magazine is empty 6.Shoot grenade (it is already reloaded) 7.Hide behind a wall 8.Reload magazine and grenade (they would both reload 2 seconds at M4) 9.Repeat 1 to 8
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Yes. That is the reason why I play War Thunder after completing missions on Tanki Online.
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Smoky needs a range and weak damage buff and its critical needs to be reworked to stay competitive against Thunder and Ricochet with alt.
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Most modern tanks have weak armor around the engine because of engine cooling and weight reduction. In WW2, tanks used weak engines so the side armor was usually divided into top-side and bottom-side (Panzer 4, Sherman, Stuart, T-34, Tiger, Tiger 2, Panther, IS-1, IS-2) whilst the top-side armor was often angled and had more LOS armor. Some of them had relatively strong rear armor (T-34, Panzer 3, Panther, Tiger, Tiger 2, KV series, IS-1, IS-2). Modern tanks and even some WW2 tanks (Chaffee, Pershing, Cromwell) have the side armor divided into front-side and rear-side whilst the rear-side has reduced armor so the front-side which protects the crew can have more armor. So when the modern tank angles against enemy, it does not risk being shot through bottom-side armor which kills crew but it risks only engine destruction and the crew is safe.
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It is really hard to be a Brigadier with no M2 xD
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Shaft needs to use arcade shots often in some maps (Rio, Future, Wolfenstein, Desert, Iran, Polygon, Red Alert, Highland). I sometimes kill more enemies with arcade shots than with sniper shots in these maps and that means I kill lots of enemies with arcade shots.
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Ultra long range Vulcan without overheat, recoil and impact force? Good idea. Why not? It should have low DPS because it would be OP otherwise. So much turrets could be added to Tanki...
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valid If enemy self-destructs, kill goes to tank that dealt most damage
GorgoBlesk replied to Zehmiel in Ideas and Suggestions
When I find a flipped enemy and take ⅔ of its HP before it self-destructed, I should get 10 points and a kill. That Railgun took ⅓ of your HP so it should get 5 points and a kill for that. Imagine that you are flipped. You have only 1/5 of your HP because Ricochet took 1/5 of it, Smoky took another 1/5 of it and Thunder took 2/5 of it. The players who damaged you (and would kill you if you did not self-destruct before they finished you) should get the reward for damaging you (because they would kill you if you let them). So the Smoky and Ricochet should get 3 points and Thunder should get 6 points and a kill. -
Good idea. The longer rank bar covering the whole length of screen would look really nice.
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Great idea. It would be something like a more professional Vulcan with higher DPS but only for the time of the burst. Similar to Ricochet, which has also higher DPS than Twins but only for a limited time. Vulcan players can shoot endlessly but they do it only in danger because they usually do not risk self-destruction. Scar players would need to pay attention on their ammo and that would make it more professional than Vulcan. I think that it should also have a grenade launcher which will kinda allow fast peek-a-boo tactics with reload of Thunder and damage of Ricochet. The grenade launcher would reload independently to main gun. DPS: 10% more than Vulcan Magazine duration: 4 seconds (20 ammo) Magazine reload: 2 seconds at M4, 3 at M0 Grenade reload: 2 seconds at M4, 3 at M0 Grenade damage: Same as Ricochet Weak damage: 50% (both main gun and grenade launcher)
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Arcade shots should not be nerfed because they already have lower DPS than Smoky and Thunder. If you want to nerf Shaft, decrease its sniper damage or make the arcade shots consume slightly more energy.
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