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Aigaion

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Everything posted by Aigaion

  1. Aigaion

    New Year’s Celebrations are here!

    Remove Nuke Golds -.- really for 2 simple reasons, 1) there honestly not as fun 2) like 80% of the time, only light hulls can actually get them, heavy hull lovers like me and a lot of medium hull enthusiasts can barely get in on these golds, kinda unfair for us.
  2. Smoky Alt Idea: Semi-Automatic Loading The space-hogging fully automatic round loader is removed, and in its place, a small, compact semi-automatic loader is installed, meaning you now have to pull the trigger once to fire one round and pull it again to fire another, holding down the trigger will no longer automatically fire rounds one-after-the-other, thus "semi" automatic. However the engineers noticed that with the space saved they could fit more ammunition in the turret's magazine, therefore the chance for a smackin' critical hit will go up slightly. SUMMARY: +more of a chance for a critical hit (I'm not 100% about how smoky critical hits actually work, but the chance will improve slightly, I would think somewhere between 1.2%-1.4%, which may look small but is relatively good) -you sacrifice full-auto for semi-auto
  3. those still have explosives xD but not a lot, so I see your point, a pure AP ballistic cap would not work for a missile with no payload.
  4. I just mean missiles are pointless without an explosive payload, and the ones we use don't have a high enough velocity for effective AP damage.
  5. ya, and uh, missiles are also, like shotguns (hammer) there not for AP roles :I
  6. ok now your just triggering me xD shotguns aren't for AP roles, that's not what the role of a shotgun is for.
  7. bro I have Fox m3, and it feels like it does nothing, and on my main low account fire=God and you will not survive without drugging
  8. if it shot plasma that it would be counted as a plasma weapon, however, tanki does not include it as such
  9. I understand that this is a futuristic game, however, giving like 70-year-old useless tech GOD like capabilities is not "futuristic"
  10. if it's very slow, it would only be able to be used short range, in which case it would surely kill you too with self-damage, or against heavy iced up targets, but if you have no lock-on on the downside like I explained to DieselPlatinum, every hull but heavy cant be locked-on efficiently on most maps, so most people would just take the opportunity to get 2x the damage output and lose something they probably will never use effectively.
  11. that sounds a bit unbalanced, every hull but heavy cant be locked-on efficiently on most maps, so most people would just take the opportunity to get 2x the damage output and lose something they probably will never use effectively.
  12. thanks for the positivity, but 4 missiles at once, that's too OP :S
  13. Firebird, And Why It Should Be Nerfed. I've been playing this game for a long time, I've seen turrets added, and changed countless times, and the people who are behind those changes, where doing there jobs, for the most part, in agreement with the people who they served, turrets, for the most part, where pretty realistic (in a scientific sense) and in their respective damages, ranges, pros and cons, balanced. In the last 2 years there's been an upset in new turrets added, magnum remained the thorn in the people's side for too long, until they finally listened, and Thank God they did, it has come to my attention that we now, whether we like it or not, are faced with another, older turret that has stepped too far out of line, even for modern tanki balance standards. The Firebird, it was edging on OP last year, but now its been a few months since they've made it cross the line, it's damage and capabilities are now totally un-realistic, its as if they handed it to Riddler8 to fiddle with to make it "better" let me run by you some scientific facts. Flamethrowers... they simply spray a stream of ignited gasoline (there have been more fuels, but gasoline seems to be by far the most used) really doesn't get simpler than that, now, the bigger you make the flamethrower, even as big as a full on tank turret, as we see in the OP firebird, doesn't make it burn any hotter, just longer, that's just common sense. So, how hot does a flamethrower burn you may ask? multiple sources according to my research concur it burns at an average rounded temperature of 1832 degrees F (1000 degrees C) which is, pretty damn hot, but, can it be used against tanks as effectively as tanki online makes it seem? note, that I am not trying to make this game as scientifically accurate as possible, just knocking some sense into your heads, and showing you some facts. Modern tank armor consists of mainly the following: Titanium: melting point of 3,034°F (1,668°C) Tungsten: (AKA Wolfram), Melting point of 6,192°F (3,422°C) Depleted Uranium: Melting point of 5,189°F (2,865°C) Nickel: Melting point of 2,651°F (1,455°C) Silicon carbide: Melting point of 4,946°F (2,730°C) Aluminum oxide: Melting point of 3,762°F (2,072°C) Titanium diboride: Melting point of 5,846°F (3,230°C) ALL these materials and compounds are used in ALL modern tank armor, and ALL of them more than double the power of a gas-burning flamethrower. So, if the firebird a pure-gas burning flamethrower, it wouldn't do a THING to a modern tank, let alone a near-future one. I understand that this is a near-future based game, but even IF even hotter compounds were devised, such as liquid thermate for example, such a thing does not exist in liquid form, but if it did it could, in theory, burn at temperatures over 4,000°F, still not burning through some modern day materials, but it will burn through most. The key word there is "will" just because you have something over 4k degrees doesn't mean it will instantly transform anything into molten metal, it will take time, and an unreliable amount of time, flamethrowers were abandoned from the US arsenal for a reason, because they were simply too impractical. now, on to the worst part.. the afterburn effect, this idea is completely realistic, good job tanki, or rather... it was, I remember the old afterburn effect, it made sense, now... they make it do 300 damage a second, not depending on the level and power of the gun what-so-ever, but what really bugs me is how a low-damage flame, like from an M0 for example suddenly skyrockets with afterburn damage to 300, what made it even more deadly? why is the afterburn, that happened AFTER the main powered flame more powerful than a normally powered fire spray? shouldn't the tank's armor be cooling not remaining the same? What's as bad as that, get rid of the random jumps in damage, like wHat aRe tHose. In conclusion, to make firebird even get its feet remotely down-to-earth again. I think, the overall damage numbers you see in the game should be SLIGHTLY lowered, but afterburn drastically lowered and re-worked to be a better version of the old afterburn, but I'm not in control of this game, developers are, and if they bother to read this, listen to the people, listen to facts, like the ones I gave, they'll notice there's a border between fun, creative near-future tech, and utter nonsense. So please put this Under Review, everyone should see this, and hopefully, we can beat this new OP firebird nonsense and get back to a fun balenced game.
  14. Striker Alt Idea: Synchronized Launch Barrels Internal mechanics and electronics are re-configured to launch 2 rockets from 1 barrel each with a tap of the firing button, doubling the projectiles mean a large increase in reloading. Lock-on system is not changed SUMMARY: +can lanch 1 rocket from both barrels with one shot -reload increased 100% -recoil affects both barrels, so there's an increase in recoil, good for parkour tho.
  15. ah t h a n k I got hit by a meteor with titan m4 and I went rip xD cos its a nuke, magnum protecc won't do anything.
  16. depends on the angle and distance (it has the same physics of a rico plasma-ball, the smokey round is inside the thunder round, the thunder hits the target you aimed for, and the smokey bullet will ricochet off it and hit something else, hard concept to explain :I, if you hit a wall point-blank straight on, it would prob come back to bite you, same if you hit a tank straight on at the right angle, so its something extra to keep in mind, "will it come back to haunt me?" yes and no, unlike rico, it can ...rico off of a tank you already hit (cos the smokey round is inside the thunder round, the thunder hits the target you aimed for, and the smokey bullet will ricochet off it and hit something else, hard concept to explain :I), and it can travel faster than a rico, but only 1 bounce like a hammer (that bounce being from the target you aimed your thunder for).
  17. you will instantly SD when you launch your nuke round, which is another down-side, but after all that has a 4% chance
  18. xD ya I know I know, well aren't uranium strikers slow and easy to dodge? I mean, your right, but not a lot of people will buy this alt.
  19. I like the idea of a smoke screen (I don't want it to be added either way but its a good idea), but a smoke screen and exhaust are not the same things
  20. I changed it to 4 as per request, This idea is honestly for people who like to gamble with luck, because it's lowers overall damage by 5%, II might change that later, but I see what you mean and agree.
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