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Everything posted by FrozenRailgun
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Alternativa is having a hard time rebalancing Shaft.... On the other hand, seeing Healing Emitter nerf is pretty much warranted.
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50-60% increased damage when bounced, 25% decreased reload time (do you mean increased?) and 15% less rotation speed. Definitely has its advantage for making trick shots. We should name that augment "Mirror" or "Reflection".
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Where did you get that info??? And what's the max sniping damage from Shaft Phoenix? Reload speed? Range?
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Refer to this wiki page: Upgrades - Tanki Online Wiki (tankiwiki.com)
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Not only you have provided ZERO proofs to back up your claim of "But I see some people places mines around 20 single shot.", but you have also refused to do so as Congo mentioned. How can a tanker place 20 mines in a single click with maxed Saboteur without having Miner hull augment??? (That augment prevents up to 50 mines from despawning after its master tank is destroyed)
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Also, this event is EZ skip for me.
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Yeah 50% works, just like Support Nanobot.
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If you really want to nerf Healing Emitter, I'm thinking of remove the ability to damage opponent tanks?
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Did you deliver the killing blow (that's the important part) to the Juggernaut 5 times, more than imblack?
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The top tanker in your team (imblack) might have scored multiple Juggernaut kills. Each Juggernaut destroyed gives 80 points, contrast of 15 per normal tanks destroyed.
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What Is Your Opinion About the Current State of Tanki Online?
FrozenRailgun replied to Maf in Game Discussion
Link no working. There are suggestions like increase losing teams' manual supply duration/potency (can't recall the exact details) and increasing the duration of spawn protection. But, to consider your team is losing, something like 30+ kill/points or 3+ capped flags difference could work. At the same time, that might encourage sabotages, multing, or intentional poor performance to abuse such mechanic. -
For the 1st option, if the flag holder gets destroyed (say, the limit is 3 minutes and they held it for 2 minutes) and their teammate picks the flag, does the timer resets back to 3 minutes or the timer continues to run. I do imagine if the opponent team picks the flag, the timer resets. 2nd option... where will the flag spawn?
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Basically, holding the flag for certain period of time to score?
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As a tanker who mainly uses Spider module (unpopular opinion, it needs more than 50% damage reduction), I absolutely can't stand with those nasty mines. Even that with maxed Boosted Armor + Spider, they still deal a good chunk of damage (let alone Saboteur + Miner combination).
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Dictator is the only hull that still have the OG Overdrive (but with Supercharged + Freezing) and being the tallest, maybe why it's used in festive mode?
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Even with my maxed Spider, those stinking mines are frustrating to deal with. Something similar happened on a Stadium SGE yesterday, neither team stepped a toe outside of their spawn bases after we captured 3 points vs opponent's 1 point. I myself did try to cap another point by myself (not smart) and getting clapped repeatedly.
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Disconnection spam @ the finest! Gonna love the game keeps disconnecting me every minute or so. No internet issue BTW.
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L5, win.
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Based on your idea, are you envisioning something like this? Melee range (including Spider module?): Capped @ 50%. Short range: 45% Mid-range: 40% Long range: 35%
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Why do they sound satisfying???
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We just had Valentine's Day event.... What's Alternativa cooking right now?
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It's 150 Tankoins per gold box, just like when it was in the shop.
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SJR should have its full heal OD per 2 kills and the old rocket launcher damage back. Very few tankers can last more than few kills when they turned to Juggernaut.
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That's almost reverting all of the Juggernaut's previous buffs. Wait... reload decreased from 1.5 to 2.4 seconds.... isn't that supposed to be increase? Maybe good (?) for TJR but really bad for SJR event (since everyone are going after you).
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It's probably used to differentiate each module. If the game names each module as "Shaft protection", "mines protection" for example, it gets... a bit repetitive and wordy. Module names are based on animal types: Melee range: Mammals (possibly have the habit of living in a hidden den/holes) that can stealthily stalk their preys. Short range: Canine/Feline family. Medium range: Mainly marine organisms, with the exception of grizzly bear (land mammal). Long range: Avians (including mythical creatures like Griffin). Mines: Arachnids, in this case Spider. Critical damage: Land mammals (IDK if Armadillo would fit as melee or short range, or even neither).
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