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DestrotankAI9

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Everything posted by DestrotankAI9

  1. DestrotankAI9

    Taking a Break

    I am the same bro, also taking a break for now, or quitting - and I have spoken to several others who feel the same. I stress of course that it is not the fault at all of the Tanki developers, but what is happening is just too crazy now. I wish peace and best wishes to all players and developers of Tanki, and success and happiness in the future.
  2. DestrotankAI9

    Let's Discuss Challenges

    I find it interesting that the developers have given out probably the best looking 2 non-animated paints in the game in this Challenge for free :P (Although I also like Vector). Both Red Planet and White Planet are two of the best looking paints in the game IMO, a lot cooler than the majority of the animated paints. Pretty nice to get them, although sort of a shame that they are so common now. The Drive animated paint doesn't look anywhere near as good with most combos, I would say. Also the Wasp heavyweight augment is pretty great, its interesting that we are now getting heavyweight augments in the silver tier - some of the heavyweight augments are really valuable IMO. This challenge has one of the best silver tiers so far, I have to say.
  3. For sure. If you can play enough to at least complete the silver tier of challenges, that speeds progression up a lot - because then you can buy those special offers (such as the one available during the last Tanki fund), and/or buy battle passes reasonably often. With battle passes, you can choose which hull augments you get - so if you want to get immunities against every status effect you can get there eventually - even without luck. But everyone is also likely to get a few immunities by luck too, more likely with the more containers that you get. If you complete challenges often, then in 1 year you should definitely have a hull augment to protect against every status effect (spread between hulls). But in fact, you can get there in 3 / 6 months or less, if you get lucky. As a free player, I have earned far more than just one of each immunity augment in 1 year of play, although I was able to play regularly. So those saying that free players can't be in this position are not speaking the truth - yes it can be hard for lower rank Legends, and also it takes much longer for players who have very little time to play, but you can get those immunity augments eventually. And not being able to change immunity augments (or modules) would be a big problem against status augments. A very big problem. I would really hate to see such a change in-game, and I can't believe some people are thinking it might be a good thing.
  4. Lol :P Are you sure you haven't? You mustn't have seen many of my posts then, I am sure I have a few that are longer ? I didn't time it but probably took me about 10-15 minutes, 20 at most. I am not a builder in real life, but I am very capable of building virtual walls. I hope you appreciate this text wall :)
  5. I don't really have time for long drawn-out discussions right now, but I see some players here talking about how if we removed equipment changing it would be good for the game. Total madness I'm afraid, that would be simply disastrous. I can understand the logic behind limited equipment cooldowns (personally I think a 5 minute change time would be ideal), but a 10-minute change cooldown or even a maximum of 1 change per battle is the absolute limit as to how far it should go. Equipment changing certainly has its flaws, but removing it would cause several very important aspects of the game to break down, and numerous other big problems. It would not be good for anyone, be they free players, light buyers or heavy, despite what some here have claimed - because it would simply ruin the dynamics of the game. We don't even have to theorise about this, because in fact we have had special DM modes with the garage turned off - and we got a chance to see what it would be like. Having no equipment changes is fine for limited-time, special modes - it is always nice to have something different, and to play the game with different rules for a special event. But there were clear issues with this rule, and while it is fine for temporary events, putting it in permanently to all battles in Matchmaking would be a huge mistake. Allow me to explain why removing equipment changing would be awful: 1) You would end up having to quit many more battles, since you joined with no counter to enemy players. Having to leave battles is very annoying, and a huge waste of time. We have to wait quite a long time in the queue, then for the battle to load - I don't want to do that and then have to leave a battle, only to repeat the process again. This is NOT fun. Every step should be made to prevent players from having to leave battles, and to make each battle as playable as possible - this change would be the opposite of that. If you have the wrong equipment to counter the enemy team, rather than changing it, your only option would be pretty much to leave and find another battle. How are you going to deal with an enemy team with EMP Gauss & Smoky if you have AP immunity equipped? Stun Striker and Stun Rail with no stun immunity? AP Freeze with no AP Immunity? Or even, if you have the wrong modules? It would be painful and unplayable. Now, I know that many forum users already say that they leave battles regularly as it is. As a free player, I must say that I don't. Even if my team is losing, right now I am generally able to stay and make the most of nearly every battle I enter (and I am a free player by the way), even if your team is losing you can for instance make good progress on "finish battles" missions, or you may still be able to get a reasonable score. I hate being forced to leave battles, and I generally get away without doing it much right now. But with this change, things would be very different. For the special DM modes that had equipment changes turned off, if I had the wrong equipment I WAS forced to leave the battle, or it would be unplayable. I don't want to see this in regular MM, for every game. 2) The module system would break down. Modules are a crucial aspect of Legend battles, if you have the wrong modules against the best players on the enemy team you tend to get wrecked, rather fast. For modules to actually be useful, you need to be able to change them based on what the enemy team is using. If you can't change modules, certain modules would become almost useless. As we are not psychic to know what combos our enemies will be using before the battle, you would simply have to equip modules for every game which would be the best "on average". For instance, right now someone might equip Freeze/Smoky/Vulcan/Striker protection every game. With no equipment change, what would be the point in owning Ricochet/Thunder/Magnum protection? Why would you go into battle with any off-meta protection? You wouldn't - certain protections would become useless. On the other hand, if opponents had turrets which you were not protected against, the battle would be unplayable. This simply wouldn't work at all, and would destroy the module system. 3) The hull augment system would break down. This would potentially be even worse. If the enemy team has players with EMP/AP/Stun augments, or even some of the other status effects too - in order to have a chance you need to equip the right hull augments. If you can't, the game can be nearly unplayable. As I said earlier, if you entered a match and the enemy team has a ton of augments of a cetain status effect, and you have the wrong immunity, you would simply have to leave - instead of being able to change hull augment like we can now. This would be ridiculously bad. 4) There would be less point in building up a diverse garage, and hence less of a sense of "progression". As @DaringDeer points out, what would be the point of building up a strong, diverse garage if we don't have equipment changes? You might as well just use one or two strong turret/augment combos and you wouldn't really need anything else, and as I said earlier - you wouldn't need certain protection modules or hull augments. That would really be rather stupid. 5)Quick battle would no be viable, at all. You need to change combo based on map and mode, and indeed sometimes based on what the enemy team is using. With quick battle, you don't know what mode or map you will be placed in. Titan Isida with support nanobots and Defender drone may work on Cross Siege, but what about for Berlin CTF? Etc. This would not work at all. DISCLAIMER: Now, for many of my points you will see that I am assuming players have a wide range of modules, and of hull augments. It is true that these can be hard to acquire, but even as a free player you can get them over time (made much easier if you have the time to complete challenge silver tiers for the 100 tankoins). You can get these augments via battle passes, or via luck, and if you are able to play regularly you should be able to get a hull augment to protect against every status effect eventually even as a free player in maybe 1 year, or 3/6 months if you are lucky. I know as I have done it myself as a free player. So yes it is painful before you get those hull augments, but it helps a lot vs status effects when you do. Ditto for modules - it takes a while to get a good set of modules, but you will get there eventually. However, if you take away equipment changing then status effects are going to be much more a problem for everyone - not if you get "lucky" and just happen to have the right hull augment equipped, but it will be a problem in that if you have the wrong one you will simply have to quit the match. This will be very annoying. Also, it is true that some players will change turret/augment/hull augment to counter what you or your team are using, and they may even do that after you have made the change, to "counter your counter". But the fact is, they have more players to worry about on your team than just you. So they will be making changes based on other players on your team, and also the entire enemy team will be very unlikely to change their equipment at the same time. So the fact is, by being able to chose your modules/hull augment you get a much better chance to be protected against the enemy team than if this option was removed. I know, because I change modules and hull augments pretty much every battle, and it isn't perfect but it works to some extent. Having co-ordinated enemy teams who all change augments together is VERY rare, and if you met such teams as a solo player - you are probably going to lose anyway. So this is my reasoning behind why I think removing equipment changes would be awful, for all players. The most that can be done would be limiting changes to a maximum of once per battle, but any more than that would be very bad indeed. Those players that are speaking positively about the removal of equipment changing, would very soon regret it I think once if it was actually implemented, and they were forced to deal with the downsides first-hand.
  6. DestrotankAI9

    Tanki Online V-LOG: Episode 331

    Have just seen the V-Log, the idea to add a preparation time before battles is definitely a good one - if implemented correctly, that could help a lot to balance battles between players who load fast/ other who load more slowly. Certain players being able to get a 1-0 or even a 3-0 lead in modes like CTF, before a large part of the enemy team have loaded, is always a disaster. I had personally suggested a system like this - along with other players - for CTF, but for all modes would be even better. Glad to see the developers are thinking along the same lines in this regard. I totally agree. I am very disappointed to hear that the developers have plans to add shot trajectory for Magnum to the HTML5 version - totally unnecessary. Magnum is balanced around being hard to master, and there is nothing wrong with that. Dumbing down the few things in the game which require skill to use is a very bad idea, the developers for instance just added a delay to overdrives because they wanted to have more need for "timing" and therefore some kind of increased skill requirement for overdrives, yet they plan to make Magnum, which is perfectly fine as it is, vastly easier to use? Not the right way to go - keep the things that require some skill as they are, and balance the turret in other ways if it is needed. Also, Magnum is harder to use on mobile, and mobile players needed the advantage of the aiming guide to help them compete against PC Magnum players - that was the whole point of it. Giving it to HTML5 players will mess this system up. All in all, not a good idea.
  7. OK, thanks for the confirmation =/ Well in that case, it is a giveaway for players with no premium, the chance to win the other prizes is only for premium players. Still worth entering for the giveaway I guess, but disappointing.
  8. Nice contest ? But as others have said, is premium counted? @Marcus If premium is counted, you basically can't win if you don't have it.
  9. DestrotankAI9

    Change to game rules section 2.1

    Hey, thanks a lot for the informative answer - well that explains it then :) . From forum posts about the change, I was lead to believe that something had changed in relation to the rules around sabotage - well if that is not the case, then good :P . Thanks also to @Stratosphere if he provided crucial information about this. Thanks for clearing this up then, cheers :) !
  10. DestrotankAI9

    New interface

    Oh dear, OK then - sorry to hear that :( . I assumed because my PC is pretty weak compared to most, that if my load times are greatly increased and that I am always getting into battle now, that that is probably the same for everyone else too, then. Well perhaps the load times have only improved then, but some players like yourself still have trouble entering battle. Have your load times improved in general, better than before, even if you still have the issue? For me things are a loooot better since the new update, I did encounter the "no damage" bug once, but only in 1 of around 30 matches, and I never failed to get into battle - whereas I used to fail to get into probably 20-30% of matches, and had to constantly restart on the load screen to even make it in to many matches.
  11. DestrotankAI9

    New interface

    So I have to say the new interface seems to have brought about positive changes - not sure if this is a coincidence, or a result of the new interface, but some key problems have been fixed. These problems are: 1) Very long (and often infinite) load times into battles, and 2) infinite loading bug when sometimes entering the missions tab (not sure if it is fixed, but haven't experienced it so far). Also, probably partly related to loading times - I have experienced the "no damage" bug (where you zone into a battle and are unable to do damage until you restart the game/ quit the match and join a new one), much less often - although I have seen it. My load time into battles has been a LOOT better since the interface update, about 2-4x faster at least, and normally I frequently failed to load battles and had to restart the game, or I would have failed to join. I have never failed to join a battle since the new update either, which is a great improvement. Also, possibly as a result of the loading issues (although it was never certain), probably about 10-20% of the battles I used to join, I had the "no damage" bug where I couldn't deal any damage, and had to quit the match or restart the game to try and fix. I have still experienced the bug once, but only once in around 30 games - whereas I used to get it 10-20% of all matches before, which was very annoying. Finally, as mentioned, sometimes when trying to access the mission screen, if I didn't check another screen first (such as containers screen), the missions screen would often bug out and enter infinite loading, requiring a game restart to fix. I haven't seen this bug either since the changes. So all in all, that's brilliant. The much faster load times, and lack of infinite loading bug is a great improvement to gameplay experience - these things should have been fixed a long time ago, but better late than never. Then again, I don't know if that is the case for everyone - but certainly on my PC, that's my experience so far. As for the actual interface itself, it seems pretty good. However, I wouldn't really care about the look of the interface, as much as these other very essential fundamental aspects of the game have been improved so much - that's what seems to be great about this update. Thanks to the developers for this - better late than never! EDIT: Thought the no damage bug was completely gone, but I was wrong. Still got it once, even with the new interface. Although only once in about 30 games, so a lot better than before.
  12. DestrotankAI9

    Change to game rules section 2.1

    Hi, In a recent patch (and in-game) we were notified of a change to the game rules. However, could we receive some kind of official confirmation on what has actually changed? Because looking at paragraph 2.1 of the game rules (Game Rules – Tanki Online – Free MMO game), it seems pretty unclear to me. I see some people mentioned that the change was possibly to what is required of players in terms of completing objectives in each mode. So if this is the case, then can you now receive a ban or a warning for - not attempting to go after flags in CTF or ASL attack, for instance? If that is the case, then this seems like a very bad rule change - as there are multiple ways to help your team which contribute to objectives indirectly rather than directly. For instance, in ASL attack sometimes attackers can find themselves running up against a very solid defence and unable to get any flags captured. In this case, it can be very beneficial for one or more members of the team to bombard the enemy defenders to clear them out - allowing your team to capture flags. Contributing to your team is not a one-dimensional thing, and objectives can be assisted with in many ways other than, for instance, directly attempting to capture flags. Not to mention that also, players like to play how they want. It is a game afterall. I always like to see most of my team aiming for objectives, and I am a heavily objectives-focussed player myself, but if someone wants to farm kills - as long as they are not inactive with a very low score, if that is how they want to play then that should be up to them, in my opinion. We are here in a game, to have fun. So what is the exact change in the rules here? And also - will this change affect solo modes? For instance in special DM modes - are you now required to get kills regularly, and not just to chase gold boxes in increased gold modes? Clarification from senior helpers who have a direct line to the developers would be helpful, if you could let us know.
  13. In honour of a topic about RAT Railgun reaching almost the second page, developers should buff this augment to the moon in the next patch. Another plus of this idea is that since @TheCongoSpider is the last remaining user, and most other players have probably forgotten it even exists... it could be introduced as an entirely new augment, and most players would be none the wiser :p
  14. DestrotankAI9

    [RESULTS] YouTuber battle

    Well hmm, I would never be so trusting of people not to try to sabotage ? As I say, 50 buyers from Team Waider could have changed the outcome in 5-6 hours if they had really wanted to, and there were no counter-mults from Team Jumper. But I suppose you might be right to say "low-risk" rather than "high-risk" as I said, as it would hardly be worth it for players to try to do that really, unless they just wanted to mess with things for the fun of it. But it would cost them real money and time to do so, so ye it probably wouldn't have been that likely. Although at the start of the contest however, we didn't know how close (or not close) it would be coming up to the end - it could well have ended up very close, making it much more uncertain which team would win. Also, the devs may have not disabled stars for the final days as they chose to do - which would have obviously made sabotage much easier. So we only knew it was "low-risk" (if you could say that), at the end. At the start, we couldn't be sure this method would work out so well - but it seems in the last few days the odds looked pretty good. (Of course none of this would matter if you were happy to miss out on the event, if turned out that the #1 and #2 teams were too close in the final days.) A player who chose a team from the start could be 100% sure of getting a reward which was almost as good as the winning team reward if they work hard enough, and also have a chance to be on the winning team too. Also, for a free player who isn't earning tankoins by any extra methods - 1k tankoins is still a lot. So if there was any risk of sabotage, that would hurt a lot if you ended up paying that and losing lol. There was absolutely no risk of sabotage for the rewards you worked from for the stars - if you put in the effort, they were 100% guaranteed - but you could miss out on 15 extra Ultras of course compared to winning team mults :P EDIT: Also forgot to say - if you bought in the final evening there was also the risk the website may have not updated with your stars when you earned them. From past experience of Tanki's websites before I know you should leave an extra day or two - but I hear things were all good this time anyway :)
  15. DestrotankAI9

    Kills stealing in the game

    I also actively try to steal kills in DM, and if I catch myself forgetting to do so I metaphorically slap myself for playing in a braindead manner. Also I clap for people who manage to steal my kills, although certainly it can be annoying if it happens too much. It will generally only happen too much if your equipment is really underpowered relative to everyone else - or if you almost always pick targets which will probably take a long time to kill, but fail to recognise easier targets, such as those with low HP/supplies on cd. But definitely kill stealing has to be one of the much needed aspects of strategy in DM, to make it more interesting. Does make the challenge to get that #1 spot/ top 3 require more tactical play (for those with good enough equipment to compete, of course).
  16. Because the last 2 players that used RAT Railgun (other than yourself) have probably quit :P It is now only you. I thought RAT Railgun users went extinct, well there we go then - here is the last survivor of the species ?
  17. DestrotankAI9

    [RESULTS] YouTuber battle

    extra accounts* But yes, that is a lot if so. Haven't bothered to do the maths on it, but trust you are right. 50 or so buyers from the 2nd team could have achieved that then in about 5-6 hours maximum, if they were willing to buy the bundle on 6 accounts each and grind. (Let's say you did 3 dailies + 1 weekly + 1 special mission, max 1 hour for the 300 stars - maybe a lot less). Or 30 buyers even could have done it, if they were willing to spend/play more. But yes, it is unlikely that people would co-ordinate and pay that much for a reward that wasn't even certain, and waste a significant amount of money on different alt accounts :P
  18. DestrotankAI9

    [RESULTS] YouTuber battle

    Well there was a chance that an absolute ton of mults could suddenly appear on the Jumper team, bringing him down to position #2 and meaning that people who spent ~1k tankoins on the bundle ended up with only 15 Ultras - that would hurt a lot for free-2-plays (who are not also helpers :P ). If buyers really wanted to do it, they could afford to do this if enough of them grouped together and discussed "strategy" - we had those discord servers for each team, right ;) ? Of course if could be countered by counter-mults from Team Jumper, but you would never know where such a buyer-mult war would end ? Anyone who waited until near the end of the first day to see which team was ahead (which was Jumper I believe), bought into that team, was guaranteed the 15 Ultras and 49 Containers + Freeze Skin at the end, if they worked hard enough for it - plus they had a chance to get the winner reward. However, if your mult strategy paid off you did get a really big reward with very low effort :P If I had been playing, I would probably have done the same - but it would have been quite a risk for me as I would have been pretty worried about a huge mult-surge at the end, and then I would have lost all my tankoins for very little. It would have been possible, but it seems it didn't happen thankfully. *Then again, the developers stopping people buying stars did make such a thing much harder to pull off. Because the mults would then have had to actually complete some combo of daily/ weekly/ special missions on each account to get the 300 stars, as well as buying the bundle. And there would have needed to be a looooot of players agreeing to do the same thing, with no guarantee that it would work at all - which might be unlikely of course.
  19. DestrotankAI9

    Ideas for Augments!

    Wow, well now as complex as achieving balance in Tanki is, the origins of the Earth and Universe are considerably more complex (and also interesting to discuss) ? Although, while I understand the point you are trying to make, but I don't think this is a good comparison. There are many scientists (even Nobel prize winning scientists) who believe in God, in-fact it would seem 65% of Nobel Prize winners between 1901 and 2000 believed in God. (Source: How Many Nobel Prize Winners Believed In God? - John Lennox). As for me and people that I know, I am not a scientist, but I have a bachelors in maths/physics and believe in God, while off hand I can think of 2 folks with PhDs in physics who also do, and 2 PhD computer scientists (one of whom is a Professor). So it is insulting to say broadly that religious people and scientists are exclusive, or that those who believe in God haven't thought it through. There are many clever and scientifically informed people on either side of the arguments about the origins of the universe, both athiests and theists (believers in God), who have thought in depth about this subject. They do, but not all scientists reach the same conclusions - based on the evidence that we have available, and any honest scientist would admit that to at least some degree the answer has to be "we don't know" when it comes to how we came to exist. Why is that? Well we can verify 100% anything that we can prove by experiment in real-time, such as for instance we can look into an atom to discover its true structure - you might call that "observational science". But working out what happened in the past, when not only can we not observe it in real-time, but we also have no recorded record is in the realm of "historical science", you could say. If the universe is truly billions of years old (faaaaar older than humanity itself, of course), humanity was not even here for 1% of that timeframe. Out only option is to look at the evidence that we have before as and based on ASSUMPTIONS, we can give our best guess at what happened that has allowed us to be at this point. But given such an apparently vast timescale, the potential to be wrong is gigantic, and if our assumptions are incorrect, our entire conclusion will be too. So guess what we need to believe in a theory, based on assumptions, for something that we can't verify 100% by experiment? FAITH. Yep that's right, as any honest scientist who purports to believe in any specific theory of how the universe, and humanity came to be may admit. That faith might be grounded in scientific methods that they trust - but it is still faith nonetheless. And as for people who are not scientists, who hear that scientists tell them that the universe came to be in a certain way - they also have faith - in the scientists who say that (if they don't have the knowledge to possibly question what they hear, or haven't bothered to look into the whole thing deeply themselves). So the scientists themselves who propose a certain origins of the universe/life on earth theory have faith - this particular part of science is not the same as things which can be verified in real-time. And as for the laypersons who trust the most popular current scientific theory, if they don't have the understanding of the topics to either question it (or because they haven't bothered looking into it), they are also having "blind" faith - but in the words of a certain group of scientists, rather than in God. So when it comes to origins of the universe/life on earth it is still about faith, whether you believe in creation with God or without God, or are a scientist/are not. P.S. : Now I would love to talk about how you might possibily be able to establish belief on the origins of the universe with more of a certainty rather than faith - but I believe any religious talk is not allowed on the Tanki forums so I can't, sadly. This reply alone already goes into those areas a bit more than would typically be allowed. P.P.S. : I intended this reply to be short, but clearly it isn't :P This is such a controversial topic that it is super hard to be brief on it, lest you get attacked for being assumed to believe one of many misconceptions. But you started it ? It would be cool to chat about this kind of thing in the off-topic forum, if we were allowed.
  20. DestrotankAI9

    [RESULTS] YouTuber battle

    That's actually a cool idea, I would like this lol :P Very nice? Well I feel like 10 hours a day for over 2 weeks is a little worrying, that is just too much playing of any game :P But there have been times in the past that I've done that myself with games, and yes I regret it now. I didn't participate in this event as I am now on a break from the game for a while, but congrats to everyone who got some cool rewards :) I think the skin actually looks pretty cool with paints. Event seemed fairly good, despite the rules issues, but I guess it was hard to get such an event right first time. Although it probably did encourage some people to play a little tooo much it would seem - but there always was the high risk @At_Shin option lol.
  21. DestrotankAI9

    Misfortune

    Dear Riddler, I am very shocked and saddened to hear this ?? My most heartfelt condolences to you and your family at this time of great loss. To lose one of your parents is surely a very difficult thing, and also as far as I not you are not that old to lose one, so even harder for you. Will be praying for you and I hope God will comfort you and your family at this time
  22. Thanks :) Well, this is a new problem for most overdrives ever since the 1.1 second delay, and the new augments were added. I just think this aspect of stun augments is unnecessary. They are effectively much better at stopping overdrives in many cases than jammer is - which is supposed to be the status effect which stops overdrives. With jammer, you can not activate your overdrive for a brief time - but once the effect disappears you can. With micro stun (which is now applied almost constantly, for Tectonic Plasma Twins for example), if you attempt to activate your overdrive it will be totally wasted, rather than delayed. Given that you need to activate overdrives in the enemy's face sometimes, this is highly unfair. I don't think this is good for gameplay, and a (hopefully) unintentional problem caused by these 2 changes - so a fix is needed, I feel. It wouldn't do much to nerf the stun augments, but it would prevent this highly annoying and unfair interaction.
  23. Thanks :) Hey, I mean the 1.1 second delay between when the user activates their overdrive, and when the effect actually begins - the delay added in a recent patch. This activation can be interrupted by micro stun augments, totally wasting the overdrive, and I think that is very unfair and very bad for gameplay. Given that these new augments apply stuns so frequently, this is very likely to happen. As I mentioned, it is especially unfair for melee turrets users or Mammoth/Hunter, because in these cases the tanker must activate their overdrive close to the enemy for optimal effect, which leaves them open to getting micro stunned - and having your most important ability totally wasted for nothing. You can't always be wearing stun immunity, and overdrives such as Viking can sit behind cover to activate, whereas Mammoth/Hunter for instance can not - so it affects different hulls very unfairly. In my opinion this is very bad for gameplay, and it needs to go. Stuns, or at least micro stuns, should not interrupt overdrives. And when we see more of these augments, things will get even worse than they are now. EDIT: I might have misunderstood, I didn't actually mean stun immunity during the 1.1 seconds, but only that the overdrive would still go off even if you get stunned - which would be better than it being totally wasted. But stun immunity would also probably be fine, it would make Crusader a bit more powerful - but I think that's OK. A micro stun only lasts for a very short time, so as long as you get the overdrive off that will be a huge help. Mammoth/Paladin have stun immunity, Hunter and Crusader cause their effects instantly etc. - so for many overdrives it would be a lot better than what we have right now. If you get stunned during activation it is totally wasted, which feels wrong. Interesting idea, I do feel though that yes, it would nerf Hunter a bit too much - and also make Viking overdrive a bit too powerful perhaps. We have always been able to stun during overdrives, but being able to stop the overdrive going off completely is something new (except for Hunter/Crusader), but now with augments that stun so frequently (micro stuns), the problem is worse than ever. So I think at the very least - we need stun immunity or micro stun immunity at minimum, during that 1.1 second activation window. EDIT: Possibly misunderstood question about clarification - see second paragraph for edit.
  24. DestrotankAI9

    Issue with Micro Stun Augments and New Overdrive Activation Delay - Proposed Fix

    (For this suggestion, I have decided to provide a TLDR summary version for those who don't want / have time to read long posts, and more detail in brackets for those who are willing to read it). The Problem: It occurs to me that following some recent changes to the game, quite a large new problem has arisen. The changes in question: 1. All overdrives now have a 1.1 second activation time. 2. Micro stun augments have now been added to the game (currently for the augments Stunning Missiles for Striker and Tectonic Plasma for Twins). TLDR version: Now all overdrives have activation times, but we have new augments that apply stuns almost constantly, which therefore make these very important abilities impossible to activate, or very easily cancel and waste them. Overdrives are too important for this to happen - and also this is very unfair for overdrives which must be activated up close, such as Mammoth/Hunter or for melee turrets. More explanation: The Solution: I have two suggestions to fix this: 1) Micro stun effects (stuns of less than 1 second in duration), will not interrupt the activation of overdrives, once the process has begun. 2) All stun effects will not interrupt the activation of overdrives, once the process has begun. TLDR version: Either option 1) or 2) would fix the problem. Micro stuns and longer stun effects would still be powerful, but they would not ruin cause overdrives to be totally wasted. Much fairer especially for melee turrets or Mammoth & Hunter. More micro stuns will be added to the game, and this problem will get WORSE - so let's fix it now. More explanation: Feel free to leave your thoughts.
  25. DestrotankAI9

    Ideas for Augments!

    Looking at the tone of your post here, and also the suggestions, I am guessing that this is a troll post of sorts? I mean, I don't think you need to resort to troll posts just because some people have different opinions on balance. Although, you have put forward some great ideas about changing the direction of game balance - it would be nice if the developers would make Legendary augments, and status effect augments more optional, rather than required, to do well in battle. But unfortunately there are no signs that they would be willing to do that. So sadly I feel like there is little point in making suggestions which they are unlikely to accept, and instead to aim that all turrets are balanced with each other - when taking their best Legendary augments into account. But if all the changes you had suggested were all added together, it would probably be good for the game overall. I just don't see it being accepted sadly - but we can try. I do think you are overstating the value of status effects just a little, though. Unless you were just going to town on the troll aspect of this post. For example: This would bring the time between shots for Scout Railgun down to only 1.36 seconds (1.1 +0.26), which would be just over 1/3 of the time for stock (3.9 seconds), at Mk8. So effectively increasing the DPS of Scout to almost 3 times that of stock regular Railgun (without considering the extra +20% to normal damage mentioned), and greatly increasing impact force. Even if we kept the -40% to normal and regular damage that Scout has, that would be far more OP than any current Legendary Railgun augment, and far more OP than Striker's Stunning Missiles. So I think you are making it clear that this is a troll post. As I say, unnecessary. Garage augments for some turrets (Smoky/Striker/Freeze/Vulcan) are competitive with the best Legendary augments. I use them regularly, and you also see many 9999 players (who have access to any augment that they want) using them, which is the acid test of which augments are currently meta. So if we nerfed the best Legendary augments, we would also need nerfs to those turrets too for the sake of balance. All in all, if all your nerf suggestions (not these troll buff suggestions) were thrown into one patch all together, along with nerfs to the strongest base turrets, I think the game would probably be in better shape. But would the developers ever agree to do this? Sadly I think it unlikely. The best we can probably hope for, is balance between each turret taking into account the best Legendary augments.
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