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Everything posted by DestrotankAI9
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Wow that is some serious luck :P Please give me some lol. My rewards: + Alien paint and 3500 crystals.
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patch notes Patch Update #671 - Released 3rd December 2021
DestrotankAI9 replied to Marcus in News Archive
Hopper actually seems relatively fine with Heavyweight construction - however even then it isn't ideal and it is still very easily flipped during overdrive. Although if anyone still wants to use Hopper, I'd go for that if you have it. Other than that - Hopper really needs a stability buff now. Personally with Heavyweight I managed to do quite well doing the missions today in the special mode, and still got some captures in CTF. Without heavyweight though it is painful. Other hulls are certainly better than Hopper for basically any mode, including capture modes now. If you hate Hopper that's fine I guess - not very fair for people who are low on crystals who have put a lot of their hard earned crystals and time into upgrading it, though, and who don't have many other options. I think as I've said before, nerfs to OP equipment are good - but to make them useless is not fine. Another example of this is Shaft, which was taken from OP to useless recently (apart from healing emitters). But personally I would say the Hopper nerf is worse, because the hull is very awkward to play with without Heavyweight construction - far too easy to flip even from your own recoil sometimes. Awkward and annoying gameplay isn't exactly great for the game. -
Bro it's just a game, I mean wow. Might be some issues but no call for such language at all. Think about your priorities in life if a game makes you react this badly.
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patch notes Patch Update #671 - Released 3rd December 2021
DestrotankAI9 replied to Marcus in News Archive
Hopper is now wayyy too unstable during its overdrive, nerf might have been called for yes but it is too far. And look at the way he flips when hit with the hammer while going up the ramp - flipping light hulls is possible when going up ramps, but I don't think other light hulls would have flipped in that situation. In general Hopper is just too unstable now. -
patch notes Patch Update #671 - Released 3rd December 2021
DestrotankAI9 replied to Marcus in News Archive
Seeing how happy Impulse is about this situation is lol ? Well the "flying hack" is certainly nullified for now, that's for sure lol. Your campaign against the "flying hack" has finally been successful :P Success of absurd magnitude, I must say. -
Does anyone have a promo code for tankoins that could help this tanker? I actually have one for 200 tks that I haven't used and would be willing to give to help him reach the 1000, but one would not be enough. Contact me if you would be interested in helping :P (And yes we would only give it of course if the fund reaches level 2, which it probably will). #Only_Event_Fund lol
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patch notes Patch Update #671 - Released 3rd December 2021
DestrotankAI9 replied to Marcus in News Archive
OK I mean that's honestly ridiculous. There is no way a hull should be unable to actually fire like that - to be honest these changes go beyond making Hopper bad into the realm of actually broken. Hopper was OP but we need an actual hotfix to make it playable - waiting to next Friday would be a bit long. Just make it a bit more stable again. -
patch notes Patch Update #671 - Released 3rd December 2021
DestrotankAI9 replied to Marcus in News Archive
Hopper is honestly so bad currently I think the developers should consider an actual hotfix. Like it is unplayable. I am in favour of nerfs to OP stuff but not making items useless, and it is especially unfair to players who can maybe only afford one of two hulls (especially low ranks), or low ranks Legends such as @Incorp and invested in Hopper, because items in this game take a lot of time and effort (or some degree of real-cash payment) to upgrade at high ranks. -
I currently have over 1000 tankoins on 3 different accounts (approx 2000 on my main) as a free player, so no need for that :P I am sure many light buyers will buy this offer though so it will still be worth it for them. For me personally I am a non-buyer as I am actually not able to buy anything in the game right now for personal reasons, despite the fact I normally like to pay for things that I use. So no matter how good the offer I can never buy, although if I was a buyer I would surely consider this (although if I was a buyer I would probably buy only cosmetic items only as I strongly dislike pay-to-win). The thing is however that this will suck for anyone who doesn't have 1000 tankoins, but if you do - well congrats :)
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OK thanks for the answers :) . Honestly this is a mind-blowingly good offer, provided that the fund reaches a certain point. This is undoubtedly the best offer that Tanki have ever done, by a very long way. Ok well I do agree with you on a lot of points that too many pay-to-win changes have occurred in the game in the last 2 years, but wow man, have you actually considered what this event means? If you have 1000 tankoins (which is very obtainable for even free players or light buyers), if the fund goes to a certain point (and you can wait until that point), you can get a fourth module slot, and potentially even Armadillo and Crisis for only 1000 tankoins. And you also get a ton of Ultras, and a chance to win a huge amount of Tankoins too (but that is just icing on the cake). If that isn't the best thing that Tanki have ever done for free players and light buyers, I don't know what is. I mean actually think about this. Now of course, we can have future changes such as the double-status effect protection hull augments coming which would bring the game back to heavy pay-to-win. But this offer could honestly single-handedly change the game for free players or light buyers. Even a new player with only one slot could potentially get 4 modules, Armadillo and Crisis. Hey hey just shush :P I see your point but this game has been too high on the pay-to-win front for too long. This offer (if it really is this good) will bring some much needed balance. More pay-to-win changes are soon to come anyway, and the heavy buyers can at least earn a good amount of Tankoins potentially.
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No no, you don't do that. If you are not a big buyer you WAIT until the fund reaches a point and then buy - if it doesn't don't buy. You don't need to rely on luck if we are guaranteed the prizes. But we would need confirmation. However, I would say the fund is very likely to reach quite a high point given how high it was the last time, and this looks to be an even better offer - so I would expect it to go even higher.
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If so that's insane. This means the fourth slot will now be very accessible for free players, provided that the fund passes a certain point (either level 2 or 10). However we would need confirmation that you will definitely get this, and not only if you win the draw.
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Wow OK, this is actually INSANELY good. Can we have confirmation on this? So if I am reading this correctly, if you have bought ANY bundle you are GUARANTEED to get the prizes on the list once the fund has passed a certain point? If so that is honestly an amazing offer. Also, I assume if the fund reaches level 2, that will give a player with 3 protection modules, the fourth protection module slot? Or will the fund need to reach level 10 for this? And please tell me that if a player gets all tiers - that they won't end up with 6 or 7 protection module slots ? But I assume that what happens is that players with one slot will receive 4, if we reach level 10.
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I really hope that these will be more balanced when they arrive, in this state the game will be broken on a new level if these are implemented. One thing that angers me is that recently the developers bring in new Ultra Container augments for a turret, and then proceed to nerf the Garage augments to uselessness in order to make the Ultra Container augments the best option - that is just disgraceful. This is creating a full-on two tier system now between Garage and Ultra Container augments, as if it wasn't bad enough already. Soon free-to-play players will HAVE to rely on luck from Crazy weekend Ultras to compete - Garage augments will not get you anywhere. To see examples of this look what happened with Smoky and Railgun. Autocannon was the best Smoky augment - now it has received a massive over-nerf. EMP (Ultra Containers) is now the best for Smoky. Railgun had Scout, Destablized Rounds and Large Calibre Rounds. Now Scout and Destablized have both been nerfed to uselessness, and Large Calibre Rounds was already bad, and has received another nerf. Now the Ultra Container augments are the clear best for Railgun, when before the Garage augments were good. And to stop that all off, in the last patch the developers gave all the Ultra Container augments for Railgun a FASTER rate of fire with Viking overdrive than with any other Railgun augments - even with Scout! Despite the fact that Scout is supposed to buff rate of fire... and none of the Ultra Container augments do. So what has happened with Railgun and Smoky is a disgrace, I hope that we are not going to see the same with Twins. Incoming NERFS to Twins garage augments, and broken new Ultra Container augments coming, meaning you now need Ultra Container augments to use Twins? I hope not, but I can see it coming...
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I definitely couldn't say that Viking is OP in the current meta, now that we have Paladin and a buffed Hunter, and other hulls such as Mammoth/Dictator and Crusader being so strong right now. Also if Jammer is buffed it will fall behind further. Not to mention the fact that it now has the same speed as Hunter and Dictator, but less power and weight (and possibly less acceleration than Hunter? Not sure). So when overdrives are down, it is inferior to the other medium hulls. Viking is good, but just above average I would say personally. I still use it a lot, but it is just one of many hulls I use rather than a go-to in most matchups like it was once.
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So the pass this time doesn't quite compare to the last one, but that is kind of to be expected considering that the pattern seems to be strong pass -> weak pass -> strong pass, or something like that. With such a strong pass last time, no surprise that it is quite weak this time. EMP Immunity for Dictator is a very good augment though, and Wyvern's Breath isn't bad (although not top tier), and the silver tier with Dragon's Breath is pretty good - looking forward to that one personally since I have almost no Hammer augments (for when I finally get Hammer). I think that it is a GOOD thing that the battle passes are sometimes weaker, and that we are not seeing something like EMP Hammer this month. Why? Well just imagine how IMBALANCED battles would become if we had the best-of-the-best augments available every time. And really from Tanki's perspective, they can't afford to give away all of their best augments every time or else everyone will have them very fast, and it will damage the game's economy too much (as well as battles becoming imbalanced, and garage augments getting further de-valued). I do think Wyvern's Breath could probably do with a slight buff, as could all freezing effect augments. I also think that if they are giving out "weaker" augments they should combine that with "stronger" (more desirable) paints - like for instance finally giving out Night City with this pass, along with Wyvern's Breath would have made it worthwhile for some.
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On my alt I was using it with Hornet/Dictator, but recently now with Paladin. The supercharge effect doesn't seem as important anymore now that it has such a high crit rate. In siege mode with Paladin, if you get close you can AP people for very often multiple one-shots, or huge damage at least, and bonus points if you manage to do that to targets in a Titan dome. Blunderbuss/Paladin is amazing ridiculously OP in Siege. Here's a screenshot from a recent match, on an alt account with Blunderbuss (Playing with Blunderbuss/Paladin/Miner drone). I entered the game 5 minutes in and with my team 0-4 down, and this was the end result: Several players in the enemy team were also above 5k gearscore. Multiple times I singlehandedly killed 4-8 members of the enemy team alone who were about to capture points, with Blunderbuss hit-and-hide behind objects. And I was able to dive in with Paladin overdrive, immune to status effects/criticals and self healing, while jamming their overdrives and AP-ing paladin dome to get huge multi-kills. I have seen players use this combo at Legend and it is really strong there too. But Blunderbuss currently seems really broken with anything, really.
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OK sorry, I didn't check your rank and assumed that you must be talking about high rank gameplay, I see. Many players also use lower rank accounts to post, so even that isn't sure to tell what rank someone really is :P . As for ranks around Warrant Officer 3, Paladin with Brutus drone will do just fine. Brutus is almost certainly the drone you want to be getting to 20/20 first around those early ranks (unless you are a buyer). Although I have to say, the SPRINTER drone is currently amazing in CTF (unlocked at Warrant Officer 2), even if you use that with 5/20 upgrades, at low ranks it is really good. It has a 9 second recharge, and if you pick up a flag and drop it again, and pick up again it gives you a full heal and full supplies for a short time, at the cost of only one speed boost. I tried it on a low rank alt and it is amazing in CTF. At third lieutenant you unlock the Lifeguard drone which is also great, but 20/20 brutus is your all round drone for low ranks and it should work just fine too.
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This might actually be nice as a buff to Jammer, instead of the current idea where it is planned to cancel drones - I think that that would be too game-breaking. if Jammer cancelled critical strikes also that might make it more potent. However, while it is a good idea in itself I think we don't need any more status effects to be added to the game, because we already have enough (If not too many). If more are added this will tempt the developers to go in the direction of the double-immunity augments they talked about bringing out in the future - which would be a massive pay-to-win feature, and make the current pay-to-win situation even worse. It is a cool idea though, but either I would like to see it added to Jammer or not at all.
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Eh thanks lol :) Well yes, Paladin is very competitive against Hopper right now. After the recent buff Hunter (with stun immunity) is also quite good, and on small maps even Mammoth/Trickster or Defender can do well in capture modes too. Hopper can't do much against an Mammoth/Trickster with overdrive speeding towards the capture point. Agreed all round. Hunter received quite a buff recently, its overdrive is very strong now and you can disable an entire defence line for quite a while. It could become even stronger if Jammer gets buffed (which it looks like it will be). Honestly I think the balance in capture modes between Paladin/Hopper and Hunter (and also Mammoth in smaller maps) is actually reasonably good right now (although Paladin is a bit OP, and Hopper with lightweight is also OP - lightweight should be removed from MM), all 4 hulls can work well, although they have different strengths. Overall Hopper is probably still the best for making a large number of captures against a weak defence with its speed, but Paladin is better against a strong defence, and also better for getting kills.
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Blunderbuss "not very useful" !!? For real :P ? Since the patch that buffed it to 50% crit??? Like, my alt account with Blunderbuss is able to single-handedly turn losing games around and get insanely high kill tallys against equal GS opponents, it seems laughably broken to me. Also, on my main account very frequently the top player on the enemy team is using Blunderbuss. You need Armadillo to effectively protect against it (which very few players have - I am among those who don't) and the damage it deals, against potentially multiple targets, can be gigantic. Now, the other hammer status effect augments from Ultra Containers are certainly also OP - I can't compare them against Blunderbuss as I don't have any other then AP on an alt account. Although when I see people using them they generally shred their opponents. But Blunderbuss, I certainly believe needs a nerf (and it probably won't get one since the developers buffed it when it was already OP, since it is an Ultra Container item). Interesting to hear about the Twins Ultra Container augments - I dread to see how OP they will be. It is nice to see Twins finally getting some Ultra Container augments, I just hope they don't break the game, and I also hope they don't massively nerf the Twins garage augments (like they did to Autocannon and Railgun garage augments) so that you need Ultra Container augments to compete with Twins.... I can't believe how bad they have made Scout and Autocannon while buffing the Railgun Ultra Container augments, it is really an insult to free players. If the same happens to Twins that will truly be a joke.
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Lol yep, probably both Paladin and Vampire Nanobots will be nerfed. However I have to say, Blunderbuss was in the battle pass and not long after it actually got a BUFF, and Blunderbuss is many situations actually even stronger than Vampire currently (both are OP though). So the precedent for an augment being nerfed after appearing in the pass is somewhat messed up due to that example. I would definitely expect to see Paladin nerfs very soon however. Enjoying abusing it while it lasts for now lol.
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If you want to beat Hopper right now there is a very good solution - use Paladin. Having just purchased Paladin I can confirm Paladin is actually stronger in capture modes than Hopper against a strong defence - if you are using it with Defender/Trickster once you have the overdrive you are insanely powerful and can easily take on several defenders at once, and escape with the flag. As for defence, if you really want to you can use your overdrive and jam and AP the hopper - and they won't be getting far. Hopper is great but personally I have been dominating CTF with Paladin since I bought it. What others have said applies also - if you want to counter Hopper really Tesla is the answer, or a status-effect augment against which the Hopper user doesn't have protection. Hunter is also now brilliant in capture modes, its overdrive is now very strong and you can sometimes have an easier time capturing against a heavy defence with Hunter - or returning flags. You can also stop Hoppers in their tracks now that it has such a long range (although you might need stun immunity to use Hunter overdrive effectively against Hopper). However I must say, the lightweight augment for Hopper shouldn't be allowed to be used in Matchmaking, it is simply broken. Other than that, I don't really see a problem with Hopper now - plenty of counters and it sucks as always outside of capture modes. It also has competition for the best capture hull now with Paladin and the new-improved Hunter. EDIT: Just to give an example, here is a game where I played with Paladin in RGB against a 9999 Hopper (I know you asked about CTF but RGB is similar): As you can see in this game, we even ended 5v6, and the enemy team had 2 9999 players (Honed was 9999 Hopper), while we had none, with me using Mk7-1 or 2 Paladin and Defender drone 19/20. I was however using Vampire Nanobots Isida obtained with free to play tankoins from the battle pass (so that was a bit of a cheat), but anyhow when my overdrive was up the enemy team including the two 9999s couldn't do anything. Hopper was jammed, AP-ed, dead and the ball was mine, and I mowed down his team mates too. Paladin > Hopper in many situations in capture modes now. Several scores in this game we literally lost as myself and my friend were chatting and not playing, otherwise they would have gotten less lol. Paladin is rather OP, I have to admit.
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There is no doubt that this battle pass was super good, even the paint is cool. I was saving for the fourth module (which takes quite some effort as a free player as you will know), but decided to invest in this pass since Vampire Nanobots is so good (plus I have Isida Mk8), and also I needed more crystals for Black Friday. This was definitely I good decision, I earned enough crystals from the pass to also purchase Paladin Mk7, while I got Paladin heat resistance from the containers giving me some augment to use with it. Paladin + Vampire Nanobots is umm... well lets just say pretty good ? .
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So this Black Friday the one protection module I invested in was Mk7 against Isida, to protect against the coming Vampire Nanobots hordes from the battle pass. I think the screenshot below is enough to illustrate why that was a good idea ? (check my team)
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