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DestrotankAI9

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Everything posted by DestrotankAI9

  1. Ah yes I suppose Firebird is good with Incendiary mix, I am assuming Adrenaline augments are not allowed by the rules though? I would definitely take Freeze Adrenaline over Firebird Incendiary mix, as that gives you much more DPS than Incendiary Mix at 50% hp when you don't have Boosted damage, and about the same DPS at 50% hp when you do have double damage - while also having the Freeze effect, although the downside is that it has slightly less Magazine. But I am guessing that Adrenaline augments must be disallowed. Thunder though, that doesn't make sense. Thunder is a really weak turret currently, and Striker does everything that it does - better - the only downside being slightly less projectile speed.
  2. DestrotankAI9

    eSports Tanki Fund

    Good call today, nice one :) Ye I highly doubt Bulls will let us down again, got to be a Bulls victory tomorrow. Grand final could be up in the air now however, just as it was last time EDIT: Also on another note, I didn't see all the rounds - but I saw some players using Firebird and Thunder in one of the matches. May I ask why - why would you use Firebird over Freeze or Thunder over Striker currently? As far as I'm aware those Freeze and Thunder are directly superior to Firebird and Thunder in the current meta, even with overdrives disabled - due largely to their bonus critical damage. EDIT(2): Nevermind, I only saw the final rounds, and it seems the matches before that had quite a bit of Striker usage :P . So the Thunder must have been to avoid modules.
  3. DestrotankAI9

    eSports Tanki Fund

    I shouldn't have doubted @Spy and voted for Bulls :( You guys have lost me a container!!111 But well done Spy, huge congrats on todays win :) ! Great performance
  4. DestrotankAI9

    Ideas for Augments!

    Regular Isida has critical healing - if support nanobots did not have critical healing it would be worse at healing, in some respects (such as when Dictator or Hornet overdrive is activated) than regular Isida. And support nanobots does need critical healing - because of how much more DPS players do since the critical damage patch, which reduced the power of modules greatly. If players take more damage - then support nanobots needs more healing to remain a viable augment. If you think support nanobots is OP then I think you are in a minority - I am pretty sure most players do not think it is OP. It is a pretty hard augment to do well with, outside of Siege and ASL Defence - and even there it is by no means OP. The suggestion I made would deal with the potential issues which you mentioned in Team Juggernaut (Juggernauts becoming too strong with with backup from support nanobots Isida team mates), without ruining support nanobots Isida in other modes, which is what removing critical from support nanobots would do. It also would not make sense to have critical removed from support nanobots (which is supposed to be the healing augment), and have critical on normal isida, so this suggestion would not work - I suggest you reconsider what I have suggested if you really think there is a problem in TJR with nanobots Isida.
  5. DestrotankAI9

    Ideas for Augments!

    An interesting idea, but I don't think this is a good one unfortunately - because this would be too similar to Ricochet. Ricochet needs to have some unique qualities - the other "Rubberised" rounds augments are if you notice, for turrets with much faster projectile speeds: Smoky & Vulcan. Twins is a short-range turret just like Ricochet, and its projectile speed is very similar. This would make it far too close to Ricochet, and also it would have these defining attribute of Ricochet while also having infinite firing, unlike Rico. Therefore I think it would potentially be too strong, and too similar to Rico. Turrets are losing there uniqueness too much because of certain augments, and I think this would be a further step in the direction of turrets becoming almost the same.
  6. DestrotankAI9

    Episode 313 of the V-LOG!

    Interesting, so it seems we have a contradiction here in what the helpers are saying, and what some players are saying from personal experience - that content has been added to regular containers (the AP immunity augments for Crusader/Hopper/Ares in this case - added some months ago), and pre-saved containers were not changed to appear as "old" containers. I have to say I am inclined to believe the players are right here, as helpers are presumably stating back what the developers have said, and not saying this from in-game experience. As we know from patch notes and "hidden" changes such as Dictator getting exp added to its overdrive as @TheCongoSpider pointed out, patch notes can either be wrong or information that we are given can be incomplete - and that could well be the case for any part of the game, including with container rewards. However even if not changed to "old" containers, I still would be willing to believe older containers will contain only the items obtainable at the time they were acquired. And It is reasonable to point out that changing to "old" containers is probably only truly necessary if items are removed, rather than added as @numericable and @IlRailGunlI point out. Perhaps that is sometimes the rule that is followed.
  7. DestrotankAI9

    Episode 313 of the V-LOG!

    It's obvious if they are marked "old", the only question was if contents can change without the "old" designation - as numericable thought happened before when Hovering Hull AP Immunities were added to containers. But that is interesting if your friend got Mk1 Hopper when he already had Mk8 - ouch ? I had assumed in this case that he would be given a replacement reward.
  8. DestrotankAI9

    Episode 313 of the V-LOG!

    I see, interesting. Well I never really save containers so I suppose I wouldn't know ? I have saved them up for 2 weeks once or twice, but that's about it. Thought I might have once done it at a time when the contents changed without them reverting to "old", but perhaps that wasn't the case then. @numericable said in this post however that he was aware of an instance where container contents were changed and they were not converted to old, which would contradict this. Are you sure of this numericable, did you have containers saved at this time?
  9. DestrotankAI9

    Episode 313 of the V-LOG!

    Umm did you read my post :P ? I was saying that that was probably the case - although this would be a way to test it for sure. I don't think that containers are always marked "old" when the contents change (unless I am incorrect?) as the contents change quite frequently and I am fairly sure there have been times they haven't been marked "old". But even if they are not, I still think the rewards you can get from previously obtained containers can only be from the items available at the time they were obtained. I said that I suspected this was true in my post (read carefully), but I said someone would have to try to test it, or we would need official admin confirmation to be sure.
  10. DestrotankAI9

    12 minutes battle duration

    12 minute battles were mixed for me. I liked them if I was in a reasonably fun battle with a chance for my team (but not totally dominating either), and in a map/mode combination that I enjoyed. However if I got stuck in a "bad" match (and no I am not quitting battles as I refuse to endure a 2 minute queue + load time for nothing) the 12 minute matches could be painfully long, and it also made "finish battles" and "finish in the top 3" weekly and daily missions harder to complete. I suggest, as I said before, that the perfect time would be 10 minutes - offering the best of both worlds. Along with that, the requirements for "finish battles" and "finish in the top 3" weekly and daily missions should be slightly reduced, as even if 10 minutes these would become harder to complete. For example: For 10 minute matches the daily mission "Finish 3 battles in the top 3" must become "Finish 2 battles in the top 3". And the weekly mission "Finish 10 battles in the top 3" should become "Finish 7 battles in the top 3". This would result in these missions having the same difficulty as they have with 7 minute matches - if left unchanged they will become significantly harder to complete with a longer battle duration. 10 minute matches (along with appropriately reduced requirements for some missions, as I have described above) would be perfect, and a great improvement to the game in my opinion.
  11. DestrotankAI9

    Episode 313 of the V-LOG!

    I am not sure, but even if the containers don't change to "old containers", I think the items you can get are still different. We would need a developer to confirm, or it could be semi-tested if someone saved up a very large number of containers, and then opened them when some new items were added just to test. If you successfully got one of the new items from containers obtained before the new items were added, then that would prove that you can sometimes get "new" items from "old" containers. But I suspect that even though the container appearance does not always change with every change in contents, you can only get items that were available at the time you obtained the containers.
  12. DestrotankAI9

    Tanker's Day

    Tanker's Day was fun overall for me, easy special missions and enjoyed the special events :) However, I do wish that there had been increased golds in the Fire/Wasp mode as it was last time - since this was one of the really big 50% sale events after all. We had 2 weekends of increased golds for UFO day.... ...but only one increased golds event for Tanker's Day, even though it is a more special event and taking place over 3 weeks, whereas UFO day was only covering 2 weekends? I think that was a little mean of the developers, especially since this is one of the really big events. However, other than the last event with no increased golds, I thought it was pretty good overall.
  13. DestrotankAI9

    Episode 313 of the V-LOG!

    No hope for getting Paladin hull augments from those containers I think, because I believe containers get updated each time. So you will only get newly added container rewards from containers obtained after the time that item is added to possible rewards, not from any containers saved before that date. I could be wrong but that's what I believe to be the case, would need an admin to confirm. I do agree that for the sake of fairness, most Paladin hull augments should be added to regular containers on release.
  14. DestrotankAI9

    Episode 313 of the V-LOG!

    Congratulations @RIDDLER_8 on your new Paladin hull, and also on the forum icon lol. It is pretty cool that the developers gave you that ? Finally a forum icon more fitting for the Supreme Leader :)
  15. DestrotankAI9

    Paladin Giveaway

    I need to have Paladin to counter the deadly @RIDDLER_8 in battle. Every time I meet this unstoppable foe it results in crushing defeat, please give me Paladin so I finally stand a chance against the mighty Riddler :) . Also, as you might notice Isida is my second most used turret, and Dictator my most used hull. Why? Because I really like support gameplay. So clearly, Paladin is the perfect hull for me! Now I think I've said enough - you are surely convinced - you must give DestrotankAI9 early access to Paladin. Thanks in advance! ?
  16. DestrotankAI9

    Tanki Picture of the Day - Have any?

    A historic victory against the algorithm! Great heals, WP :) Who needs 9999 teammates when you can have 5-6k instead :p
  17. DestrotankAI9

    Ideas for Augments!

    @Yveltal9 How about this suggestion? - Make juggernauts "immune" to critical healing from Isida (i.e. Isida can no longer get critical heals on allied Juggernauts) This would achieve the main part of what you are looking for, which was to nerf support nanobots healing on Juggenauts in their team - but without totally destroying the support nanobots augment in other modes, as your suggestion to "remove critical healing from support nanobots" would. In your original post you mention that you think support nanobots in general is OP - which I think most people would flatly disagree with - but if there is any issue with support nanobots in TJR then this would surely solve it. I don't personally think this is necessary, but maybe I don't play enough TJR these days - as I say I have never personally faced a Juggernaut being healed by an Isida which I've had a particular problem with in the last month or so of play. But maybe this kind of thing happens, I don't know. Destroying a perfectly good augment however (and the main healing augment in the game might I add - pretty much the only option for those of us who want to play healer), for the sake of a rarely used strategy in one mode would be a disaster. So at least this change would accomplish what you are looking for, while keeping nanobots isida the same in all other modes.
  18. DestrotankAI9

    Ideas for Augments!

    Well that is true, but still I can't remember a game in the last month where I faced a team with support nanobots players in Juggernaut and thought "Wow this is OP". The last time I faced 2 support nanobots players healing a juggernaut, they gave me some nice free points from splash damage when I was using striker, and actually helped me kill the Juggernaut as I got my overdrive charged faster. Splash damage turrets = great free points from players around the Juggernaut. Nanobots might be viable in Juggernaut, but I definitely don't think it is game-breaking by any means - by far the best things there are Striker, Viking and Heavy Capacitors with Booster - Nanobots will not save the Juggernaut from those. Also, Support Nanobots relies on its critical heals since the Critical damage patch - which greatly increased the amount of damage players take on average. By default, support nanobots Isida is worse when players are taking high "spike" damage, as then they will die before they can be healed up. So to nerf the criticals just because of one mode (Team juggernaut) would be awful - and I don't even see a balance issue there. Also, the criticals have made support nanobots a lot more fun to play, so it would be much more boring without them. If some change was really needed (which I don't think it is), then nerf the power of critical heals on the Juggernaut (maybe). But certainly not a nerf to support nanobots because of one mode - and in any case I don't see any changes being needed. I have never had a problem winning in TJR because of healers - sorry to be impolite but I think @Yveltal9 simply needs to "learn to play". @Yveltal9 Try equipping Striker with Viking and Booster, especially with Cyclone augment in Juggernaut and see how it goes for you. Or anything with Viking and Booster, really. I don't think you will have any problem with healers if you do that. You have a great memory :P . Well that is interesting indeed lol.
  19. DestrotankAI9

    Ideas for Augments!

    Support Nanobots is not OP. If Juggernaut is being healed by one - just kill the Isida. Simples. If there is a guy healing the Juggernaut that means 1 less player trying to attack your Juggernaut anyway, so it balances out. Healing the Jug is rarely an effective tactic - equipping Viking or Cyclone Striker/Shaft Heavy Capacitors with Booster and attempting to kill the enemy Jug is.
  20. DestrotankAI9

    Tanki Picture of the Day - Have any?

    Oww dear :P That's what you get for buying scamboxes lol. Ye, they are definitely only something to be purchased sparingly, with a few free tankoins on an account that you don't play much. Or, if you have earned a lot of tankoins and buy them every so often, to try your luck. But so easy to blow all tankoins on them, and end up with nothing. I generally try to save for the passes.
  21. DestrotankAI9

    Tanki Picture of the Day - Have any?

    I definitely think if you get a good coinbox opening you shouldn't buy more - just take the extra Tankoins. 'Cos you can easily lose those Tks! In general, I would only buy them rarely (and only with free Tks - odds are stacked against you). Save a few more from challenges and get the new battle pass when it has an augment you want - very cheap now you get 400 back from the gold tier. Typical opening on my alt: My golden rule with coinboxes is that: If I get a good opening, I don't re-buy - I take the extra Tks and use for (hopefully) a battle pass. Secondary rules are: 1) I buy them with the first 150 Tks I earn on an account, and then 2) after that only every 1000 tks I earn. That way I avoid wasting good openings, and blowing all my Tks on coinboxes :P
  22. DestrotankAI9

    Nerfing the shaft (turret)

    Personally I am having a lot more trouble against good players with Shaft than against any other turret right now, including Tesla. Shaft was a very strong turret, and then it received a massive unnecessary buff a few patches ago bringing it up to a ridiculous level, and the recent nerfs haven't really changed much - it is still very OP at both low and high ranks. Especially after the nerfs to many other turrets last patch, it is the best long-range turret by far at this point. I decided to see what it is like to use Shaft at Legend, and equipped my 7-7 shaft with Heavy Capacitors, 7-10 Ares and 13/20 Booster. This was the result: Would have managed a lot more than 35 kills if we didn't finish early. Now my team was significantly better than the enemies, but there is no way that k/d and score would have been so easy to achieve with any other turret, especially given such a low gearscore - well below a lot of the enemy team too. Shaft IMO needs a significant nerf, far too strong right now. And this was my first game with Shaft in weeks, I have very little experience with Shaft in general at Legend. Admittedly yes - Shaft is a hard turret to balance. If it can one-shot, it is OP - if it can't it is weak. The real problem for Shaft is Lifeguard drone - that drone can ruin a Shaft player's day. But Booster/Crisis and Heavy Capacitors (or maybe even just Heavy Capacitors) can overcome modules quite easily. At low ranks especially where modules are weaker, Shaft is still ridiculous even after the nerfs. It has had its reload buffed far too much, there was no justification for it. The reload at Legend must be nerfed back to what it used to be some weeks ago.
  23. DestrotankAI9

    Tankiada 2021

    Good luck to my main man All_Might in the Headspinner's Race! Hope you win bro :)
  24. DestrotankAI9

    September Challenge I

    Actually I have it on a low-rank alt account - although one that only has a low Mk Hammer. As far as I can see it's pretty dominant, was smashing with it using Hornet even with low Mk gear. Took out several guys in Siege in one shot at the enemy point. Also would be good with Dictator I'd imagine. During Hornet or Dictator overdrive you can do gigantic damage, and also if you get a crit from range. EDIT: AP Hammer might be better though, but I don't have it to judge against!
  25. DestrotankAI9

    September Challenge I

    Could well be lol. All the Hammer status effects have now been used up, so it is time for another turret to get an augment at last :P
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