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Everything posted by DestrotankAI9
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Well one weakness of the Ideas & Suggestions section is that you are not able to put all Ideas in one suggestion (the only place for that might be a post in the "Let's Discuss Game Balance" thread, but there probably no-one will read it, and there is also no promise that the ideas may be passed on to developers). Of course you want to have individual threads for discussion on augments for each turret, but of course you are wanting to nerf all of the overpowered Legendary augments (mainly the status augments) at the same time. That would certainly have to be done all together, and no one set of changes proposed could be done individually. It would be nice to have a place in Ideas & Suggestions for a proposal of a full set of balance changes, a "Patch notes" suggestion if you will, because we would need to consider all the changes as a whole rather than individually, to have a true sense of the effect on game balance. To achieve true balance, if all the changes you suggested to Legendary augments were to be implemented, we would also need nerfs to the base power level of the strongest turrets, which would then otherwise be far out in front of everything else. Specifically Striker, Vulcan, Freeze and Smoky would need nerfs, as their garage augments are currently very competitive with the best Legendary augments, and if all Legendary augments are nerfed, they would be very much the meta. Now, you are suggesting a change in direction of the game balance entirely - the developers seem intent on having Legendary augments more powerful than garage augments, since they are now on a higher tier of rarity in even regular containers. This is a sad thing, since many of the garage augments are more creatively designed, and have more interesting gameplay than the Legendary augments do (which are often just X turret with a status effect added on), plus the fact that some status effect augments are very imbalanced, not promoting fun gameplay + increasing the p2w/f2p gap. You want developers to make Legendary augments offer a different variety of gameplay, but not to be more powerful. This is a change that unfortunately I don't think the developers would be willing to make, although it would probably be good for the game. This one point I wouldn't agree with, as I said in my post my I have better performance with Vulcan/Smoky/Striker and Freeze with garage augments than with Railgun's Legendary augments. Freeze Adrenaline, Striker RRE/Adrenaline/Cyclone/Uranium, Smoky Cryo, Vulcan Adrenaline/Reinforced Aiming Transmission - all of these augments achieve greater score and more success in battle for me, than Railgun's status augments do (admittedly I don't have AP so I can't comment on that, though I do have EMP/Stun/Cryo). Railgun's status effect augments lack raw DPS, and given that Railgun is a slow-reload turret, it is very possibly that if you apply a status effect, the opponent may run to cover, or an ally may get steal your kill (with the obvious exception of stun rail, but it still has average level DPS). So for getting score and topping battles, I definitely find that even Railgun's status augments are below the level of several garage augments + many of other turrets' Legendary augments - hence certainly not OP in the current meta. With the general nerf to all status augments you have proposed, they could certainly see some changes, but I think for instance looking at the changes you have suggested to stun Railgun, even then it would be going too far. Less DPS than the current Large Calibre Rounds would be a joke - it is a bad idea to compare anything to the current Large Calibre Rounds.
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Wow, give me your luck, congrats :)! I would rather use Jamming Mix personally because of the lack of damage penalty against targets with no boosted armor, or who have EMP Immunity + removing most drones/stopping overdrives. I'm sure EMP is awesome too though.
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Who is this highly professional Vulcan, a new teammate of Mr.BaHbKa, in first place in his team? A new signing to Team P? With such skilled players, Team Pointers will surely achieve victory this season :P Also, congrats @numericable on becoming famous having appeared in this livesteam :)
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That would be nice, but I doubt they would give out Ultras just for ranking :P Since it contains most of their most valuable current items, etc. But something needs to change with the rank rewards, anyhow. What we have now is just not right at all.
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Yes, the rank up rewards thing really needs to change, it is just absurd. There is almost no significance or motivation to gaining new ranks at Legend now - 40k was a nice little bonus. Not too much that it broke the economy in any way, but enough to feel somewhat rewarding. Also the increase in rewards for ranking up as you go through the ranks was perfect, Tanki had had the same rewards for ranking up for a long time, and it matched with the increased amount of XP for each rank. If they don't want to bring back the crystals that we had before (which they should), then at least give supplies, or slightly more containers for higher ranked rank-ups. Something, anything. But going back to the scaling crystal system that we had before would be best.
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The +20% damage simply doesn't make up for the massively increased reload, not at all in my opinion. The loss of dps over stock with +90% reload time is gigantic, and stock Railgun is not exactly strong. True you can cross some damage barriers with that extra +20% damage, but the reload time is so slow that I don't think it makes up for it - your potential kill rate is so much lower compared to other Railgun augments and other turrets for it to be worth it in my opinion. Maybe I haven't faced any good LCR players yet, but I haven't been worried by a player using this augment at any stage in the last 4 months, that I can remember. On the contrary, they were always an easy kill and occupying the bottom half of their teams' scoreboard. I think LCR needs a significant reload buff before it becomes useful again, or some kind of buff. Scout also needs a buff - the nerf to it was too harsh IMO.
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I do think many of the status effect augments could do with some re-balancing, however that would have to be done all at once - for many different turrets - if changes similar the kind you want in these topics were to take place. I definitely wouldn't regard Railgun's status augments as "OP", rather I would say that they are above average - personally it has been a while since I've bothered to use them, because I have better performance with Striker/Freeze/Smoky/Vulcan with garage augments, and better performance with Tesla/Gauss/Isida with Legendary augments. I know that if I had them, the best Legendary augments for Twins or Hammer would also probably outperform Railgun - and that is a lot of turrets which I've just listed. So I would say, in my opinion, Railgun's status augments are currently just about right - and therefore considered on their own, they wouldn't deserve a nerf - unless other status augments also receive a considerable nerf at the same time. Now before we even start, I see that you are trying to balance some of the status augments for Railgun close to the level of Large Calibre Rounds, and Scout. Let's not forget that Large Calibre Rounds is currently absurdly bad - it was weak, and then it received a totally unwarranted increase to +90% shot reload, which was one of the biggest jokes I've seen in the patch notes for a while. As for Scout, it hasn't reached the "meme" status of Large Calibre Rounds, but it isn't great. I would define Scout as being merely bad, as opposed to absurdly bad. So, Large Calibre Rounds in my opinion needs a significant buff, and Scout at the very least a minor one. If the status effect augments for Railgun are balanced around these garage augments, then Railgun will quite simply become dead.
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Very interesting data, thanks for posting :) Yes, the single container for ranking is definitely the most painful aspect of this change - it just isn't right that we get 1k crystals after 200k experience for each Legend rank, with the same rewards for a rank up whether at Warrant Officer 1 or Legend. The old system with crystal rewards which increased for each rank was perfect, it wouldn't break the economy to bring it back. I've personally opened over 1600 containers (most of them from the "token of apology") between all my accounts, and only received one Legendary out of all of those. I suspect (hope) that the "token of apology" containers had a lowered chance to give Legendary drops, and the stats you show here are closer to the truth for "normal" containers - with the claimed 1% Legendary drop rate. It is interesting that you received only 100 batteries out of 150 containers - that shows just how shockingly low the rate at which we get batteries now is. A 50 battery pack needs to be added to the rare tier or something (as well as a daily battery allowance in the garage), having batteries only in the epic tier (with them also taken away from mission rewards), is rather absurd. Regarding augments, you were fortunate to get Jamming Mix - that is in my opinion, the best Freeze augment right now, and hence one of the best augments in the game. I would definitely use that as my main Freeze augment if I had it. Hopper AP Immunity is not so useful of course, with Hopper's relative weakness currently - but useful for increased gold rate modes at least. Thanks for taking the time to compile actual "real world" data in such detail, and share it with us anyway :)
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Mortar has no splash damage anymore, since a patch some time ago. It is a ridiculous change, I must say. Mortar is now easily the worst augment in the game - and there was no need to nerf it in that manner, in my opinion it was an interesting and very unique augment that was not at all OP, and took some skill to master. Splash needs to be returned to Magnum mortar, for sure. Vertical Magnums will often be trying to hit targets they can't even see, and so rely on splash damage, so not having it for such an augment is ludicrous. One mine being laid, when not hitting a target, simply does not make up for this. The only remaining "no damage" bug that personally get with Magnum is with the Harpoon augment - sometimes I find when hitting shots at very high charge-up levels that it records no damage - even when it sometimes flips the target due to the impact force. Other than that, I am glad to say they seem to have fixed most instances of the Magnum "no damage" bug. I would like to see a bug fix for Harpoon, and also the return of splash damage to Mortar.
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That's a cool idea to reset the polls, they were rather irrelevant by this stage. Polls should maybe even be reset every so often (every 3 months, or 6 months?), would be an interesting way to gauge current player opinion on turrets, hulls and augments. Although, if archiving the original poll results, perhaps record the dates between which the original poll was taken - just so that we have some context :P
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update Patch Update #677 - Released 28th January 2022
DestrotankAI9 replied to Marcus in News Archive
I'm not quite sure I understand your example or what you are trying to say with it, but I think you mean that because of the nature of Adrenaline (it boosts base damage by a percentage, rather than total damage - as with the other augments I listed), it is fair that it has its extra damage disabled by the Cold Status effect? Personally I don't agree, because why should some damage-boosting augments have their damage increase effects removed by the Cold status effect, and others not? It seems rather inconsistent. Then again, I have never agreed with the fact that Adrenaline boosts only base damage, which is different from how all other augments work. (Or, you could say that Adrenaline boosts damage "additively", rather than "multiplicatively", as the other augments do). Yes, as far as I know. -
So I played my most bizarre Matchmaking battle so far this year - a 3v4 battle in Highways CP. Yes Highways. Yes 3v4... for a whole 15 minutes, lol. From the start to the finish of the match, my team had 3 players and the enemy team 4, and at the start 3 of the enemy team were even using melee turrets, despite such a large map (although one later changed to Smoky). Sadly our team being one player down (from having a whole 4 players), was quite a disadvantage in CP. This was kinda fun, but truly a weird experience ? Tanki dadgaem? =o I am guessing the reason for this was that so many players were in the Special DM mode, which is pretty fun, and the rest were farming CTF for Team Jumper in groups, winning horrifically one-sided battles very fast. Pretty strange that not a single extra player joined in 15 minutes though, lol.
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What Is Your Opinion About the Current State of Tanki Online?
DestrotankAI9 replied to Maf in Game Discussion
I agree. There needs to be something like a 1 minute period at the start of the match before the flags spawn, to allow teams to load in. Once the score is 3-0 or 4-0 before the enemy team is even there, the game is over. Especially because the rest of the players leave. This YouTuber event has shown clearly the serious problems CTF has in Matchmaking with groups - we need a fix ASAP, something like what you and others have suggested. No other mode can be over faster, or be so quickly decided before one team loads in. -
They must have seen also that battery suppliers were making mad dollar off the shortage, so they wanted to see if they could get a piece of the action too, with a virtual shortage. Lul :)
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Lol that would be cool :p It should have pushback like Juggernaut's overdrive. Send people flying off ledges and maps, lol ?
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I'm sure it would be a little more powerful if it was a real turret, but yes, it wouldn't be strong enough in the current form I think. But I like these joke turrets like b0-nk and "Smowman's head", definitely fun for events :)
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I think that the developers are trying to add a sense of realism to Tanki with these economic changes. There is a battery shortage in the real world, and so they wanted to emulate that by creating one in Tanki too :p ... https://www.google.co.uk/amp/s/www.forbes.com/sites/neilwinton/2021/07/27/battery-scarcity-will-dwarf-chip-shortage-impact-on-global-auto-sales-report/amp/ On a serious note, I totally agree. Developers should add an additional row to the Shop Showcase, and we should receive 15 batteries a day as well as the other supplies (as well as the return of kits in the other 2 slots). Also, 50 batteries should be added to the "Rare" tier of containers. Having such an important supply only available from the epic tier is ridiculous. The only reliable way to get batteries now is from weekly containers, as well as a small quantity from the challenges. But that doesn't go far. We definitely need more, batteries are too scarce.
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Great turret name :p Interesting topic lol. This turret was pretty cool, I think they should make more special turrets like this for events. Is it OP? I definitely think it wasn't, the rate of fire with Viking overdrive however, was ?
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update Patch Update #677 - Released 28th January 2022
DestrotankAI9 replied to Marcus in News Archive
I agree it makes little sense. When augments such as Corrosive Mix, Large Calibre Rounds and High-Precision Aiming System, do not have their damage bonuses removed by the new Cold Status effect, it seems very strange that Adrenaline does. Not to mention that yes, this wasn't mentioned in Patch notes. Players have already raised this, but the lead developer seems to think it is OK. I take it no-one else agrees, then. -
I've played very little lately (and I'm not participating in the YouTube event), but as far as I know the YouTuber event has really brought out the imbalance in CTF. It seems groups of buyers are teaming up and spamming games with the best possible equipment like never before to help Team Jumper win - because you can win in CTF faster than any other mode if you dominate, to get the maximum stars per hour. Paladin with certain drones is too strong still, but I think this present situation is making it worse, because these players are always in a 4 person group and have maxed Armadillo, maxed everything, and co-coordinating with different status augments. Paladin might still need some changes for capture modes, but even that won't solve this, this kind of group will dominate with any hull. When I play in small maps I might face one or two buyers, and even with Mammoth or Viking I can win sometimes. But it wouldn't work agaisnt a co-ordinated 4 player team like this, would need significant back-up to stand a chance. Sometimes I've got lucky with good teammates in these big CTF games and it resulted in a gg, but happens rarely, usually such games have one side too weak to stand a chance. I think this kind of problem can only be solved by significant changes to MM balance, especially where groups are involved - but sure some Paladin changes wouldn't hurt either. EDIT: Also as some people have said, there is a problem in CTF that one team may capture 3-4 flags before the other team loads, and then upon seeing this people in the losing team leave, making it even worse. Especially as many of these big buyers have top-end PCs, so they are likely to load fast. To help fix this, as suggested by others, the flags should not appear for a while (maybe first minute), at the start of the game.
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update Patch Update #677 - Released 28th January 2022
DestrotankAI9 replied to Marcus in News Archive
As others have said, definitely get Brutus to 20/20 and use it, if you are not sure what drone to use. In 2022, not using a drone in Tanki is not an option (at least not at Legend). It is literally like choosing not to use modules. The 2022 version of "not using a drone", is to use Brutus, and "using a drone", is to use any drone other than Brutus. There is no penalty to using Brutus, it consumes no batteries and no additional supplies, and it is also fast and cheap to upgrade. If you don't use Brutus at Legend (or another drone in its place), you are putting yourself at a giant disadvantage, since it will make your supplies very weak. As I say, to use no drone is literally like not equipping modules. You said that someone told you that drones use many extra supplies - that is true, with some of the drones. But not true with Brutus, which uses none at all. Zero. So NEVER go into battle without a drone from now on - at least equip Brutus, and start upgrading it to 20/20. Then, see how much easier that makes it to win. Or if you have another drone at 20/20, you could use that instead if you have enough supplies. But AT LEAST, use Brutus. No drone is not an option, remember. -
I like a bit of variety, it is nice to have drones enabled sometimes too. But I do definitely like the fact that we have modes like this one with drones and overdrives disabled, too. These modes are much better for free players, and many of us (including me), asked for this, and it is one of the times that I am glad to say the devs have listened. Some players I see (which I don't think includes Spy, who I get the impression was just expressing an opinion here rather than complaining), always seem to complain when we have modes with drones turned off. I can never understand this, because they should be aware that many of their fellow players wanted for a long time to have modes like this, and are glad that we do. Plus everyone gets to participate and have fun, rather than only those who have maxed out drones with a huge stockpile of supplies and batteries.
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The lack of drones means increased profit margins however, for we poor folks :p Many players won't be able to spam the event mode if drones are enabled - because you will run out of batteries very quickly, especially in this new economy where we earn very few batteries. I gave the event mode a try and I have to say I thought it was great, some of the most fun I've had in an event mode for a while, and also very profitable. Iran is a great map for melee turrets, so with the golds it was super easy to get a lot of kills, and I did well on golds too. No overdrives meant golds were not dominated by Hopper, and no drones meant that you didn't need to burn a huge amount of batteries to participate. It's unfortunate that black boxes are so much less valuable now (although in theory you could get those legendary augments), I caught quite a few but they kept giving me the same as a regular gold - 1000 crystals =/ . Although the regular golds do mean more now, with crystal income so reduced. Overall I thought it was fun :) I hope that we still have the more valuable golds during the April Fools' / Tanki Birthday celebrations, in the new economy hunting those golds will be even more high adrenaline than ever.
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What Is Your Opinion About the Current State of Tanki Online?
DestrotankAI9 replied to Maf in Game Discussion
That's a fair point, I also dislike that Jammer totally destroys miner drone, and also severely interferes with some other drones - while having little or no effect on others. But Miner is surely hit the hardest of all by Jammer. I do think it is rather awkward that you have to do something like sitting on pause or in the garage for 20 seconds to counter it though, certainly way to "get around" the problem with Jammer. The other solution is to wear Jammer immunity when you are using this drone (if you have it). Does mean you have no options to counter other status effects, but you won't have to worry about Jammer destroying all your mines. I don't have a well upgraded miner drone on my main account - but that is what I do on alt accounts that use it. If I see a miner drone user causing problems these days, I very often equip either Hunter or Paladin and proceed to ruin their day by killing them while under Jammer effect. Feel kind of bad for doing it (because I agree it shouldn't really be possible), but certainly works to clear out the mines lol. -
Toxic Freeze was very OP before the nerf, but I disagree with how the developers nerfed it (and how they also recently nerfed Shock Freeze). The fact that it used to deal the same damage on critical strikes as regular Freeze meant that it did not lose value against Freeze modules (critical damage IGNORES modules - therefore since the normal Freeze ignored modules, criticals from Toxic Mix Freeze gave less benefit against Freeze modules than they did for normal Freeze), but now I do feel that in general Adrenaline and Jamming mix are by far the best Freeze augments (unless the enemy team is using many Titans). As for the nerfs to Shock Freeze, I think the changes were totally unnecessary. The correct way to nerf both Toxic Mix and Shock Freeze IMO - was to do NOTHING with the way in which the augments differed from normal Freeze, but instead to NERF FREEZE IN GENERAL (and possibly alter the current version of the Cold status effect). There was no issue with either Toxic Freeze or Shock Freeze before Freeze received the MASSIVE buff to critical damage, and then on top of that - the large buff was given to the Cold status effect, adding more power on top of a turret that was already OP. Once Freeze receives the nerf that it inevitably will, I have no doubt that both Toxic Mix and Shock Freeze will be among the worst augments in the game. There was no need to give them specific nerfs, Freeze itself needed nerfs - the mechanics of Toxic Freeze and Shock Freeze were perfectly fine, and both were interesting augments (especially Shock Freeze). I am sad to see Shock Freeze in particular, ruined as it has been. As for this suggestion, as others have said - buffing the duration of the AP effect would do basically nothing. If you fire on a target continuously, the target will be constantly under AP status effect. A buff to 2, 5, or 10 seconds of AP will not change that. So if you want to buff AP Freeze (and I don't think we could really consider any buffs, until Freeze itself is nerfed in general), I think you would need to make other suggestions.
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