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DestrotankAI9

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Everything posted by DestrotankAI9

  1. DestrotankAI9

    Arms race is coming back!

    There is definitely some luck, but it definitely doesn't all depend on luck - I'd say it is a lot more skill than luck. The best players win consistently (assuming of course they all join the game at the same time - players who join first have a large advantage). If they manage to make adjustments to somehow make it fairer for players who join later, and also add a damage limit to reach the next level (lets say 9 or 12k damage) - so that killstealing is still the best strategy, but even if you get "unlucky" if you deal good damage you will still rank - it will be improved significantly. There is a very substantial amount of strategy that can be employed to win by strong players, and with everyone having the same equipment and being their own team, Arms Race is a lot more about skill to get top placement than normal matchmaking is. For instance here is an example of a skilled manoeuvre - you spawn as twins and see two other twins fighting. You shoot one, then after half a second, body-block the shots of the other guy with your tank while you are just coming out of spawn protection (and don't take damage yourself) to prevent him getting the kill on his opponent - after finishing that guy off you then turn and take out the 2nd player, getting 2 kills and them both getting 0. Many such strategies strong players can use with every turret to gain the advantage.
  2. DestrotankAI9

    Arms race is coming back!

    It's nice that Arms Race will be here this weekend also, it is a fun mode and an interesting test of skill. However, I am disappointed that there are no special missions for it, was expecting so after this announcement. Something like 1) Get top-3 in Arms Race 3 times or 2) Kill 10 or 15 players with B0-NK - even small special missions themed around Arms Race would have given more incentive to play it, and something to work towards. As it happens, Arms Race was helped by a BUG - where if you equip light or heavy hulls before you play, you get kills credited towards the special missions in Arms Race even though you use only a Viking there. If not for that bug, playing Arms Race would have been a waste of time when it comes to your special missions and probably it would have been played less, as the 300 kills with light and heavy hulls were the most time consuming, and you also couldn't make good progress there with the supplies missions. Also, it would have been kind of strange to have no special mode this weekend anyway - I would have expected Arms Race both weekends. But it is nice that it is here again, sure. It is a good mode - not sure if it should be made into an actual mode as it might get a bit repetitive, given the nature of the mode - but definitely a fun challenge for special events. If it were to be made into an actual permanent mode, it faces the problem that if everyone uses the same equipment, it could get too repetitive, but if everyone can use their own stuff then it becomes a test of garage rather than skill. So I think it is probably best as a one-off mode to be rolled out sometimes on special events - though I could be wrong - maybe with some improvements (such as way to make it more balanced for people who join the game at a later stage), perhaps it could become a good permanent mode also.
  3. DestrotankAI9

    Ideas for Maps!

    It's interesting that players have such different opinions on Archipelago, it seems to be a map players either quite like or hate, with little in between lol. You're one of those who hate it, along with @numericable & @Crossbone, whereas players like myself and @mjmj5558 enjoy playing on it. As I say, I would hate it if it was the map that was played on every time, but it is only available for 2 modes (TDM and CP) and there are so many maps - so it is rare that you end up playing it if you play all game modes, and it's a challenge I enjoy the few times I do get it. Had a few more enjoyable battles on Archipelago since I last posted in this thread, it offers gameplay unlike any other map which is enjoyable for me anyway. In general, it seems the maps that you like are quite different to me, although I agree on some of your points - but for instance Parma and Brest are two of my favourite maps, and I quite like Archipelago and Highways. I agree on Lost Temple which is by far my least favourite map, & Stadium can be a problem because it is too open - in general I tend to dislike the 14 player maps, although they are OK outside of capture modes - but I totally hate playing RGB/ASL/CTF on 14 player maps. Your idea to give players the ability to blacklist a few maps is perhaps the way forward, to solve the issue of players having such different opinions on maps. The only possible issue, might be that if a lot of players blacklist certain maps, you could end up playing on the same maps even more often than now, which could become annoying for those that like variety, such of myself. But overall it would probably be OK, as long as you can only blacklist say 3-5 maps. Queuing for multiple modes at once would be good - that is a definite no-brainer change that is needed. As for Archipelago CP, it can indeed happen that everyone ends up on the same Island, although with enough people dying you can usually gain a foothold on another Island again. A spawn pattern rework - so that players can't spawn twice in a row on the same island - would be good to help slightly with this, although it would then still be possible, but a rarer occurance.
  4. DestrotankAI9

    Upgradable Overdrive

    I think all overdrives, where possible should have scaling - just like with Crusader - this is one of the cornerstones of good game design I would say. It is obvious that Wasp is much more powerful at low ranks than high, due to its fixed overdrive damage for all modifications. Not only does it do a lot more damage with comparison to hull health at low ranks, but it is also harder to get away from with everyone having slower hulls. I think the damage be halved at Mk 1 compared to Mk 8, and the heat duration should be 5 seconds at Mk 1 going to up 8 seconds at Mk 8 (but the other status effect durations do NOT need to be altered, as they already inherently "scale" as they don't deal damage in themselves). I also think the time it takes for the bomb to go off should scale from perhaps 3.5 seconds at Mk 1 to 2.5 seconds at Mk 8 - to counter hulls being faster at higher modifications.
  5. DestrotankAI9

    Tesla

    Well that's cool, but I don't think the fact that some players have limited time to play, justifies the existence of totally OP combos - so that they can use those to dominate everyone else and rank up fast. Also, players with a lot of time to play can also use these combos and ruin the game for everyone else 24/7 - as was the case with Heat Immunity/IB. It is a very good thing that it was nerfed, and it improved the game significantly when it was. Having things which are totally OP and destroy the gameplay of other combos (especially with items which are only or much more easy to obtain by paying only - which was somewhat the case with Heat Immunity, although it was also obtainable via containers).
  6. DestrotankAI9

    Bonk

    B0-NK needs a buff against Freeze, poor B0-NK users can't do anything against Freeze when they get slowed #justiceforB0-NK As for B0-NK becoming an actual turret, lol :P It would be funny though...for a while. Maybe on April Fools' Day ??
  7. DestrotankAI9

    Tesla

    Are you suggesting that few players now using Incendiary Brand is a bad thing, compared to how it was before? This change was long overdue and one the best changes they have made, gameplay has become noticeably better since the horrific Incendiary Brand/Heat Immune scourge has been purged from Tanki. And I have still seen quite a few using Incendiary Brand with Heat Resistance (and doing well with it), plus more than a few using other Vulcan augments such as RAT and Adrenaline with Heat Immunity. So this change has left Vulcan, Incendiary Brand and overall gameplay in a good state - what is there to complain about? This is a good change that you should be celebrating, I don't see any reason for complaint. And as for keeping Tesla in Ultra Containers, well you're just speaking from a very biased perspective as a buyer. Going up to Ultra-exclusive turrets which are more powerful will take the game further into P2W territory - and it can not afford to go further in that direction than it has already in the last 2 years. If Tesla is balanced, it can be a fine addition to turrets and just as interesting as all the other turrets are now.
  8. DestrotankAI9

    Episode 305 of the V-LOG!

    So, it seems from looking at the answers to the Q&A, that the devlopers do not plan to add a second hull augment slot, but however that they will consider adding hull augments which protect against more than one status effect - that is pretty concerning. Not quite as bad as a second hull augment slot, as they would hopefully be obtainable from Ultras and therefore free players would have some chance of obtaining them, but if such items were added to the game players with those augments would be vastly more powerful than those without. Especially given that some players don't even have - or have very few - hull augments for their chosen hulls currently. An Augment protecting against EMP and AP Immunity would be truly ridiculous to go up against. A better approach, would be to not add any more status effects (as the game doesn't need any more) and therefore to avoid having to give dual-protection to anyone, for the sake of balance. Or if these supreme augments are added, to give all players a fair chance to access them also - maybe with them in the Legendary tier of regular containers.
  9. DestrotankAI9

    Summer Sport Games

    I joined an Arms Race game late and found that Freeze totally counters B0-NK :P . The poor B0-NK user can't touch a Freeze if you slow them lol. PS: The new mode is great, so nice to have a mode where everyone has the same stuff. However yes, I think some refinements could be made as others have suggested such as a damage limit for reaching each level (9 or 12k perhaps - so that killstealing is still part of the strategy to get upgraded faster, but you won't be doing tons of damage and not upgrading forever if you get unlucky), and also newly joining players should be upgraded to the same level as the lowest current level in the match.
  10. DestrotankAI9

    Summer Sport Games

    None can stand before the might of B0-NK
  11. DestrotankAI9

    Summer Sport Games

    I think it's pretty fun lol. The new mode is really cool, however I wish we had some special missions for it, or some other prize for winning like a special paint, or some Ultras or Coinboxes the first time you win (that could be a special mission of course - but doesn't have to be linked to the other missions). Had fun in it so far anyway - definitely think we need some reward for winning though to incentivise actually playing it. I'm very glad at least that everyone has the same equipment and that modules are disabled in Arms Race, to make it a skill-based and not garage strength based challenge, nice that everyone has a fair shot to win.
  12. DestrotankAI9

    Completing missions in Special DM/game rules

    Thanks for the clarification :) . OK question answered, cheers ?
  13. DestrotankAI9

    Ideas for Maps!

    Or, they could just make some slight changes to the spawning pattern to prevent this :P . And not remove one of the few sources of unique gameplay in matchmaking, that helps prevent every game on every map feel the same - which would be incredibly boring. EDIT: Though the way you have described this is amusing, I'll give you that lol. This certainly does happen at the minute, and the spawning pattern needs fixed.
  14. DestrotankAI9

    Ideas for Maps!

    I wouldn't say Gauss is necessarily any better on Archipelago than on any other map - sure Gauss is good when you are hitting enemies on a different island, but if any enemy spawns in your face or if you spawn on any enemy island Gauss is not good - a melee or non-splash turret can easily get up close and dominate you. Also, getting a lock-on can sometimes be awkward as enemies can easily run behind buildings or the little walls on each island. It isn't the most open of maps compared to many others, quite easy for enemies to take cover if they are aware of you. I thought it was commonly agreed that Ricochet with the range augment is the best on this map - as you can take great advantage of the buildings, hit enemies on far islands and also deal with up close enemies without taking splash damage. A melee turret user can also do super well here, as you can eat any enemies which spawn on your island, and if you spawn on an enemy island you can do major damage with for instance - Viking or Hunter overdrive - combined with a melee turret.
  15. DestrotankAI9

    Ideas for Maps!

    Haha yes that is true, there is definitely a problem that can occur sometimes if teams end up on totally different Islands where no-one is dying. I think this map could definitely do with a spawn re-work, but I wouldn't agree with those who say it should be removed of that the Island should be linked, which would make it like every other map and remove its fun unique aspect. A spawn re-work is all that is required.
  16. DestrotankAI9

    Ideas for Maps!

    I have gotten some of my highest k/d ratios on this map, personally. Camp in the middle of the houses when no enemies are near to avoid fire from ranged turrets, from other islands. Sometimes I've finished with no deaths.
  17. DestrotankAI9

    Ideas for Maps!

    I agree with @mjmj5558, this map is interesting and personally one of my favourites because it is so unique, and you can do well with all turrets on this map. Variety is fun and a good thing - every map being the same is dull and boring. Now I would hate it if this map came up every time, but it is just one of many maps in MM so it comes up rarely. I do not think the Islands should be connected, as that would ruin the whole point of the map. However, not spawning on the same Island twice in a row would be a good change. It would be good if you were sure to spawn on a different Island each time than the one you spawned on last, although it should not necessarily go through all 3 in sequence. If you spawn on Island 1, the next time you spawn it should be Island 2 or 3. Then if you spawn on Island 2, the next time you spawn it should be Island 1 or 3... etc, etc.....
  18. Well I think at the Mk7 kit level, you want to be buying a kit to cover each of these categories first, as a priority: Melee/Short/Medium/Longe range turrets, and Light/Medium/Heavy hulls, which will require a minimum of 4 different product kits, really any choices will do as long as you get these categories (but of course, try to have your favourite combo included). This will allow you to do almost any special mission against Legend opponents in a reasonable amount of time and without running out of supplies - giving you access to those juicy Ultras and also a chance to complete challenges under the new format. It will also give you a wide range of options for different maps and mode (although you will also need at least Mk4 Hopper, preferably Mk5+ for non-explosive gold events, for missions that require you to get a certain number of gold boxes). Note: If you plan to use Firebird as your melee turret, you MUST get Incendiary mix also. In terms of the "best" combos, there are many good combos, and it often depends on what augments you happen to get also. If you get a particularly good augment from Ultra or regular containers, you might want to try and get the right turret or hull to use that - for instance if you get EMP Gauss/Missile Launcher "Hunter" for Striker for example, or AP Immunity for Titan/EMP Immunity for Dictator. Personally I think the current best "all-round" turret with Garage augments is Striker, although further balance changes could change that - and I think the best all round hull for non-buyers is Dictator. Missile Launcher "Hunter" Striker with Dictator will serve you well, perhaps changing to stock/Adrenaline or Cyclone for Juggernaut mode - or use with Viking. The worst overall is Firebird, but it is still viable with the Incendiary Mix augment. I won't comment on the best turrets for each mode, because most turrets can be used in most modes - however I will comment on the strong categories of turret for each mode (with GARAGE augments), and some of the strongest hulls (in my opinion): TDM: Any turret category, any hull (but I would prefer medium or heavy for less deaths). Siege: Long or medium range turrets (preferably with splash or Railgun for penetration) + Titan/Dictator or Ares. Isida Support Nanobots + Dictator or Titan also awesome here. Wasp Bombs can be nice here too. CTF: For attack - Hopper or Hunter, (Mammoth/Ares with Trickster can work in smaller maps) - any turret can work with Hopper, but I like melee for attacking capture modes. Long/medium/short range turrets with Heavy hulls. Mammoth or Hunter great for Defence. RGB: Same as CTF for attack. Mammoth or Hunter great for Defence. CP: Any hull, Long/Medium/Short range turrets. JGR: Viking or Ares with any turret, preferably Long/Medium/Short range or Cyclone Striker with any hull (preferably heavyweight augment) or Heavy Capacitors Shaft with Booster (any hull). However - with Booster Drone anything can really work - Booster highly recommended here. ASL: For attack, same as CTF and RGB + Wasp also good for bombing defenders. For Defence, same as Siege, but Mammoth also very good vs Hoppers.
  19. DestrotankAI9

    Let's Discuss Drones!

    The fact that they refuse to revert changes is simply stupid, most of the top game companies are willing to revert bad changes based on player feedback. This is a definitely a case where a change should be reverted, it makes zero sense at all, and it makes Driver operate in a bizarre manner where it is much better with certain specific turret/augment combos than others - whereas the old cooldown was perfect with everything.
  20. DestrotankAI9

    Let's Discuss Drones!

    It really is the most absurd nerf. I didn't see a single player asking for a nerf to Driver, yet I have seen many requests for nerfs to other drones. And if you wanted to nerf it, WHY do so by giving it a 3 second cooldown??? Why not just reduce the overdrive recharge reduction? It really seems as if they draw suggestions from a hat when deciding on balance changes for this game sometimes, and how to implement them.
  21. DestrotankAI9

    Ultra Weekend July 9th - 11th

    Personally I found the 10 minute battles much better in terms of actual gameplay, and comebacks were much more possible. However in the current system of challenges, getting stars from battles is very important, and completing the challenge with 4000 stars is REALLY hard. So if they implement 10 minute battles, without giving more stars per battle, or reducing the total stars needed to complete the challenge, we have a big problem. If they do deal with the stars issue however (and ONLY if they do), then I am in favour of 10 minute battles. Otherwise, we had better stick with 7 minute battles, if they refuse to do that.
  22. DestrotankAI9

    Episode 304 of the V-LOG!

    That's great, I see :) Well I hope it stays that way. Thanks for info ?
  23. DestrotankAI9

    Episode 304 of the V-LOG!

    The new mode Arms Race sounds really cool, although ONLY if everyone is given the same strength of equipment - otherwise it will not be a test of skill but only a test of who has the better garage. If this is a mode which truly tests skill - and not who has the most high MU turrets and hulls - then it will be a fun and interesting mode.
  24. DestrotankAI9

    Ultra Weekend July 9th - 11th

    The new longer battles are good in my opinion, but if you do this you MUST increase the stars given for each battle - one change can not take place without the other. If battle length is increased to 10 minutes, and stars are not increased, we will have a BIG problem, as you have already made the challenge very difficult to complete with a 4000 stars requirement - and with longer battles which give the same number of stars as shorter battles before, completing the challenge will become nearly impossible. With 7 minute battles (getting 3 stars per game): 3 games in 21 minutes = 9 stars in 21 minutes With 10 minute battles = only 6 stars in 20 minutes. So as you can see, stars gained over time is reduced by almost 1/3 if stars per battle are not increased, and battles are made longer. Stars per battle should be increased to at least 5 for top 2 in the winning team (or 10 with premium) or they should simply be doubled all-round, with 6 (or 12 with premium) for a top-in-team finish. A better alternative yet would be to reduce the stars needed to complete the challenge to 3500, so that we can complete the challenge by playing on MOST days of the month (Not all, which is too much for most players schedules), completing all weeklies and completing the special missions. That would still be a lot of playtime, and it would mean that stars from battles are much less needed, a much better system. But AT LEAST if you plan to introduce 10 minute battles, increase the stars gained per match - or reduced the total stars needed to complete the challenge.
  25. DestrotankAI9

    Ultra Weekend July 9th - 11th

    I'm glad that these special missions offer us 400 stars instead of the usual 300, makes it slightly easier to get the challenge done.
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