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DestrotankAI9

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Everything posted by DestrotankAI9

  1. DestrotankAI9

    Tanki 12th Birthday Special Mission Mega-Gifts

    Nothing can compare to today's gift! 12 crystals, blown away ? Top level troll from the devs lol No seriously, the free gifts during this Tanki birthday have been truly incredible, 12 conts then 12 ultras, and a chance with the secret party to get another 12 ultras? And we get 12 at the end - that is a lot of really strong free stuff, did super well out of the free Ultras myself on alt accounts anyhow.
  2. DestrotankAI9

    Gift boxes

    Wow 12 free containers today, that is pretty awesome :) Well thanks for that! I still don't like the changes to the challenge, especially 4000 stars, so it doesn't make up for that at all, but it is certainly something. Didn't think we'd be getting good rewards from the free gifts with 12 ultras at the end, pretty cool! I wonder if there will be any other interesting gifts along the way.
  3. DestrotankAI9

    Tanki Online’s 12th birthday

    So the special missions, and the gold events with set equipment and so on - and the free gifts - are really cool. But sadly this is all spoiled a lot by the new 4000 stars requirement for the challenge for both silver and gold tiers (now making it very hard to complete for players who can't play 24/7) and the greatly increased price of the battle pass. Yet more changes that make the game harder for casual players, and widen the gap between free players/light buyers and heavy buyers. These birthday events are nice for now, but they only dull the pain of the direction the game is now taking for a short time.
  4. DestrotankAI9

    June Challenge 2021 Part I

    4000 stars is ridiculous, now you can't complete the challenge on alt accounts and it will be hard even on your main account - not everyone has time to play that much. The new challenges were great in that you only had to complete your dailies to complete them, and could be done on alt accounts too. Now un-doing that good update and making challenges no-lifer only again, and only possible on one account. Also, funny how the "extra crystals" in the silver tier, are in the last few tiers of the challenge so most players won't play enough to reach them, lol. As well as of course increasing the price of the battle pass to beyond the reach of non-buyers for a long time. However now even the silver tier will be very hard to complete if you can't play 24/7, which I'm even more annoyed about.
  5. DestrotankAI9

    Activatable premium time

    This would be a brilliant idea that would be a brilliant quality of life change for the game. Premium time often ends up wasted since you can't choose when to use it, which is very irritating. It would help buyers and free to play players - so a win-win all round.
  6. DestrotankAI9

    What to buy? Which is better?

    Glad if we were of help :) . Yes, if you're a Firebird user I'm sure you don't regret it - it's the only choice. Enjoy lol
  7. DestrotankAI9

    What to buy? Which is better?

    Hi, yes sadly Firebird is currently the weakest turret at Legend because of Heat Immunity - unless you are using this augment. Incendiary Mix is an absolute must-have for Firebird at high ranks, so if you plan on using Firebird then get it for sure above all other augments.
  8. DestrotankAI9

    Ultra Weekend May 21st - 23rd

    Personally I like that they have events every weekend now, as long as it has relatively easy missions like we've had recently. The special modes are a change at least from regular gameplay -especially the more balanced ones where everyone has the same equipment or no drones/overdrives etc. But also, more regular events means more Ultas for non-buyers which is good, since the rewards from that help you keep up with the big spenders.
  9. DestrotankAI9

    Episode 299 of the V-LOG!

    So anyway, I have mixed feelings about this patch since it comes with the MU change - but overall I think it is pretty good having played a few games with the new changes, as balance has definitely improved a lot - and hence the fun of battles overall. I am really disappointed that the developers went through with the pointless and majorly problematic microupgrade change - and I can already see that there are a huge number of complaints from cheated players in the Complaint Book section, and this will no doubt continue as new players rank up only to find their MUs wasted. The developers should at least allow players to buy the next Mk level at a discount, subtracting the price of microupgrades that have already been purchased - THAT would be the fair way to do, and would not mean that players are cheated, and the ability to microupgrade is removed with no warning upon reaching a certain rank. Although, in terms of balance things have definitely taken a step in the right direction. I've been having a much better time in MM so far - you can now move out of your base without being destroyed by Incendiary Brand/Heat Immunity in 3 seconds from spawn protection wearing off, if you are not weating Heat Immunity. With the scourge of IB/HI Vulcans (which typically numbered 1 or more on each side in Legend battles at this point), gone, MM is better than before. But also, the fact that players who are not using a drone, or who have a low number of MUs on their drone having a power increase - this also helps bring a little more balance between free players and buyers - still not as good as it was before the update but better at least. With this change combined with the IB/HI nerf, altogether these are good steps in the right direction. There are still many glaring balance issues in the game however, such as Stun Striker/Crisis + Hopper/Emp and AP Gauss still a bit too strong/ Hornet overdrive having such a ridiculous nerf, but this patch is an improvement on the balance front I have to say. I have also been smashing it up on an alt account with Incendiary Brand/Heat Resistance and Ares, it is super fun to have the old style Incendiary Brand playstyle back, and much more satisfying, now that you can use this and not get owned by Heat Immunity "hold spacebar all game long" Vulcans. So all things considered, one of the better patches IMO. Edit: I just hope this new Jammer status effect isn't going to introduce fresh imbalance and problems to the game - which I suspect it might. REALLY hope Titan domes won't prevent overdrives from being used, as I heard the devs were considering - as that would mean Hunter/Wasp will be pretty ineffective against it, etc.
  10. DestrotankAI9

    Episode 299 of the V-LOG!

    It is very true that you do usually need to play quite a bit to get the special missions done, and if you are low rank you will usually end up gaining quite a bit of exp. Some of the recent special missions take a bit less exp to complete however, so I have managed to do those on alt accounts quite fast without gaining thaaat much. But mainly for Legends the special missions are good - but yes you'll need to play for maybe 2 to 4 hours to get them done over 3 days, which is quite a bit. The other way to get the "imba" augments is through the battle passes, if you are at low rank. Getting the tankoins for that requires you to play regularly at least however, so yes if you are a low ranker with limited time to play competing in the modern Tanki is going to be hard.
  11. DestrotankAI9

    Episode 299 of the V-LOG!

    This is so true, I reallllly hate when they do this. I don't know how long Heat Immunity has been in the game for, a year and a half maybe? 2 years? At least a year, and players have been screaming for this to be nerfed ever since its introduction - it should have been nerfed within the first 2 weeks. But because of HI/IB they have sold so many more Heat Immunity augments, it is quite obvious they have intentionally allowed it to be like this. I believe there was a Q&A session in which the developers stated that using Vulcan with Heat Immunity was "the ideal way to play Vulcan", and that was months or over a year ago - so they have been FULLY aware of this issue and done nothing about it, so whether it was a bug or not, leaving it this way was very intentional. At least be HONEST and admit that they have now DECIDED to nerf it, rather than making the ludicrous claim that this is a bug fix, lol. Still - nerf is a nerf, and this has been needed for a long time, the game will be better for it.
  12. DestrotankAI9

    Episode 299 of the V-LOG!

    Well yes, it was one of the combos that a non-buyer could use to do well in battle for sure. But if you didn't have heat immunity from gold tier, or from container luck - which a lot of people didn't, it totally shut down a lot of players from doing anything in battle. Same thing does happen with EMP Gauss for players who don't have EMP Immunity etc - nerfs needed on that too still. However it was a truly brainless combo, personally I don't understand how people enjoyed playing the game with HI/IB, it was just too braindead for me to enjoy using for more than 2 battles. As I say now I will be able to use HR/IB with a clear conscience, and have much more fun doing it - you couldn't use this combo before because you would have been shredded by the many IB/HIs in every battle, but now this balanced and interesting combo will be strong with heavy hulls. And honestly I have Vulcan adrenaline on my alt accounts and I've done pretty well with it, so I certainly don't think Vulcan is dead. There are other good combos for non-buyers such as Autocannon or Fire Smoky/Scout, Adrenaline, Destabilized or Death Herald Railgun/Fire Smoky/Heavy, Long-Range or Stable plasma Twins etc. And Adrenaline Vulcan. Personally I would think IB/HR Vulcan with a Heavy hull will also be good if you don't face a lot of Heat Immunities. At some point however, you will probably also luck out on Special Mission Ultra Containers and get one of those "imba" augments, as I have on several occasions, and then you can use that to compete against the buyers too.
  13. DestrotankAI9

    Episode 299 of the V-LOG!

    Both were quite OP - IB/HI was pretty unstoppable for anyone who didn't have Heat Immunity (but also importantly, it required no skill to use so even a bad player was dangerous with it), although Crisis/Hopper is ridiculous, and especially when combo-ed with lightweight and certain high impact force augments to get on top of buildings. In my opinion Lightweight augment should be unusable in matchmaking - in fact it should be only useable in Parkour. It was not intended to be useful in combat anyway - only for Parkour - and it just so happens to allow Crisis/Hopper to get on top of buildings super easily even without overdrive, and jump infinitely across maps when paired with high impact force turrets. Sure that is impressive, but it is simply utterly OP. Prevent Lightweight augment from being used in anything but Parkour and that will solve a lot of the problem.
  14. DestrotankAI9

    Episode 299 of the V-LOG!

    Cosmic bro, I do get that you are annoyed with the devs about many things and so am I - and also I do get that it sucks to have your favourite combo nerfed, and a powerful combo available to free players also that doesn't require shop purchases or ultra container drops at that. However Heat Immunity/Incendiary Brand has long been wayyyy too overpowered against anyone who doesn't have Heat Immunity (and that requires luck from containers/ gold tier from a challenge, many people don't have it for their favourite hull), and not only was it OP it is also a totally brainless and boring combo to use - you don't have to think about managing overheat damage with Boosted Armor, Repair Kits and Overdrives/barrel spin-up/timing the overheat - you just literally held the fire button for the entire game. I dislike that Heat Immunity is in the game at all personally, Vulcan was a much more interesting turret before it came along - but Incendiary Brand certainly was. I am super glad Incendiary Brand/HI has been nerfed - it should never have been in the first place, I would never have purchased it before but now I might actually buy the Incendiary Brand augment as it will be a lot more interesting to use. Now you have to use it with a Heat Resistance and a Heavy hull (all 3 overdrives work well to mitigate self-damage, as well as the higher HP) and time your repair kits and double armor well, and best of all to use it with either Defender of Mechanic drones. This will be a ton more interesting than holding space bar for the entire game, just like it was with using Incendiary Brand in the "old days" - it will require a modocom of thought, and if you pull it off you will be able to deal a ton of damage but will have needed to put a lot of timing into it, which will be a lot more satisfying. For anyone who wants to use Heat Immunity there is always Adrenaline or Reinforced Aiming Transmission, but frankly I absolutely detest Vulcans that are able to fire infinitely - when you don't even have to think about barrel spin-up this makes Vulcan a totally brainless and boring turret, as I say Heat Immunity should be removed from the game altogether - it is unfair for Firebird and it has made Vulcan a much less interesting turret. If Vulcan needs buffs to compensate, fine, but I am so glad to see HI/IB gone. HR/IB is still there, which is much better balanced and still powerful - but 10x more interesting to play with, and we will be able to tell good players from the bad with this unlike the skill-less HI/IB which a trained monkey could use. This nerf could also have a positive effect on Firebird - now Heat Immunity will be less essential (though still very useful), so there might be more battles where Firebird is usable with augments other than Incendiary MIx. P.S. : Oh and the removal of the MU button once you reach a certain rank is just terrible. This is mega unfair and unreasonable for anyone who has put in a significant amount of crystals to MU equipment but hasn't reached the 10th MU level in time - and it will also be very CONFUSING to new players and NOT EASIER to understand, as they will sink crystals into MUs and then suddenly, without warning, no longer be able to MU once they reach a certain rank, and then be left having wasted crystals. They will have to learn from mistakes, which is terrible game design. We raised all these issues - but not listened to as usual, and this terrible update comes in, of course. P.P.S. : Jammer might be an interesting status effect - and useful against Hopper - will have to see.
  15. DestrotankAI9

    Ultra Weekend May 21st - 23rd

    Well so sad for those AP magnums :) Pretty good thing we have AP Immunity, or else AP augments would shred us. Magnum AP has no downsides, so it is just as good as stock Magnum against AP Immunity - so I wouldn't use that one as an example. AP Freeze would feel the pain though. Now really, AP Immunity is pretty unfair for Hornet yes - but sadly AP augments are now a thing and developers won't remove them now. No other turret has been destroyed by the hull immunities the way Firebird has with Heat Immunity, and it is grossly unfair. Firebird is pretty useless at Legend unless you are using that one augment - which takes away the core feature of Firebird's gameplay (the burning effect). EDIT: You edited your post to also include Stun Striker (the most broken augment in the game), and EMP Gauss (also wayy OP - I have it so I know :P ). Super glad we have at least Immunities against these disgusting augments. Also, #NerfStunStriker
  16. DestrotankAI9

    Ultra Weekend May 21st - 23rd

    Finally Vulcan Incendiary Brand will be a much more interesting augment to use! And require a bit more skill, this is a good change for sure. Also of course, people will no longer be murdered by IB/HI in battle if they didn't have the right immunity. I wish Heat Immunity was removed from the game altogether really, and we only had resistance - we only ever had Heat Resistance (also know as Firebird protection) back in the day and it was fine, I am pretty sure Tanki would be a better game tomorrow if Heat Immunity was removed. The other Immunities are fine, but having an immunity against a significant part of the damage of one particular stock turret (Firebird) has always seemed wrong - if Heat Immunity was removed Firebird would be back in business, and Heat Resistance would be enough to deal with Heat effects.
  17. DestrotankAI9

    Shop prices update

    Prices need to be increased sometimes, all businesses have to - I don't really mind about this though what I do mind about is the major shift towards pay-to-win with things like the 5000TK 4th module, and Armadillo. At least they are being upfront about this price increase instead of trying to hide it by trying to put it in some misleading context, I don't mind them announcing a price increase as long as they are straight about it as it seems they are here. Very sick of announcements from the devs such as the one for the drone/supply changes where they tried to frame it as being what players "asked for" as they were annoyed by "druggers", when it was blatantly a massive pay-to-win update handing huge advantages to buyers - and in fact no one was asking for the game to be made even more dependent on having a maxed out drone, which was the real result of the update. At least here they are being straight and upfront, and I think that's a good thing.
  18. Quite simply, for any rank other than Legend this will encourage multing as you will want to die to avoid killstreaks - once you've killed 2 players you would want to suicide into the enemy team to avoid getting the increased exp for the third kill, if you are gaining increased exp with no extra score - since pure exp is a bad thing for low ranks. As a low rank you want the least exp and the most crystals (or score, since score=crystals) possible, the opposite of what would be gained from this. So this is a total no-go I'm afraid.
  19. Well if score should not be boosted, then there is absolutely no way exp should be boosted. As I say, if EXP is boosted with no increase in score, then this will mean going on a killsteak is actually a negative - as you would be increasing your exp with no increase in crystals, which is a bad thing. Going on a kill streak should not mean that you actually disadvantaging your account, which this would do - ranking you up faster with less crystals gained per rank. If this change was implemented players would literally die intentionally to avoid getting the increased exp, that would be the best way to play which would be very stupid and counterproductive for gameplay. So if no score increase is also given, then this idea is a very bad one indeed unfortunately. But this is exactly the kind of thing developers would implement to mess with free players further - and decrease crystals available per rank.
  20. This is an interesting idea but be CAREFUL - we must have increased SCORE as well as exp or else this will make going on a killstreak an actual disadvantage at low ranks. Because you want to increase your exp/crystal ratio - if you get more exp and no extra score this will mean you will get more exp and NO extra crystals, which will reduce your crystals/exp ratio and turn out to be a bad thing. However as others have mentioned, to be honest we already rank up faaaarrrr too much fast and I don't think anything should really be implemented that gives makes that worse, although this is an intereting idea. Another problem is that this would make buyers and top players dominate even more than they do now, and it would make it harder for weaker or free players to complete "finish in the top-3 missions for example" when they are competing against other players who outmatch their scores by even more than now. What I think might be an important change to this idea is to have killstreaks giving more SCORE but not more exp than currently, which would mean you are not actually hurting your crystal/exp ratio as you would if they gave more exp, and not ranking faster than the insanely fast speed that we do now. That would be interesting, however it would still run in to the problem I raised above that the weaker players would find finishing in top positions even harder. So this idea is cool, but even other variations of it have significant downsides the way the game is set up, unfortunately.
  21. I think nerfing mines would make the mining drones (Saboteur/Miner/Camper) a bit too weak IMO, though I do agree there is a problem. Maybe they could get a slight nerf. but to be honest I think the biggest problem is the large maps in CTF - I think CTF/RGB in MM should be max 8v8 or at most 10v10 - it is nearly impossible to cap in 12v12+ CTF and in those modes you see even higher numbers of mines which adds to the problem. In general 12v12 + CTF is bad, but if you are in a smaller CTF game you can take a note of who is the player generating all the mines and kill them (usually a player using Saboteur) however in a larger match there are often a few of them so it isn't practically possible to kill them all. Maybe a slight nerf to the mining drones, but IMO the biggest change that needs to happen is that we need to get rid of the 12v12 and 14v14 CTF games from MM, which simply do not work. Playing these modes is basically TDM, most players don't even bother to cap because they know its impossible, unless your team heavily overpowers the enemy team. In the smaller capture games, you can kill the mining players and that is the solution there.
  22. I don't think Trickster should be nerfed, because the only way that could be justified IMO is if Crisis is also nerfed in terms of its speed bonus - and we all know the developers will never nerf Crisis as one of the biggest buyer items. The new Trickster is the drone that gives free players and low-end buyers a chance to compete against the heavy buyers using Crisis in capture modes, when thinking of its power level you must always compare it to Crisis - and compared to Crisis it is not OP. It offers a 30% speed bonus, less than Crisis, and yes it enables you to have all 3 supplies active at the same time - but it does not allow you to have boosted armor or speed when you want it in addition to having less speed, and your Boosted/Armor damage will expire, unlike Crisis which effectively gives you supplies with no expiry - albeit only one at a time. Only 15 seconds boosted speed with Trickster would leave it too weak IMO, due to the nature of the speed power up which provides less benefit in straight combat (aside from melee turrets). I don't really have a problem killing Trickster users (unless they are using the Isida Vampire Nanobots augment), it provides a benefit to melee turret users - but that is fine IMO as melee turrets are weaker since the critical damage update, since we all take so much more damage now and melee have trouble reaching their target before taking a lot of damage. Of course, I would really want to see the old version of Trickster coming back, and the current Trickster being converted to a new drone (or as @kydapoot suggested, replacing Sprinter with the new Trickster), as that would be much better all round. As for Defender and Booster - I think Booster is fine but Defender could maybe be reduced to 15 seconds duration. To be honest I think the most overpowered drone in many situations is now Blaster - it is horrificly unfair to face if you are using Mammoth or melee turrets and very OP in the special DM modes. Now against a Blaster user, with melee turrets you are pretty much guaranteed to die every time you engage them - if they kill you or even if you kill them, and Mammoth will kill one player with its overdrive before dying. Blaster must have a cooldown of at least 20 seconds, but really making it 30 and giving it more damage would be better than it having effectively no cooldown at all as it has now.
  23. DestrotankAI9

    Episode 298 of the V-LOG!

    The proposed change to microupgrades is very bad, will developers take players feedback into consideration on this and not implement it? I doubt it, but anyway, here is why it is bad: New players are not likely to quit because they find the microupgrade/buy next Mk buttons too complex, but they are likely to be very annoyed when, without warning - they lose access to being able to continue to MU their current modification when the microupgrade option becomes unavailable once they rank up, and they received NO WARNING about this - they will only learn about this by making such a mistake, which is awful game design. And THAT certainly might encourage them to quit. I expect frequent complaints to help@tankionline.com if this update is put in place, and on the forums too. As for existing players, many will have lower modifications than the best possible for your rank with quite a few microupgrades on them, maybe 1 or 2 off reaching the 10th microupgrade level. This will be highly frustrating and make many players annoyed, that their crystals spent on MUs have been wasted. In practice even if you ARE AWARE of this new system, with how fast you rank now, it is extremely likely that players will reach the rank for the next modification before they have a chance to get to the 10th microupgrade level, and end up effectively wasting all crystals spent on microupgrades on any item that does not reach the 10th microupgrade level before the appropriate rank. All-in-all this is a terrible change that benefits no-one, and all non-helper players have stated they are against it. It will be an annoyance to both new players, and existing players, and will create bizarre problems with the MU system. If the developers think it is so terrible and confusing to have MU and "buy next modification" buttons, then why don't they just remove MUs altogether except for Mk7? But that would be a terrible change, as MUs are an interesting part of the economic and character development strategy side of the game. Alternatively, they should do this: - Offer a discount on the next modification, with the price of the MUs already purchased subtracted from the normal price That would be the only way to make this change fair, and avoid the problems that I have mentioned. However, the current system is perfectly fine. As usual I am probably crazy to spend my time giving feedback, as it almost certainly won't be listened to as we know from the past. So there it is, but I know I might as well speak to my fridge about it.
  24. I completely agree with the OP, that is is an idiotic and terrible update. Maf outlined the developer's likely thinking on this - and let me preface my reponse to that by saying that I'm currently studying Computer Science and have taken modules in Mobile and Web developement, so hopefully I should have some idea of what good UI design should look like. First of all, I don't think the interface for Tanki is too complex in relation to microupgrades/buying the next modification. I never had a problem understanding it, even from the days I first used Tanki, and I highly doubt the majority of other users had either. Now I get the logic that you want to have a good interface that is understandable to the users, and won't put new players off by being too complex - but we also have to take into consideration that the game must be well designed, and not have features that cause frustration/ are deceptive, which is exactly the case once this new change is made. There will be NO WARNING to players that once they rank up, the "microupgrade" button will become unavailable, and any crystals that they spent on microupgrading their current modification will be effectively wasted, towards getting the next one. Players will only LEARN about that by making the mistake at least once, which is a TERRIBLE design. I can't imagine players quitting Tanki (especially new players) because the MU/buy new modification buttons were too complex, but I can certainly anticipate that that players quitting when they have spent crystals on microupgrades - only to rank up and find that their crystals have been wasted towards getting the next modification, without any warning about this. I can anticipate that there will be an occasional, or even frequent amount of complaints to help@tankionline.com after this idiotic change implemented about this very issue, and also that this will contibute to players quitting, as it will be yet another frustrating, badly designed part of the game to add to the list. Easy to understand and use UI - YES. But at the expense of important functionality - NO. I would argue this makes the UI HARDER to understand, and NOT EASIER, because as I say there is no warning that you will not be able to MU after you rank up, so a new user will waste crystals, so this is a pointless and terrible change. If they think it is that hard to understand - then scrap microupgrades altogether - but that would be bad as microupgrades are a cool and interesting part of the game, which add to the economic and character development aspect of the game. I think not making players angry and frustrated by poorly designed changes is pretty important, be they new players or experienced. Experienced players also bring in money for the game/help flesh out the player base, and if they quit that is lost money for Tanki/longer queue times - and bad changes like this have undoubtedly contributed to them quitting faster. So if angering and frustrating experienced users is "not important" to the Tanki devs, then I suggest they re-think their development strategy before the game dies. Bottom line, this is a bad change, that will make Tanki that little bit more poorly designed and frustrating - for both new and experienced players. Players HAVE given there feedback on this - NO-ONE has been positive about this change other than helpers, but of course in the great wisdom of the Tanki developers, as usual we might as well speak with our nearest brick wall as no player feedback is taken into consideration. Once the developers have an idea for a change in mind, no matter what the players think it will be implemented - no matter how idiotic it is. This failure to take into account player feedback is yet another reason why Tanki is making bad decisions and losing players, while other games which do take player feedback into account are growing and thriving.
  25. DestrotankAI9

    Ultra Weekend May 14th - 16th

    Hey, good to see you too :) ! I was using my new favourite combo, the surprisingly-fast-boi (Mammoth/Trickster) :p . Nothing like capping with Mammoth in CTF ?
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