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Everything posted by DestrotankAI9
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That change to Vulcan was reverted a very long time ago, otherwise Incendiary Brand would still suck as it did then. Adrenaline is the highest damage Vulcan augment to use against targets with Heat Immunity (which is very common at Legend these days, obviously) while retaining the stock Vulcan bullet speed, so as I understand many Vulcan users prefer it to Incendiary Brand for Legend battles. Incendiary Brand is still pretty brutal though against those who don't have Heat Immunity, as we know. I only joined that particular match when it was already 3-0, but my allies who didn't seem to have Heat Immunity were rendered truly useless, as you might Imagine - they ended up cowering behind a wall in our base, too afraid to leave lol.
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I used to hate EMP Gauss, have to say it's great to have one now however to "counter" the enemy EMP Gauss, EMP vs EMP is actually pretty fun (as long as you have enough supplies). It is definitely very OP, although thankfully if you have EMP Immunity you are good to go against them - or even if in Siege you have enough Titans along with at least one decent Nanobots Isida (I know as I usually play Isida/Dictator and I have no EMP Immunity). How about this battle ? ? https://prnt.sc/123yqxf This one was earlier today lol. And yes the guy with Adrenaline was also using Vulcan + Heat Immunity....
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I agree, Skylark is a pretty good map. And yes, all the status effect augments are ruining the game - too late now sadly. I have given up on all thoughts of balance and just use whatever works to get my missions done ASAP (especially when I'm using an Mk2 hull to get "kill x tanks with a category y hull" missions done, lol). I found a screenshot of the battle I mentioned, showing numerous Gaussians - look away now if you hate EMP Gauss ? https://prnt.sc/123xw60 I got it wrong, as it was CTF. Still a very high population of them found in Siege though.
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I'm sure a lot of the people that have it are buyers, but for sure when I'm trying to get special missions done in Siege, I'd be confident there is an EMP Gauss in the game in 50% of battles. Alright then, perhaps 25% of the time in your team - 50% to be in the match but 25% to be in your team, perhaps. I saw a game recently however with 3 EMP Gauss in my team (including me) and 3 in the enemy team also in an 8v8. There are definitely a huge number of them about these days in Siege. I actually mainly play Isida in Siege, however I would use EMP Gauss if I had a kills or deal damage in Siege mission since it is by far the most effective augment/turret combo I own for that purpose - other than Rail with Hyperspace Rounds in some cases. I would like to use Magnum AP (from the battle pass), but sadly I have the Magnum no-damage bug very often so I literally can't use magnum right now. So no, I'm not including myself in those stats :P . When I'm using Isida, that would be what I notice - Emp Gauss in 50% of Siege games at Legend.
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I'm a non-buyer :P Got lucky from one of those Ultras, EMP Gauss has been out for a long time so quite a lot of non-buyers have it by now (and yes it needs a nerf).
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Critical hits are guaranteed if you are using Hornet or Dictator overdrive at the time of the Volley. That is pretty easy because when you do with Cyclone Striker right now, people will die - a lot of people ? And you will get your overdrive back again pretty fast. From my experience at Legend, you have an EMP Gauss in your team at least half of Siege matches currently, certainly in the larger 10v10 games you very often have 2 or more. I play EMP Gauss quite often in Siege and so I'll be laying down constant EMP on the enemy team if they have the point at a given time, so if you are teamed with an EMP Gauss ally it is very easy for them to get anyone you want EMP'ed from across the map. I don't think anything in the history of Tanki has come close to the damage output that Cyclone Striker + Booster + Supercharge can do right now in the duration of its volley, more than Viking overdrive in the same timeframe I would be quite certain.
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Note that I mentioned, if the targets are getting EMP'd - I play a lot of Siege (great for points on special missions etc), so mainly thinking about that. You would very often have an EMP Gauss or other EMP augments in your team, so EMP'd targets won't have any double armor on. With cyclone you can deal quite a bit of splash damage, so with that amount of damage your splash is likely to kill several players who are not using heavy hulls, alongside your main target. Slightly hypothetical situation, but it is interesting to think one player (and OK you would need an ally also to provide you with EMPs), can finally do such a huge amount of damage as to kill targets with AP Immunity under a Titan dome.
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I have to say I haven't tried it with Hunter or Wasp :P . Only have a limited selection of hulls sadly, and I don't have Striker on my main - have only played Dictator/Striker so far. So perhaps my impression was coloured by Supercharge, although sometimes I was still using Dictator overdrive supportively to buff allies rather than offensively, even then crits still happened noticably often. Noticed what a huge power spike there was since before the buff, don't have Booster on that account sadly but I do have Uranium/Cyclone/Hunter augments - and all 3 are very strong with Dictator right now.
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True, the crits seem to be the main problem. I was using it with supercharge hulls when I tested, although you do get crits from time to time even without supercharge - and when they happen people drop very fast indeed. I don't have Booster, but yes in conjuction with Booster I'm sure its pretty crazy. I feel like the reload is too fast as well though. The crits + reload together have turned it into a pretty brutal turret in the right hands now, and with supercharge it is especially deadly. I wish the devs would do proper honest buffs, and not blatantly OP buffs to turrets to make them meta, which you just know are going to be most likely extensively reverted after a period of time.
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I tried Striker on an alt account today and it is currently OP imo. I don't know if it needed a buff (possibly), and it is nice to see Striker receiving some attention but this does seem to be a typical Tanki overbuff just to make it meta, as some people have said - just like the Vulcan buff a while ago and some years ago the Freeze buff. I would be tempted to buy and MU Striker, but I would be very surprised if it isn't nerfed before long, and probably becomes worse than it was before the buff - as is the typical Tanki dev buff/nerf cycle. The double damage on crits is just totally unnecessary and the reload time is simply too fast - no idea why that was changed as it was fine before. They could have done some sensible buffs such as buffing the "aiming recovery time" to be similar with Gauss as people have suggested, but of course no. Anyway curiously, using Striker with Booster, Cyclone augment and Hornet/Dictator it is now easily possible to dispatch targets with AP Immunity under Titan dome, even heavy hulls potentially. Doing some maths, at Mk8 we have: 1,760 (crit rocket damage) x 2 x 2 = 7,040 damage per rocket with double damage and booster (not accounting for increases from drone passive bonus). 7,040 x 8 = 56,320 (!!!!) damage per volley 56,320 damage per volley is err.... quite a lot! You don't even need Cyclone to kill Juggernauts with Striker + Dictator/Hornet these days, it is literally overkill. So if you have a friendly neighbourhood EMP Gauss, or other EMP augment ally firing on enemies within a Titan dome in Siege, those with AP Immunity will lose their double armor. A target without Double armor will take 56,320/10 = 5,632 damage from a full Cyclone volley, so yes you can now kill Titans with AP Immunity under dome. Even if they have Armadillo, still quite a sizeable amount of damage.
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Just wanted to give some feedback about the proposed change to microupgrades. While I see what point the developers are making, this is not a good change which players do not want. If you have, for example, turrets or hulls on the Mk4-8 or 4-9 microupgrade level, or modules on the mk3-4 upgrade level - you do NOT want to have to pay for an entire new modification, which would be significantly more expensive than covering the cost of the final microupgrade(s), especially on sales. This update would increase the price of items in the garage in a very annoying way, and it would mean you would have to keep a very careful eye to make sure your equipment has reached the 10th microupgrade level before the next modification is available - or you would have wasted all your crystals microupgrading if you only reached the 9th microupgrade or below. This would cause huge annoyance to players, and a much bigger problem than any "problems" talked about in the VLOG - with players apparently unsure about whether to microupgrade or buy the next modification. I haven't seen a single player complain about this, and requiring players to do a very basic maths calculation sometimes - as against these very annoying problems I mentioned - it is quite obvious which one is preferable. Implement this update and you will justifiably get many complaints, and it will be very annoying to have items which are high in microupgrade level (but for which the next modification is now available) in our garages for which the cost of all those previous upgrades will effectively be worthless, when it comes to buying the next modification. Change for the sake of change, is not always good - this system is not broken and it does not need a fix, but what you would have proposed would indeed create new and worse problems which would genuinely annoy players.
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So the prices for the first and second module have now been revealed. It is so astonishingly unfair that new players have to play 50 and 500 tankoins - a total of 550 (more than a battle pass!) just to get the second and third modules which everyone has had until now. New and inexperienced players are already at a heavy disadvantage in today's game, and this is only going to make things worse - to charge so much (and yes 550 tankoins is a huge amount for free players) for literally module slots, when they need to be spending this mainly on battle passes to have any chance against more experienced players or buyers. Not to mention the absurd 5k price for the fourth module - the fourth module shouldn't cost anything, but it should at the very most cost 1000 Tankoins - anything more than that is out of the reach of free to play players, and creates further imbalance to add to the already existing problems between buyers and free-to-play, especially at lower ranks. All module slots should be free, and the first 3 slots should DEFINITELY remain free, but if they absolutely must cost something, the costs should be something like this: 2nd - 10,000 crystals 3rd - 100 tankoins 4th - 1000 tankoins for existing accounts and 900 tankoins for new accounts. The final slot should cost less for new accounts (subtract the cost of the first and second slots) - which means overall new accounts won't pay any more than existing accounts - both will pay a total of 1,000 for all slots. A price breakdown like this would give players something to work towards - "progression" as the developers say they wanted - but it would not put new players at an unreasonable disadvantage, the third module slot could be obtained at least after completing one challenge, and the fourth slot would be effectively equal in price for new and existing accounts. If the fourth slot was 1000 tankoins, this would be a very substantial cost for free-to-play players, but it would at least give them something to work towards and prevent an unnecessary imbalance this has now brought between free and paying players, between which there was already substantial imbalance. There is no need, or real benefit to the game, to give buyers such a fundamental advantage on something as basic as module protection slots, this is an absurd move by the Tanki developers - and 5000 tankoins is also a substantial cost for many buyers which will leave them angry that they are forced to pay up, to keep up with the meta. Tanki must stop 1) charging people for things that were previously free (module slots) 2) requiring people to pay more regularly just to maintain an advantage. Sure you need to make money, but this is a bad way to run a game - and it certainly won't work in the long term, the player base is increasingly frustrated and disillusioned with the developers approach shown by recent updates.
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Well thanks, however the devs don't really deserve you guys. I don't really care overly, I just think that the fact that they are now selling what was previously free for years (2nd and 3rd protection slots), for such a fundamental thing is protection modules for Tankoins - and quite a significant number of Tankoins - for new players is truly absurb. But equally absurd is the 5k TK price for the fourth slot. This really signals a big shift in the direction of Tanki, it is basically a flat out admission the game is now pay-to-win, with non-buyers priced out of a very fundamental upgrade to one of the core features of the game. It basically signals to non-buyers, that you might well be foolish to continue spending your time playing, with such ever increasing disadvantages on even the most basic of levels. Players will vote with their feet on this one, and other similar updates that are no doubt to come.
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No-one will ever know, because from now on no-one will ever create a new account ? Genuinely new players will also ragequit upon finding out that modules used to be free, before earning enough Tankoins to get the first module.
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After much consideration, I have come to the following conclusion on this: ded gaem
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????????? 5000 tankoins for the fourth slot! Wow, just wow, loool! Well 1000 tankoins would be bad, but 5000 is deliberately priced out of the reach of free-to-play players. So for something as fundamental as protection modules, we now have a giant straight pay to win advantage. It would seem the developers are basically saying free to play players are no longer welcome in this game, interesting. Even if I was a buyer I would be pretty concerned by this, as they are not advertising, and Tanki doesn't really have the players to cope once all the F2P players leave - so this could lead the the death of the game. I can't be a buyer right now, so looks like I may finish a few things on my accounts I planned to, and move on from the game asap. I think this marks the beginning of the end, and more p2w updates (such as the one where f2p players lose access even to full power supplies until they get a 20/20 drone) are planned, and there are surely more to come. Really Tanki should just start charging a subscription already, or at least do an announcement that free to play players have been a great part of the game for some time, but now they are no longer welcome - so don't waste your time playing any more and wind up your account. Also: It is truly hilarious how new players have to pay quite a substantial amount of Tankoins (50 for the second slot, who knows how much for the third) for the same 3 protection modules that we had for free in the game for years. This is realllly going to encourage new players to get started - and not make them in the least annoyed when they find out the truth. Lol.... genius moves all round by the devs I must say. "Welcome to Tanki Online, to help get you started we are going to charge you a substantial amount of hard-to-acquire currency to get something that we had for free in the game for years. Best Wishes from us!"
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I thought they would bring back Isida vampirism as an Ultra Container augment, it is the obvious choice + Isida needs more augments as it doesn't have many. As someone who really liked the old Isida I think that's pretty cool, although yes it needs to be balanced. The healing Shaft augment is lol ? That is random but pretty cool. I am pleased to see at least that these new augments would not be yet more "add fire/freeze/stun/emp to all turrets", which we have enough of already and will cause matches to be painful if more and more people have them, facing an increasing number of status effects at any one time. Although I hope as others mentioned, that they have good enough cons to make them balanced. Blunderbuss, although we have been given few details about it (and perhaps intentionally so) seems to be plain brokenly OP - it is concerning if future Ultra Container augments will take this form of being flat out superior to anything available in the Garage. Hopefully these will be more balanced.
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valid Engineer drone and the nuclear dropbox
DestrotankAI9 replied to The_one_and_only in Ideas and Suggestions
This is a really cool idea IMO, 10% isn't a lot but it is a very nice bonus. Maybe even 15% would still not be OP. -
Nice one :) . As you say of course, most players won't have the crystals - very few players will be in this position at your rank, as you have taken it very slow. New players coming up through the increased exp. system, are certainly very unlikely to have a 20/20 drone by Lieutenant General - other than Brutus. But it is not so fun to be forced in to using one drone only, and not have a variety of equipment as we can have now. I am a Legend 6 and I currently don't even have a 20/20 drone, although I could have but I have chosen to use a few different drones on lower MUs for fun/different situations - but after this change that will no longer be viable. You will be forced to MU and use only one drone, very dull indeed. And good luck to players in the Warrant Officer or Lieutenant ranks going up against 20/20 drone buyers, without even being able to have full power supplies like we do now - as well as all the disadvantages that exist already. That is great, well done for you. However we must not think only of ourselves, but also of other players. Do you think it will be fair for a player, lets say of First Lieutenant rank, who has a 5/20 drone to face a buying playing with a 20/20 drone? Which will mean that they have very weak supplies compared to what they have now. They will get absolutely crushed - they already do, but the imbalance will be so large it won't even be funny. And while you have all your drones at 20/20, I am Legend 6 and don't have one 20/20 drone. Many players do not have 20/20 by Legend, or one drone at that level at most. It will be very boring for us to be forced to use one drone only, until we wait a very long time to get other drones to 20/20.
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I'm afraid this isn't true man. They said that supply power will now depend on how upgraded your drone is, being most powerful at the 20/20 drone upgrade level. Big buyers have a 20/20 drone in lower ranks - so just think what will happen when a low ranked player faces a buyer with a 20/20 drone after this change (if it happens) in low ranks. They will be massively more powerful than now, facing players with weakened supplies while their supplies are far superior in strength. Also, many players do not have a 20/20 drone in high ranks - you see Major ranks facing Legends quite commonly in matchmaking. Players with a 20/20 drone already have a massive advantage, just think how terrible it will be potentially for other players after a change like this. Also, you will be forced to use one 20/20 drone even at high ranks, instead of having the option to use several drones which are not well upgraded - so it will mean you have less variety in gameplay unless you are a big buyer or a high Legend who has multiple 20/20 drones. So for most players (Including me) this will reduce gameplay variety and make the game more boring. This will NOT bring balance, in any way - it will bring imbalance, and very great imbalance. It is a terrible proposed change.
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Lol oops, oh yes it was @Maf who posted a tier-list and not @Spy. :p Time for sleep for me then...
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Well Magnum is joint first in Spy's list, and second in Opex-Rah's, whereas it is joint-7th in the OP's list (not counting Tesla). I think Magnum is the most important one to put in the highest tier here. I would also say Shaft and Ricochet are quite unique. Although, I would kind of agree with Gauss not being terribly unique (although I might not put it bottom), as it was very similar to Thunder aside from the lock-on mechanism. EDIT: Maf not Spy.
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Lol, it is cool to see that the developers do indeed read these forums :) . This is a pretty interesting topic, but I would definitely have to disagree with most of the OP's list, would be more in agreement with Spy and... Opex-Rah. However, I would definitely have to say that Magnum has to be the most unique turret by some margin (other than Tesla, which looks set to take that crown). Magnum has a totally unique mechanism and playstyle to any other turret - being able to hit targets over objects, and having to lob a projectile over an arc rather than shooting straight at the target, as well as moving the turret barrel up and down with the reinforced gun carriage augment - no other turret has similar mechanics or needs a similar skill set to play. The only times that Magnum plays more like a "regular" turret is when it is used with the Harpoon augment with shots charged to 100% power, aiming to shoot either straight at the target or at very close range. Striker also does have quite unique properties, but I would definitely have to say it is more similar to other turrets than magnum. Striker has the "right-left" firing pattern from Twins and the arcade mode also plays slightly like Thunder, with variable velocity projectiles and the "right-left" firing pattern. Although its lock-on mechanism is surely unique.
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Tesla looks very cool indeed, super-interesting mechanics. However, I hate to be negative about new changes once again - but this new suggested change to supplies, and most importantly linking them to drones - is one of the worst proposed changes I've heard. I hate the way that Tanki always makes changes that bring further imbalance to the game, and between free-to-play and low-end buyers vs big-buyers, but yet always dresses it up as if they are doing things that players wanted - just as they are doing here saying "so many of you are asking for supplies to be nerfed", etc. First of all, yes some players wanted supplies to be nerfed, but NO-ONE ASKED FOR SUPPLY POWER TO BE LINKED TO DRONE UPGRADE LEVEL. Nerfing supplies, and linking them to drone upgrade level, are two TOTALLY different things. If you want to make supplies weaker at low ranks, fine - do that. Make supplies weaker or stronger depending on the average rank in battle, But linking them to drones is an awful idea - who are the players with highly upgraded drones in low ranks? Buyers. Who are the players who have a 20/20 earlier at higher ranks? Buyers. Who has a wider selection of 20/20 drones? Buyers. So who will this change, which is apparently to "give in to player feedback" going to advantage? That is right - buyers, and I refuse to believe the developers, who are not stupid - are naive about this. Second of all, supplies are not anywhere near one of the major problems in the game these days - only a few low ranked players whine about them, and major balance changes should not be made on the basis of inexperienced players who are not playing the game correctly. With the shards update, the changes to missions with stars and reduced weekly missions requirements, everyone is now swimming in supplies, and no-one ever runs out of supplies even at low ranks - aside from repair kits and batteries. I have several accounts at low rank, and I never have a problem running out of supplies any more - if low ranked players need to understand how to manage their accounts better, then fine - make them some further guide videos to explain. Or nerf supplies for only lower ranked battles (for instance any battle with crystal boxes) and keep them the same for higher ranked battles. What players are really complaining about in much greater number - is the power of ultra container augments such as EMP Gauss, Blunderbuss, the power of Crisis combined with Hopper, Hoppers overdrive in capture modes, and unfixed game-breaking bugs such as the Magnum no damage bug, and Hammer adaptive reload bug. But clearly, the developers have selective hearing - and they only mention such things so they can attempt to excuse further pay-to-win updates. At the minute I use a wide range of drones, some of which have a low level of microupgrades - but after this change you will be forced to use only one drone and max it out, which is boring. That is of course, if you even have a maxed out drone, which many players will not have until they are several ranks into Legend. But they will be going up against players with 20/20 drones long before then. Right now many drones are good with low microupgrades, such as Trickster/Engineer/Mechanic - after this change you will have to have one 20/20 drone, and using any other low MU drone will suck, so gameplay will be much more dull for anyone who isn't a buyer with multiple 20/20 drones (or a high ranking Legend who has had time/crystals to MU several drones). I really hope this update won't go through, as this will be yet another nail in the coffin for balance in Tanki, and it will make gameplay much more dull. Nerf supplies for low ranks if you want, but don't link their power to drones.
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I can confirm the increased damage does appear to be fixed, thanks for the heads up. This is good at least - but yes it is still OP. I think it should still have splash, but only EMP one target. The splash could also be removed, I guess. If it has single target damage on the arcade mode, having single target splash would make some sense too. I really feel Gauss should have some Garage augments though, such as one to remove splash perhaps - it is unfair that it is the only turret which only has Adrenaline in terms of Garage augments.
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