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Everything posted by DestrotankAI9
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I'm afraid this idea should not be considered because it could cause very bad legal problems with the upcoming stricter ideas on lootboxes and so in EU countries and the US. Tanki is already banned in NL/Belgium and one of the main criteria governments are looking at is games which allow randomly obtained items that can be traded (and thus people could pay each other real money to obtain them, even if that is prohibited by the games terms/conditions this is irrelevant as it can be done privately). Therefore this could lead to Tanki having an increased risk of being banned in more countries - these laws are being reviewed currently in the EU. So for this reason, trading of items in game, especially those obtained from random chance purchasable items (containers) is a no-go.
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Are you crazy? This would be insanely OP. How would a melee turret user fight against that unless wearing Freeze Immunity? I can't believe you complained about this and not how OP the new Stun rounds and EMP Rounds are. Freeze rounds are fine for a good Railgun player, the real problem is that Stun (with 2 seconds now) and EMP Rounds are heavily OP.
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Happy International Womens' Day to all female Tankers! Hope it has been a good one for you :) Nickname: DestrotankAI9
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Hmm, as a regular Support Nanobots user I have to say I definitely don't think it needs a buff. The only possible buff Nanobots could get I think would be to its damage (so that you aren't so dependant on teammates) - perhaps damage could be reduced by 30% instead of by 50% compared to stock Isida. The healing is definitely perfectly balanced right now, if it was buffed it would only be nerfed again, as the healing/score gaining ability would be too powerful. One thing about Nanobots is that it is only effective when you have decent teammates. If your teammates are very bad, then you might as well switch to stock or Adrenaline Isida and try to do objectives yourself, because there is no point trying to heal them. However if you see teammates who are either high Gearscore, or have at least average skill and are trying to complete objectives - heal them and you can do well in battle. There is no point charging in to any objectives yourself as Support Nanobots because you are totally dependent on your teammates, so find someone who is strong/knows something of what they are doing and heal them, and hope that they will go for objectives. If you aren't doing well with Nanobots it is either because 1) Your teammates are bad (probably) 2) You have low GS or 3) You aren't using it right somehow. If played properly it is very efficient, it really helps if you have teammates who understand that they have to block shots for you. If you sit behind them while they take fire and cover you - this is very effective and generates a lot of score. What I would agree with you be a buff to regular Isida healing (maybe 10-20%) as it is a little weak, and a corresponding reduction in the additional healing for Support Nanobots to keep its healing the same as now. For Nanobots itself, a damage buff perhaps for more self-sufficiency - but the healing is perfectly balanced as it is now.
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I see, why you should definitely do A-Level Art - you surely have a talent for it! As long as you don't spend too much time playing Tanki, I'm sure you'll do well lol.
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Also in this patch: I see larger maps such as Berlin and Scope (plus 14v14 format) are now to be added to Matchmaking. While it is nice to have larger battles, there are already big problems with the 10v10 and 12v12 battles and these are only going to be worse, just like the same problems we had during the 16v16 with large maps experiment in December - the appropriate adjustments have not been made to make these balanced for Matchmaking. Capturing a flag or ball (and doing such missions) is VERY hard in 12v12, and it will be even harder still in 14v14 on the very large maps. In 12v12 right now these games often end in a draw or 1-0 at best, and only well geared Hoppers can regularly capture. Additionally ASL was balanced around 8v8, with larger numbers of players it is much easier to get kills and it is far too hard for attackers to win - this will be even worse in 14v14 on large maps. Please make CTF/ASL/RGB 6v6 or 8v8 only - at the very most 10v10. And yes, this means certain maps are not viable for these modes. Balancing ASL might be possible if you increase the number of points per capture, and number of points to win for higher player numbers - for instance 7 pts in 10v10 with 90 to win, 10pts in 12v12 with 110 to win, and 12pts in 14v14 with 140 to win. TDM needs to have a higher kill threshold for more players - 70 kills goes by VERY fast in 12v12 and even faster in 14v14, these games will end in 2 minutes or less which is no fun, considering how long games take to load. Please increase kills to win to at least 85 for 10v10, 100 for 12v12 and 120 for 14v14... something like that. Please take into account the comments we made in December about balancing to make these larger games balanced, because they are annoying to play at the minute and 14v14 will be even worse without appropriate changes. EDIT: Re-posted from earlier - I hope the developers will see this, as many of you will agree there is quite a big problem with the new map and battle sizes in capture modes. Comment on this is you agree, to draw attention to it.
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Very true, EMP Gauss was a turning point at which the devs threw balance out the window - in favour of trying to make cash off OP paid-for items. Although personally I think the introduction of the hull augments not long before, specifically Heat Immunity, was the start of dark days for balance in Tanki - this update caused big imbalance and is extremely unfair to Firebird, as well as bringing us the grossly OP Incendiary Brand/Heat Immunity which should have been patched out within 1 week, but never has been. Heat Immunity is bad for the game and never should have been. Haha, well if you can flip flying Hoppers then we can be sure SONIC-BOOM will have this new Stun Railgun augment equipped permanently, with Booster Drone. But sadly yes, most 9999GS Hoppers will have Stun Immunity on for capture modes. I think once most turrets start to get status effect augments (which seems to be the way the devs intend to head) things are going to get messy. Dealing with every kind of status effect in 12v12 or 14v14 battles with only one protection augment (if you are a lucky enough player to have even one of them for your preferred hull, never mind a choice) will be problematic. And if they allow more than one protection augment this will lead to an even greater gap between F2P and buyers.
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I really hope not! Since this is the big "Railgun update" with new augments and it isn't in, I'm hoping that since 1) Railgun has so many augments already 2) they (hopefully) released giving every status effect to every turret would be boring and problematic and 3) they (hopefully) realised it would be blatantly game - breakingly OP, it won't be coming. But then again the devs seem to have no problem releasing game - breaking new augments these days, so as you say with it already being tested, it could well come in the future. A terrifying thought. One thing I have to wonder - will it be possible to flip Hoppers from shooting them in mid-air with stun Railgun? Hoppers can sometimes be flipped if hit with a Hunter or Hopper overdrive when in mid-air currently - surely if you hit them from the right angle, with the one second stun this might well be possible. Even if you couldn't flip them, since you'll be interrupting their momentum and throwing off direction of travel slightly - you could perhaps do enough to prevent a Hopper aiming to use its overdrive to land on a Rugby goal from doing so, and then block the goal to prevent capture. But if you can actually flip them - that would be pretty insane. Of course, stun immunity is already about the best augment for Hopper in capture modes - but if an enemy Hopper didn't have the augment this could work well. While stun Railgun could cause some huge new imbalance issues, interestingly if it can counter Incendiary Brand/Heat Immunity, Hoppers, and also make life annoying for EMP Gauss by interrupting salvos, it could be a counter to some of the other big imbalances currently in the game.
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Wow, that is some incredible work by Dr.Isida - what is your level in art, studying at College perhaps? Looks like something you would see from employed designers in the art section of a games company. All of the top 3 for both sections are good.
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I can definitely think of one way in which Striker should be buffed - someone (I think it was Tidebreaker) made a very good suggestion that the Aiming Recovery Time for Striker and Gauss should be swapped. If you don't know what Aiming Recovery Time is - that is if you are locking on to a target, and lose the target, how long it takes before your lock-on time is reset and you must start the process again. For Striker Aiming Recovery Time is only 1 second, and for Gauss it is a whole 2 seconds. Considering the fact that the Gauss lock-on mode takes much less time overall, that Gauss doesn't have a laser AND has more splash damage, I feel that this is very unfair - part of the reason that Gauss is simply a superior turret to Striker in the current meta. At the very least, with 2 seconds for Gauss and 1 second for Striker, this would be an appropriate buff for Striker and an appropriate nerf to Gauss.
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This event & special missions look fun - really wish the 2x experience would stop however but everything else is good (as long as we have 10 days to complete these missions). 30,000 score is hard but at least do-able in 10 days, the other missions are easy. Having 2 format battles will be nice - good to see at least that everyone will get Hopper in the increased golds mode (lets face it, everyone would have had Hopper anyway!) and in my opinion the special golds modes, and special modes, where everyone has the same equipment are the fairest and best - about skill and not about GS, nice when everyone has a fair chance.
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So glad that at the very least the EMP Augment hasn't come to Railgun - much better to have only a few effects rather than all the status effects on every turret, which is just boring and also potentially overpowered. Concerned about the stun augment, it remains to be seen what this will be like to face in battle - has the potential to be very OP. At least it has a similar firing rate to Large Calibre Rounds but I think a stun on every shot might be too much, having a 3 second stun with a 20% chance or something along those lines might be better, with perhaps slighty longer charge up time - not sure. Stun Railgun will be the ultimate hard-counter to Incendiary Brand Vulcan/Heat Immunity - it takes 13 seconds (including Barrel spin up time) for Vulcan Mk8 to start overheating, and stun Railgun Mk8 will be able to stun (resetting Vulcan overheating) every 5 seconds - so the Vulcan player will never be able to overheat, unless they take cover. If they do take cover and manager to heat up, after only a brief 1.32s shot delay (most of which can be spent in cover for a good railgun player) you can shut them down with another stun quite easily. If the Vulcan player equips Stun Immunity - they no longer have Heat Immunity, so this is a hard counter and gg for this combo. In general stun Railgun will be a nightmare to face for Vulcans/Gauss/Striker/Shaft and melee turrets too - the stun will reset Vulcan barrel spin time, interrupt Gauss/Striker lock-on and probably also throws Shafts out of aiming mode - with every shot. For melee turrets, good luck trying to engage a Hopper/Stun railgun which will stun you and reset your acceleration to zero with every shot. Multiple stun railguns on the enemy team will be... interesting... to face. This could shut down an enemy team's DPS significantly and make it hard to get shots off at all in some cases. And if you equip stun immunity you will get eaten by EMP/Heat/AP effects. It remains to be seen how this will be to face, hopefully the 5s shot delay will make it somewhat balanced but we shall see - I think this will be disproportionately strong vs certain turrets.
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Well that is true - I meant that now seems to be its turn to get updates and new (Ultra only - sadly) augments and maybe balance changes, which seems to be what they are doing with each turret in turn currently.
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Pretty cool to see my favourite turret (Railgun) getting some attention :) . Updates certainly are coming fast now that Flash is gone. However I have to say, I really don't think Railgun needs any new augments. It already had the most in the game before the recent Smoky update, and it still has the second highest number after Smoky - turrets like Gauss, Thunder and Isida are much more badly in need of new Augments. However, if they want to give us some new ones - sure I guess. Looking forward to using Tesla at last! Also I wanted to give some feedback on recent updates (for some reason the patch thread was closed very fast, and I didn't have time to do so): The shards change is simply brilliant, gives a huge income boost to F2P players and also makes hull augments more accessible (provided containers are not nerfed) which will help to give F2P players a chance vs buyer augments. I'm supposing this was done as Tanki are trying to generate money off ad revenue on Mobile (which is a clever strategy), and also to boost playtime on HTML5 - but the ad revenue has to be the main reason as otherwise this update wouldn't make sense, it would harm the economy too much. Thanks a loooot for this change! The last balance patch was one of the best balance updates yet - Isida, Hammer and Striker, 3 of the weakest turrets buffed. However, I think Hammer AP is now too powerful - its AP effect duration needs to be reduced so that you can only get 2 shots off on the next clip before the AP effect expires rather than 3 currently, it is just far too dominant right now. I think Hammer should have had its reload reduced by 25% rather than a flat 2 seconds at all modifications, which would give a reload time of 4.5 seconds at Mk0 and 3.75 seconds at Mk8. Duplet also seems to be too weak now in comparison to regular Hammer, and other augments - it should have a slight reload reduction in my opinion. Also, the varied number of players in battle is interesting - however there is a problem with the capture modes such as ASL/CTF/RGB. These modes are terribly imbalanced with large numbers of players, capturing in ASL/CTF/RGB in 12v12 is far too hard - I think these modes should remain only with smaller groups such as 6v6/8v8, or maybe at most 10v10. You should get more points for captures in ASL for larger battles, at least. Also TDM with 24 players ends too soon - increase the number of kills for larger numbers of players, for instance 90 kills for 10v10 and 105 for 12v12. Overall, updates recently have been pretty great in my opinion - the game is heading in a better direction, after a lot of questionable updates last year.
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Ummm well, technically you can "buy" shards - as shards are simply "part of containers" to quote the developers - 100 shards = 1 container. Shards are basically the same things as containers, ultimately.
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The shards update has been just the most awful, it has caused me such distress and psychological harm. I mean I've had to endure getting a free 100k crystal container, multiple augments on my alts and even been able to finally get enough Repair kits/batteries to compete with buyers in battle. Things in the game just can't get much worse!
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Perhaps the free score given by certain items, and by Dictator overdrive is too much - but I can tell you are not a regular Dictator user :P . The free score for Dictator's overdrive was added for a reason - and it was an important addition. The reason is because Dictator's overdrive gives supplies and charge to everyone else, so for instance it gives Viking/Ares/Crusader/Wasp free overdrives which enables them to get more score. I would also say Hornet, as Hornet's overdrive back at that time was "selfish" whereas it is now more team based, of course. The score may be less important now because stars from battle placement now matter less since the challenge changes - before the changes it was very important to try to get top-2 or whatever every game, or as high as possible, to get those 3 stars per match towards your challenge progress. This is still important for those "Finish Top 3 missions". Basically before Dictator overdrive gave score you were actually hurting your own ability to get top-2 by giving other people overdrive - because if you gave them overdrive your Viking teammate would get another overdrive and get a lot more score than you, for instance. So this lead to situations where people intentionally didn't share their overdrive, and it also made it hard for Dictator players to get top-3. Now there is arguably too much free score, but there does need to be some. Maybe the amount should be capped at 30, or should be 5 per ally instead of 10 - but unless you remove Dictator's ability to grant allies overdrive charge you can't entirely remove the free score, or make it as low as you suggested initially (2 would be too little). I like your suggestion here: Something along those lines would work well for Dictator's overdrive, and maybe for some drones too. Definitely like some of your suggestions - I agree free score for certain drones could do with a re-work, and perhaps Titan/Hunter/Hornet could also get some kind of extra score when their Overdrives benefit allies. Also fully agree that Ares overdrive must give score for healing, doesn't seem right to make sense to me that it doesn't.
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Hi I just happened to notice a bug - when checking the rewards for ultra containers and also regular containers, on the possible rewards listed in-game it shows that AP Immunity hull augments are NOT available for any hulls other than Hopper, Ares or Crusader for both types of container. I think this may have happened during the Shards patch? Not sure. I don't know if this is a display error on possible container rewards, but if true this means container rewards are not as advertised previously and also only 3 hulls will be able to get AP Immunity from now on - which is kinda unfair. I suggest this is looked into - you can see it for yourself very easily by going into the containers section in-game and checking the "Epic" rewards list for both.
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I hope you guys are ready to welcome your new Isida overlords! Drop golds for us and we will show mercy (maybe).
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Glad to help :) However, good luck capturing flags or balls in 12/12 =/
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Guys there is definitely a problem with Matchmaking currently, however I think the following is a temporary fix: Restart the game after each match. This seems to work for me. If you don't do that - never seem to get in matches.
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Hmm, I have to disagree on this - I would hate to see Assault removed, I think its a very fun mode with unique dynamics that you don't find in any other mode. It is sometimes plagued with imbalance problems though - balance between attackers and defenders is very much dependant on the meta (for instance, Hopper has swung the balance in favour of attackers, and during the 16v16 experiment it was in favour of defenders). So it needs to be balanced very carefully, but in my opinion it is a fun mode. I think this game needs more variety of strategy rather than less - a problem of course is that if the player numbers decline further, the lack of players can mean that if we have too many modes queue times are too long. But I would hate to see interesting modes go just for this reason. I do however think your ideas are interesting, but if something like this was implemented I think this would be a brilliant opportunity to stop stuns dropping flags and balls, which I've always felt was imbalanced - and certainly is for Hopper. Hunter overdrive could receive another small buff to compensate if this was done.
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On topic - I can see that you have put some time into this suggestion and it is interesting, but I have to say this is a dangerous idea lol. Please don't give the devs more ideas for buyer-specific augments which would destroy the game, because this would makes things even worse lol. A stun augment would be fine if stun did not causes flags or balls to be dropped. But since stun does cause flags and balls to be dropped, this would be terribly imbalanced - especially in ASL where the dropping of a flag causes it to immediately be returned to the base. What I think would be a good idea perhaps would be to do this: allow random stun augments like this into the game but crucially, make it so that stuns no longer drop flags or balls. In this case, with all these new stun augments - in addition to the Hunter and Hopper overdrives - having Stun Immunity would still be well worth it, but Hopper would be more balanced and the new stun augments would not be totally overpowered. I do agree however that it is about time that Thunder got a new augment or two - it hasn't seen much attention for a while. Just imagine how horrific it would be trying to capture a flag in ASL against a team with a few players with these augments, it would be basically impossible for anyone without stun immunity. This would be yet another nail in the coffin for free players. But with this kind of augment and stun no longer dropping flags, this could work very well.
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Stun Immunity is mega powerful in CTF/RGB/ASL but to see 4 players using it in CP is odd, idd lol. Just bored of using Heat/EMP Immunity perhaps? Lol
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Hey bro, yes I believe so - even if you bought the pass on the last day of the challenge, on Tier 50, you would receive the rewards for all tiers before.
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