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Everything posted by DestrotankAI9
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I think this is a very good point, things might be OK now but once more and more people get AP augments people could end up dying very fast indeed at Legend rank (and people already die fast). Perhaps this could be changed so that Hornet overdrive gives you the current "armor reduced for everyone" status effect with a black version of the current symbol, and all the AP augments now only remove the target's armor for the Augment user (which would be indicated by a purple symbol just as we have now). Then they would still be powerful but the whole team wouldn't one-shot you.
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I see, I haven't seen any of the livestreams. If the developers honestly think that Vulcan with Heat Immunity is "fine" that is honestly a very worrying sign, that they don't understand or care about fun/engaging gameplay - even understand the best aspects of their own game. The whole challenge of using Incendiary Brand was managing your own fire self-damage damage while taking advantage of the huge amount of damage dealt to enemies when you were overheating. Now with Heat Immunity, the literal best strategy is to hold spacebar and never stop firing (If you do, you will lose the overheating effect and have to wait a very long time to get it back). If the devs think that is an improvement, and "the best way to play Vulcan", then I really don't know what to say.... Not only is it so overpowered but its so boring and dull to play now I wouldn't bother with using Incendiary Brand, if I did I would intentionally not use Heat Immunity just to make it more interesting. I have seen people also posting on the forums with the same opinion, that not only is Incendiary Brand overpowered with Heat Immunity, but also very boring to play. If they are fine with Heat Immunity, then do they really think that it is a good thing that every Firebird alt aside from Incendiary mix, and base Firebird itself will slowly become useless at Legend as more people get Heat Immunity??? There should never have been a hull augment that destroys the gameplay of one specific turret, which Heat Immunity does. The whole point of Firebird is to do damage over time, we had lots of cool Firebird alts which the devs spent plenty of development time making and players enjoying using, now they have went and wrecked it all with this idiotic immunity alt, while also creating huge imbalance issues and destroying Vulcan/Incendiary Brand gameplay. I don't care if they have sold Heat Immunity for Tankoins, they must be willing to admit their mistake and nerf Heat Immunity, because it is bad for the game. Making a quick buck off one imbalanced item will not gain them money in the long run, if it plays a part in destroying fun gameplay - which it does. What they could do is sell the highest Heat protection for a large amount of crystals (325k say), while still selling it for Tankoins, if they did indeed nerf it to 50% protection. But you are probably right that they will never nerf it, we can only do our best to suggest. It is sad that this game has a lot of potential, and could be pretty great - but keeps getting wrecked by bad development decisions/devs who won't listen to their player base OR get wrecked by them trying to make money in the short-term off selling overpowered items that destroy the gameplay. A better AND more profitable long-term strategy is to create a fun and balanced game, trying to make a quick profit from overpowered items will hurt the game and its income in the long run.
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Yo, yes this is certainly the simplest way to fix the problem, but the issue with this is that then Incendiary Brand Vulcan will be the one alteration in the game which can't use Hull Fire Immunity. So that indirectly is a huge nerf, since Fire Immunity is pretty much the best all-round hull augment while it is still in the game.
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That is a really interesting idea I have to say, however with the way Alternativa plan the game currently I doubt they would change Incendiary Brand to that, it would probably be an alt only available from Ultras. Reflective/Adaptive rounds or something? However while I totally agree that something needs to be done about Incendiary Brand + Heat Immunity, lets not forget what is the real problem here - the problem is Heat Immunity, not the Incendiary brand alt itself. It was whenever Heat Immunity was introduced (changing from the Fire Module) that this combo came into existence and became a problem. Incendiary Brand was an interesting alt (when you actually took damage from it) and there is no reason to change a perfectly good augment in my opinion because of a new imbalanced feature that has been introduced. There are other problems with Heat Immunity even if Incendiary Brand interaction is fixed - it unfairly causes Firebird to be the ONLY stock turret in the game to lose it's base damage, and it makes all of Firebird's augments (Compact Tanks etc) totally useless other than one, Incendiary mix. This is a totally unfair situation, which will become worse as more and more Legend players over time get Heat Immunity from containers. 1) So the proper and best nerf to Incendiary Brand/Heat Immunity, that would solve all other associated problems - is to nerf Heat Immunity to 50% heat resistance instead of "Immunity", and call it "Heavy Heat Resistance" or whatever. Then change the lower level to become "Lesser Heat Resistance" at 25%. It was always awkward that you had to equip Fire protection to protect against many different alts, and not just Firebird - so splitting this into a hull augment is fine. But it was always ridiculous from the beginning to be able to get Immunity from Firebird's damage over time effect from a hull augment, and this should absolutely not be in the game. With Heat Immunity nerfed to 50% protection the problem with Incendiary Brand interaction is solved - it is just as before, and also Firebird is no longer unfairly discriminated against - with its stock turret and all its alterations once again useful at Legend - just as it is for every other turret and as it should be. Equally, 50% fire protection is still amazing and "Heavy Heat Resistance" would still be the best or one of the best Hull Augments in the game. 2) A second possible change that does not change Incendiary Brand's mechanics would be to change the way Vulcan heating works. When Vulcan overheats it causes Fire damage just like every other Heat effect in the game right now, ticking for 300 damage per tick - and this was always balanced around having 50% Fire protection at Legend rank, which reduced it to 150 damage per tick before double armor. So what could be done is to create a new category of Heat damage just for Vulcan "internal heating" which deals a flat 150 damage per tick just as it did before, with 50% Fire protection, when the Vulcan fires for long enough. This "internal heating" is unique and is not protected against by the Heat Immunity/Resistance Augments - they only protect against "External" heating, which would be everything else in the game as it is now. So with this system, all Vulcan players whether they have no Augment - or have Heat Immunity - will take a flat 150 damage when overheating, and this is in a separate category to any other Fire effects which will be applied separately. This means Incendiary Brand will take the same damage as before, and should also fix the problem. However, doing this leaves the problems with Heat Immunity itself unresolved, Firebird will still be forced to use Incendiary Mix or nothing at Legend. Those are my personal thoughts on how to fix this, thought sadly what I guess will happen is that Incendiary Brand will just be nerfed to the ground and become useless because of the imba Heat Immunity, which will remain. We shall see. We all agree that these problems have needed fixed for months.
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Hey, I posted a topic with an Idea & Suggestion for Team Juggernaut mode recently, however my post was too long / perhaps not in the right place (here) so I see it wasn't approved - so perhaps I should post here. I think having played with the new changes in Patch #626 TJR should be changed to once again have Juggernaut affected by status effects, BUT to have increased health instead (like 25%, or a lower increase for low modifications which gradually increases) if it needed a survivability boost. I think it is very unfair that Hunter/Hopper are now the only overdrives that are totally ineffective vs Juggernaut, and also Firebird is the only base turret which has its damage heavily nerfed vs Juggernaut whereas every other turret does full damage.It is very unfair now for players using Firebird/Hunter or Hopper trying to complete "Kill Juggernaut" missions, or play in Juggernaut in general when they are so incredibly ineffective now. Also it makes the mode very boring that you can only kill Juggernaut with raw damage now, and in no other way - Viking was overpowered in Jug but yet it is not nerfed, and now the mode is even more Viking favoured. I have tried using Firebird/Hunter/Hopper on some of my alt accounts and all of these are now so bad, that in TJR you are almost best to just try and go for kills as if it is TDM and avoid the Jug - because you are so useless compared to everyone else vs the Jugger. This was a very unfair update which was made the mode much more imbalanced for players with certain equipment, and also now the gameplay is much less fun with less ways to kill the Juggernaut. I thoroughly suggest an increase in health instead (which also means Jug healing is increased) which would achieve the same thing to increase Juggernaut survivability - but be much fairer to all players, AND it would be something to help against Viking too which really dominates the mode.
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Why Hunter's Overdrive doesn't affect the Juggernaut now?
DestrotankAI9 replied to Screwdriver in Archive
It is an update, however I think it is a really bad one. I think it is very unfair that Hunter/Hopper are now the only overdrives that are totally ineffective vs Juggernaut, and also Firebird is the only base turret which has its damage heavily nerfed vs Juggernaut whereas every other turret does full damage. I posted a topic in Idea & Suggestions which has yet to approved that they should bring back status effects for Juggernaut and increase its health instead (say by 25%), which would be a much better change. It is very unfair now for players using Firebird/Hunter or Hopper trying to complete "Kill Juggernaut" missions, or play in Juggernaut in general when they are so incredibly ineffective now. Also it makes the mode very boring that you can only kill Juggernaut with raw damage now, and in no other way - Viking was overpowered in Jug but yet it is not nerfed, and now the mode is even more Viking favoured. I think this update certainly needs to be reverted. -
This is very good, not only 50% sale on everything but double funds with NO INCREASED EXPERIENCE! At last! Some special missions too would have been cool but I'm not complaining. Thanks devs ?
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valid Idea to improve Juggernaut's Overdrive
DestrotankAI9 replied to JustBlackWolf in Ideas and Suggestions
This is a nice idea, I understand where you are coming from but I do not think this should be introduced - learning not to flip or be flipped is part of being a good Juggernaut. When I first starting playing Jug mode I lost my footing a lot when under pressure from enemies, now I rarely do, the occasions when I do are entirely my own fault. If someone tips over a lot on Juggernaut - they just need to learn how to navigate the map better, which will come with practice. I think this game needs to be made harder and not easier, I don't think we need things like this which are too forgiving when players make easily avoidable mistakes. Also while flipping the enemy Juggernaut is now a valid strategy, it would be less powerful with this change. Going in for aggressive flips when your Juggernaut's overdrive is ready is one of the most fun things about this mode, so I don't think overall this change would be good. -
This is a really good point, if they increase to 16v16 we definitely would need some changes with the missions, getting top-3 will become twice as hard so those missions will be next to impossible if they are not changed - it needs to become top 6. In addition to that, missions to capture flags/score goals etc. will become wayyyyy harder. It is hard to be the one player of 16 in Rugby - for instance - to score a goal, but being the one player of 32 is going to be very hard indeed. Such missions will need reduced requirements or increased rewards. Could be fun but missions will definitely need some adjustments!
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Ok, good changes :) I was a little worried after Mad Tanks and I saw an update... but pheww lol. Ability to direct message is a big improvement, this will help a great deal to communicate with friends which was often difficult until now. One really nice change for the future would be if they can implement the much enjoyed gifts feature to HTML5, which also allows you to leave messages to your friends when not online. As many of my friends are in different timezones it is hard to catch a time when they are online, and it was always brilliant to receive or to send a message via a gift whereas otherwise getting in touch would have been really hard. Since they cost crystals too, when you get an expensive one you know you have a great friend - I once received a golden wrench from a relatively low rank friend and I felt truly honoured at their kindness, when that would have been a huge investment for them. Graphics changes are great, especially in the wake of Flash being discontinued soon - that will help players with older PCs to transition over comfortably.
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Hey, thanks. I'm sure pretty much everyone realises the EMP Gauss is overpowered, and if they don't realise that right now they will when more and more of them start appearing in Legend battles as more players get them from Ultra containers. Regarding your idea that EMP Gauss could remove one supply instead of all supplies - this is interesting however I feel that this would still possibly be a little too powerful as then after a few shots (they can fire much faster than normal Gauss), you could still remove an entire teams' supplies. I feel like it is the ability for one player to have such a devastating effect on an entire team with no cooldown at all that is the problem in Siege/ASL and any situation where you must get close together, if it only affected one player you could get out of line of sight of the Gauss and be sure to be safe. But maybe there is a better way to nerf, any nerf would be welcome but that was my initial thought - something needs to be done in any case. I'm worried by the fact this Augment has been around without a nerf for a very long time now (and was originally a paid-for item) that the devs intend to do nothing about it. I really enjoy playing Siege and ASL but having went up against this increasingly as I climb the ranks I worry that the fun of these battles is going to be destroyed by facing this horrificly imbalanced stain on the game that is Electromagnetic Salvo in its present form. There is very little that can be done against your entire team being reduced to no supplies regularly, from infinite range with no targeting laser. Incredibly boring and frustrating to play against, when you know from lower ranks how much fun these modes can be when you aren't facing overwhelming imbalance. Hopper + Crisis (Hopper in general) & Incendiary Brand/Heat immunity also need to be looked at - although the former is relatively new to the game so hopefully a few changes will be made eventually, and the problem with Incendiary Brand/Heat Immunity is the heat immunity augment itself which should never have been introduced to the game. Having hull augments which specifically target one turret (Firebird) is extremely unfair - this Augment should be nerfed to 50 or 60% heat protection and be re-named "Heavy Heat Resistence" with the lesser Augment becoming "Lesser Heat resitance" and oulia - the augments are still very powerful, but Incendiary brand is fixed and Firebird is no longer forced to get the Incendiary mix augment to be useful. What I hope they don't do (and would be a very Alternativa style thing to do given previous changes) is to completely destroy Incendiary Brand (which used to be an interesting Augment), while leaving the ridiculously OP heat immunity which caused the problem in the first place untouched. And I say that as someone who has heat immunity on their main account - it is bad for the game - never should have been here and it needs to be changed.
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I totally agree, having reached higher ranks now and starting to face EMP Gauss more often I can see this alteration is destroying balance, especially in Siege Mode. Unfortunately since the devs originally sold this item for money however, it can not be removed. Instead, it must be nerfed as a matter of urgency. Especially in Siege mode/ASL defence, this alteration TOTALLY ruins balance and fun in the higher ranks. If you face an enemy EMP Gauss, your team has practically no chance, with all of your regularly being reduced to no supplies. If you face two of them in the same team... just leave the game. And the existence of the hull EMP immunity is NOT a counter - as first of all many players will not have this augment (which can only be bought for Tankoins) - and second of all, even if you do have it - many players in your team probably won't. And you can't fight 1v6... The only true counter to EMP Gauss in Siege to use EMP Gauss yourself, which is ridiculous and shows how bad a balance problem we have. A good nerf to the Augment would be to only disable supplies on the target, and not any other tanks in the Splash damage radius. This would in some ways be a buff as the EMP Gauss user could now fire the secondary mode at close range without fear of losing their own supplies, but it would fix the massive imbalance in Siege mode (and in general). Enough time has now passed that buyers have had time to dominate with EMP Gauss, to justify the cost, and now would be a good time to address the issue - with F2P players also being able to access the alt through Ultra container missions. Having paid-for alterations was a bad idea in the first place - as I said in the topic when the first (Rubberized Rounds) was announced . One of the main reasons for that is the fact that if the alteration is overpowered it will be very difficult to then justify a nerf, since people have paid for it - and then something overpowered will have to be left in the game, destroying gameplay. This is a lose - lose situation: Tanki loses buyers' trust if they nerf it, but they also lose other players - and potential income - from having a horrificly imbalanced game if do nothing. This is precisely the situation that has arisen with EMP Gauss. I really hope that Tanki won't choose to implement paid-for items in the same way in the future, to avoid such issues, and that a fix for EMP Gauss will come soon. As more and more players get the Augment (since it is now available from Ultra containers) Siege mode will slowly become unplayable at Legend rank, if nothing is done.
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Ah bro thanks so much for making a video of this ? ! This is the perfect video to demonstrate. Yep that's exactly what I'm talking about, Magnum is currently so broken. I don't know if it's just direct hits, or hits on a certain part of the tank, I would need to test further. I'm sure I've even had splash hits that weren't recorded, which were not direct hits - though I can't remember for sure - but direct hits definitely many times record nothing. Thanks for taking note Spy, I hope they can find the problem soon ? . EDIT: Having tested again tonight I can confirm - sometimes non-direct hits which would have dealt splash damage to tanks are not recorded. So it is not just direct hits.
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Sure you can still get kills with it and win games with it but why would you use a turret where 25% of the shots do nothing because of a bug? And you lose games and die a lot as a result when you should have won. It's so broken that you're really giving yourself a hard time if you try, personally I have switched to other turrets on any account I have Magnum on until this is fixed.
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Thanks for also confirming this Magnum bug. I made a bug report about the Magnum problem in the HTML5 bugs topic, my post is about mid-way down this page: Like my post if you want to see this bug fixed, and maybe it will come to the attention of the devs ? It really sucks that Magnum is unusable in HTML5 right now.
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Sorry, as I mentioned near the start of my message unfortunately I am playing on quite an slow laptop, and it isn't powerful enough make a gameplay video - which would be needed to provide proof of this on my part. However I mentioned this bug in the "Mad Tanks" topic and 2 other users also mentioned that they have had this issue with Magnum in HTML5, and as you can see from the post above me Dridrien has also seen this issue occur - when he was on the receiving end. I have no doubt many players have experienced this in HTML5 and it is surely a bug which is extremely easy to reproduce. If you have Magnum on any low level account, try a few games on Flash and a few on HTML5. Try to find stationary targets, or try to hit people at close range so you can see if you are hitting or not - and aim right at their tank. There should be many occasions where hits on even stationary targets result in nothing at all being registered, because that is the case for me and many others. It can't be due to lag when it occurs literally 20-30% of shots, and even on stationary targets which have been hit directly - I have played over 200 games on Magnum on Flash (on my alternate accounts) and this never occurred, on HTML5 this started to occur and having tested it recently it is so bad Magnum is currently unplayable. This needs a fix urgently. If I get a new computer I could try to make a video, but as I say many other players will be able to back me up on this, and you should easily be able to reproduce it yourself too.
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Thanks for confirming this problem ? Yes, many have noticed it.
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Hi I would like to submit 2 bug reports. 1) First of all is an important HTML5 Bug regarding Magnum (unfortunately because of my slow PC I can't record a video while playing - I will try to do so when I get a better PC). When I used to use Flash Magnum shots were recorded very accurately - and I very rarely seemed to see an occasion when a Magnum shot landed on target but no damage was recorded, the only times this may have appeared to happen would have been due to lag which can happen with any turret. However as soon as I moved to HTML5 (and having tested last night the problem is still there), I noticed a MASSIVE problem with Magnum. Literally 20-30% of my shots, even many of those which land directly on the target, record absolutely no damage, not even the "0" damage you get if you hit someone who has just spawned. Last night for instance I hit a Shaft/Titan from close range who did move at all, before or after my shot, and my shot hit him directly so that his tank even moved. Absolutely no damage was registered. In 3 or 4 games many of my shots which were direct or close hits registered absolutely nothing, such that I died many more times and ended up much lower on the score board than I should have. It was so frustrating that I have to say Magnum is currently unplayable on HTML5, having been working perfectly fine on Flash - and probably still is. I do not have a video sadly as I don't have a good enough computer to record one, but I have no doubt other players have found the same issue with Magnum on HTML5. This bug should be very easy to reproduce, play 3 games with Magnum on Flash and 3 on HTML5 and spot the difference - a HUGE number of shots will register absolutely nothing. This bug should be fixed as a priority as it is a shame to have a useless turret in the game. 2) The second is a minor bug, if you could call it that - low rank accounts can get missions requiring them to collect a number of a certain supply, even after the crystal boxes have removed supplies from lower ranked games. Sometimes these missions are impossible to complete, or require you to have supplies from containers/challenges - which low ranks may not have, and if they are lucky enough to have them this encourages bad gameplay such as using a supply and then intentionally self-destructing so you can respawn and use another supply, to complete the mission. I suggest that these "supply collection" missions are either removed from low ranks until Warrant Officer 1, or the requirements are greatly reduced since players can only use their own supplies to complete them - for instance down from "Use 15 speed boosts" to 8 or 10.
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Definitely not, crystal box games are very boring as picking up supplies is an important part of the game and strategy. It is only for new players to get used to the game. Please no. However it is nice they added them for new players.
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I am glad someone else has noticed this, there is a BIG problem with Magnum in HTML5! I think this problem is somehow in HTML5 specifically because this happened for me as soon as I moved over from HTML5 to Flash. I tested Magnum again last night and this problem is still there. LITERALLY 20-30% of Magnum shots for me which are on target deal no damage at all, even on STATIONARY targets, so it is not lag. This never happened for me on Flash, it happened as soon as I moved over to HTML5, and the bug is still there. This bug makes Magnum practically impossible to play with, I have performed badly almost every game I use Magnum in HTML5 since moving over as many critical shots do nothing, and then flag carriers get in/Firebirds get up close to me, etc. Please don't say that it is lag because it is definitely not, I shot a Shaft/Titan for instance last night who was stationary for 3 seconds before and 3 seconds after my shot landed, and on my screen his tank even moved after I landed a direct shot from close range. NO damage, not even the "0" damage recorded after someone spawns. Out of 3-4 games using Magnum multiple shots landed on target and recorded absolutely nothing, as many of 30% of my shots. I was practically pulling my hair out by the end of it. The developers need to fix this as a priority, as this makes Magnum unplayable right now. Should be an easy bug to reproduce just playing a few games with Magnum.
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Personally I did really enjoy the Special Juggernaut mode for one reason in particular - everyone had the same gear! It was very refreshing to have a chance to play a mode in MM (from which you can get mission progress/golds/crystals etc - compared to the comparatively tiny rewards from PRO battles) where winning and getting golds was purely about skill and not about your Gearscore/Drones/Augments/MU level etc. Even though the economy aspect is an important part of Tanki, and it's an important part of the game to have a lot of decision making about when to buy/upgrade things, so you can build up a strong tank to dominate in Matchmaking - it is nice to have a different challenge sometimes where everyone is on an even playing field, with the same stuff (I gather there was also an event like this with Hopper when it was released, although I wasn't around for that). Also I suppose I quite like using Juggernaut lol. Personally I hope Tanki sometimes has future gold events that are similar, where everyone has the same gear and an even chance - and you have a challenge to win with skill alone instead of high Gearscore.
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I have to say, the Everyone - Juggernaut mode is fun xD ! Regarding feedback on the experiment, I am busy with studies for now and can't play enough to really give good feedback - so I will leave it to others who can to do that. The changes are interesting, however from the games I have played I can see the following: 5 minute battles are far too short. 7 minutes is perfect. All the turrets with boosted hull HP are overpowered. Rico/Twins and Viking (or any hull really) is unstoppable, and I found on my main account I am getting better results swapping to Isida rather than Railgun even though my Isida is much less upgraded. Doubling Hull HP is very powerful. I think if Melee turrets (Isida/Firebird/Freeze) and to a lesser extent Hammer are unpowered maybe they should have a slight range increase or something instead, or a small (20-50%) HP buff on large maps perhaps, but 100% hp buff is too much. I don't think Twins/Ricochet should be getting the buff. I think it would be boring to lose large maps from the map pool, and 8v8 games. Perhaps we could have 6v6 on small maps and 8v8 on large, I don't know, but definitely getting rid of many maps and 8v8 altogether is not fun. The increased hp is an interesting change but it may be too much. Maybe 50%. Also the main thing that I really don't like about other recent changes is the removal of status effects on Juggernaut. Having played it my worst fears are confirmed - In TJR Juggernaut is far too hard to kill except for a few hulls, and it is hugely imbalanced with some hulls and turrets being totally useless ( e.g. Freeze/Firebird/Hornet/Hopper). The removal of status effects from TJR removes so much fun and strategy, and creates huge imbalance between hulls and turrets, now the only way to kill the Jug is to blast it down with pure damage. Only players with ranged Turrets and Viking/Dictator/Mammoth/Wasp - or powerful drones - are really that useful. I suggest reversing this change - if Juggernaut needs more survivability then just increase its health instead. This is a bad change and makes what was one of the best modes much less fun and more imbalanced.
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Tanki could most efficiently solve issues and give the game a good future by spending less than two hours updating the profile pages
DestrotankAI9 replied to von_Cronberg in Archive
I agree with your point on Gifts, I think for sure it would be great if the devs could re-introduce Gifts to HTML5 as soon as possible - it surely wouldn't take much time and many people like them. One of the best ways to connect with your fellow tankers and to keep in touch. As for saying that fixing the profiles will save Tanki, well of course I have to disagree there. The game has major issues and there is no way fixing the profile page will fix the game, surely that is obvious. Doesn't matter how good the profile page is if the game isn't fun to play or majorly imbalanced. It would be nice, but this isn't a priority - sure if the devs have time some work on profile pages would be cool. As a side note - you are obviously intelligent from the language you use in your post, but it is wayyyy too long - winded for the points you are trying to get across. People are not going to read a post of that length, unless it is about something really serious - and even then it is unlikely. Try to be more succinct, and cut your word count down to at least 1/3 of what you have here and you will make your points more clearly - and people will probably respond more positively. -
Do you know what guys? I haven't even played a game since these changes but I can see immediately that this is a bigger nerf to TITAN than it is to Hornet. Why? Well it's quite simple, now Hornet's overdrive gives Titan dome penetration to ALL your teammates, and not just the Hornets on your team, in addition to all these new AP augments also penetrating Titan's dome. If there are a considerable number of Hornets/Augments on the enemy team, Titan's dome could now be quite useless. I am not a Titan player but I don't think this is fair since there are already so many counters to the dome, I think once again ONLY the Hornet player should be able to counter the dome. Or if Tanki can't code that (as usual they link multiple augments/abilities together like EMP guass and Hunter overdrive, which is really bad...) just make it so that AP doesn't penetrate the dome. I'm not a Titan user on my main but I think this is unfair. BUT yes, it is GOOD to finally see Hornet nerfed - and it is still useful after the changes so it's not too bad for Hornet users. Also I'm very annoyed about the Juggernaut change, which was also unannounced. WHY have all status effects been removed from the Juggernaut? This is a terrible update, TJR was one of the most fun and tactical modes in the game, and with this update so much strategy has been removed. Do Alternativa not care about strategy and making gameplay interesting? TJR was such a fun mode, why do you have to go and wreck it, seriously. Now Hunter/Hornet/Hopper are totally useless against the Jug, as well as Firebird/Freeze - while all the "raw damage" turrets and Viking overdrive remain totally effective. Now you can no longer kill the Juggernaut in more interesting ways, you just have to blast it down with raw damage, this will make the mode soooo much more dull and boring. A good Juggernaut player had no problem to survive for quite a long time even with status effects - especially with help from team mates. The Juggernaut should not be almost invincible, it had perfectly good survivability as it was and if it needed a buff, a better way to do it would be just to increase its health - rather than removing a ton of strategy from the mode and make select turrets/hulls useless. I know there is really no point in complaining about this or giving feedback however, as the Tanki devs basically never listen and only think about how to monetise more parts of the game anyway. Just sad to see yet another good feature of the game ruined by poorly thought out updates.
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This and the reduced requirements for weekly missions are together, good changes. I made a longer post in the other topic about this - glad to see some positive changes in the game for once ?
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