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Everything posted by DestrotankAI9
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Nice one :P Same, 5/6 club lol That's very strange, didn't think Google play would allow that. What is the point of reviews if genuine criticism is not allowed, and only positive reviews? Invalidates the whole point of reviews. Also if people give negative, constructive feedback publicly - it forces them to do something about it - and that leads to be a better product. Which leads to better sales, hopefully. So they are just hurting themselves if they won't accept and act on proper criticism, and instead try to cover up genuine complaints. The fact the battle pass can easily be bought accidently is a gigantic problem, that needs patched asap. If I was a buyer on Tanki mobile, I would consider leaving the game straight up if I lost tankoins I paid for on that, because of that one issue. At best it makes the developers look incompetent, at worst like scammers. Oh no Mr. @RIDDLER_8 - make sure you read the topics, and what people are saying, more carefully next time :( As @Apis_the_Professor said, you have missed the chance to get the fourth slot for 990 tankoins. Once the fund reached level 2 (2 million tankoins), anyone who bought the Bronze bundle for 990 tankoins was guaranteed the fourth slot. It was said many times in this topic, and we were all talking about it from the beginning. Read more carefully next time, so you don't miss out on good offers! Hopefully such an offer will come up again, at the time of the next TankiSport season perhaps. Although actually - they are offering 2000 tankoins for the special missions this Christmas, so you will then have enough for your fourth slot :) That will be more a more expensive way to get it though, but if you can't wait for it... sure I guess :P
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The tankoins reward, and the daily Ultra container for a fairly easy task is really generous, but wow please reduce those special mission requirements. I mean, 54,000 score across 9 modes is totally insane - someone said 3k per day, that's nuts. Most players can't sustain an average of 3k score per day for 17 days straight (or do a crazy 54k score with multiple long play sessions), during a time especially when they are wanting to see family and friends for Christmas and New Year. I usually have fun doing special missions, and was looking forward to the Christmas ones - but that is not fun, that's just work. I am looking forward to lots of the other stuff, but it looks like I'll have to give the 15 Ultras main special mission a hard pass :( If it was 3k score in each mode, that would have been perfect (18k total), that is something like what we have had before for a long event like this. Then this would be one of the best celebrations ever - but 54k is madness.
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OK, a lot of this looks really cool - but those special missions are insanely hard, what is going on??? 54,000 score needed across 6 different modes? For 15 Ultras? That is as hard as 6 Ultra weekends in a row - this is very unachievable for many players. Players want to play the game and have fun somewhat over the festive season sure, but we also want to spend time with our families, and we don't have all day every day to play Tanki Online - asking players to get 54,000 score in 6 modes is insane. Very disappointed to see this format for the main special missions, when we normally only have to get 9k - 20k score for special missions. 3k score in each mode, would be more than enough. Glad to see the Snowmen coming back! And the 2022 tankoins and 17 ultras from the winning team each day mission is pretty awesome. But please reduce the requirements for the main mission, wow - that is wayyyyy too much.
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If the developers are now intent on nerfing the capture power of Hopper (and especially Hopper lightweight) then it is time to do what should always have been done - make lightweight hull augments equippable ONLY in Parkour battles. As far as I am aware, these augments were never intended for actual combat, it even alludes to this in the description. Before Hopper came along, they had almost no practical use in MM - they generally made you weaker. They should be moved to blue quality garage augments - available for 90,000 crystals, and Parkour only. Parkour players have complained before that they need an epic quality 5,000 tankoin hull augment for each hull to compete in Parkour, whereas eSports players only need to buy relatively cheap blue quality garage augments for Railgun/Smoky to compete in eSports. There shouldn't really be a disparity, and the domination of Hopper + Lightweight with a Parkour augment should never have happened. Move them to Parkour only, and garage unlock. Then balance Hopper accordingly, when these augments are no longer an issue.
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Effect of Reinforced Aiming Transmission on Hovering Hulls
DestrotankAI9 replied to Bacon in Archive
The fact that damage is not affected but healing is, is rather inconsistent. I think in this case, healing should be buffed to 2x for both Ares and Paladin, but they should not be affected by damage multipliers. The fact that healing of Ares overdrive is dependant on damage multipliers, but the damage component is not - if that is the case - makes very little sense. -
Effect of Reinforced Aiming Transmission on Hovering Hulls
DestrotankAI9 replied to Bacon in Archive
Very interesting, didn't know that. I feel like this shouldn't really be the case, but that is very useful to know - thanks. Does Boosted Damage also enchance Ares' overdrive damage? -
Those reviews can be deleted? Oh dear, I see. Unless you used offensive language or tone? I think genuine complaints, without any offensive language or tone, should not be able to be deleted - otherwise that invalidates the whole review system on Google Play. An issue like this is a HUGE issue with the app, and they deserve to face complaints - this needs to be fixed asap. But it seems to be intentional the way it is set up, and that is NOT ok. They need to change their attitude, and not try to literally scam people out of tankoins with offers that are very easy to buy accidently. That is very, very wrong.
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Effect of Reinforced Aiming Transmission on Hovering Hulls
DestrotankAI9 replied to Bacon in Archive
OK yes, to some extent what you say is true. But what you said in your original post "you cannot turn your turret with hovering hulls (when used with mouse controls)" is false, because you can most certainly turn your turret ahead of the turning speed of your tank, with mouse controls. I just tested this to confirm. With reinforced aiming transmission, you can still turn your turret noticably faster when firing with hovering hulls (I just tested on an account I have with this augment), but I trust @TheCongoSpider 's judgement that the other Vulcan augments are better for hovering hulls, as I don't own Vulcan on my main account and have little experience with it. Adrenaline with Vulcan is just as much of an improvement over stock Vulcan with hovering hulls as it is with regular hulls, always worth equipping instead of stock. As CongoSpider also says, it improves the damage of the Crusader Icicle also, so adrenaline is super good with Crusader. Say whaaaaat? Adrenaline boosts the healing of Paladin's overdrive? Now that is very odd, didn't know that one. Does boosted damage also increase it? Seems like a strange interaction, no wonder Vulcan/Paladin is so strong if that is the case. -
Wohooo! Thanks to the developers for this Christmas present, pretty nice to get the 4th slot at last, along with 20 containers and 15 Ultras, not bad value for 990 tankoins :) . Grats to all who got the 4th slot! I didn't win the giveaway however, slightly disappointed, but that is not what I bought the bundle for. Grats to those who did, including Mr.@MysticBlood on your alt <3 My container/ultra container rewards were awful - didn't get a single epic from the Ultras on my main, and across 60 containers/45 ultras between 3 accounts I got only 2 legendaries (both on the same account), which were Vampire Isida and Wasp Jammer immunity - so one good drop amongst them all, on my alt. My main barely even gained crystals from 20 containers/15 ultras - not even sure if I earned 10k total - which was surprisingly bad lol. All the same, having the 4th slot is great! I have already noticed an uptick in survivability, especially in capture modes it is very nice to be able to equip mine module, along with 3 other turret damage protections. I feel sad for those who missed out on the offer however, especially @TheCongoSpider with his mobile issue. For those who did, I suggest saving 1000 tankoins in-case such a similar offer for the 4th slot comes up again (hopefully at the next Tankisport tournament finals?), I am sure if the developers offered such a discount on the fourth module now, that they are likely to do so again in the future. As for the mobile battle pass issue - that is really bad and needs to be fixed right away. To Congo, I suggest giving a low rated review on google play mentioning the issue, and then you can increase your rating if they fix it. That should grab their attention, as I see they seem to respond to those. Overall thanks for the event, and the great prizes :)
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category Ideas for Hulls and Overdrives!
DestrotankAI9 replied to Ilia.ArchangeI in Ideas and Suggestions
OK, well Hopper is most definitely currently the worst hull, as it is flipped absurdly easily. You can still win games with it, but you will have a harder time doing so than with any other hull - and you will be losing more points to self-destruction than any other hull, which is not fun gameplay at all. As for the second part of your post, I heavily disagree. Perhaps using Hopper was a bad example (as many players have built up a strong hatred of the hull), so then let's use Shaft (before it was recently buffed to be viable again). Shaft was taken from OP to pretty much useless for quite a while, until the recent buff. Just because something has been OP does NOT mean it "deserves" to be unpowered for a while - this is NOT proper balancing. The way that you are talking about "balancing" here is the way the developers are doing it currently (albeit that you want this for different reasons - because you want "revenge" against Paladin (and formely Hopper) for being OP). This is not a good way to balance games, and it is not a good way to think - if we want to achieve true "balance" (that is, with as many items as possible viable, and everything as close in power as possible) then we don't want to make things either underpowered or overpowered. The developers tendancy to make things very OP for a while, and then nerf them to uselessness (or the opposite) is very frustrating in a game where you have to spend a lot of time and money to upgrade items - you never know what to buy or upgrade, it is so unstable. So I urge you to re-think your opinions of what good balancing looks like, because with an attitude like that you are encouraging the developers' worst tendancies - to implement dramatic over-nerfs and over-buffs, which many of us hate. -
Effect of Reinforced Aiming Transmission on Hovering Hulls
DestrotankAI9 replied to Bacon in Archive
You can't turn your turret with hovering hulls? Man, if you have been playing like this I feel bad for you. Just go to the game settings and change the setting "enable mouse controls" from whatever it is currently, and you should be able to turn your turret with a hovering hull. You can most definitely turn your turret with hovering hulls, I can assure you of that. I do it every time I play. -
What Is Your Opinion About the Current State of Tanki Online?
DestrotankAI9 replied to Maf in Game Discussion
Paladin is very hard to fight against :) (Although turrets which deal a lot of non-critical damage in a short period of time, such as Striker on Salvo, Shaft or Gauss are probably the best counter - as well as Crusader overdrive), however without it those 12 v 12 and 14 v 14 CTF/Rugby/ASL matches would be very painful. I always maintain that 12v12 and 14v14 capture modes should be removed from matchmaking. Once Paladin is nerfed, we will be back to the situation where those battles are 15 minutes of TDM, with one side lucky to get even 1 capture, and many games ending with scores like 1-0 or a draw. Absolutely dull. However Paladin does also make things unfair for other hulls in 10v10 and below capture mode battles, that's for sure. -
category Ideas for Hulls and Overdrives!
DestrotankAI9 replied to Ilia.ArchangeI in Ideas and Suggestions
Thanks :) Well I hope they will make changes like what I have suggested, rather than a gigantic over-nerf, as they have a tendancy to do. One thing that I really hate about Tanki is how balance changes are so excessive, often taking things from OP to useless or useless to OP, and I know a lot of other players hate this too. This means there is very little stability in the game's meta, and it is particularly painful when items take so much time/real money to buy or upgrade. What needs to change is that balance changes need to aim for actual balance, and not to create a new meta intentionally. You can't say "OK this item has been OP for X amount of time, so it deserves to be pathetically weak for X amount of time." Which seems to be the kind of thing the Tanki devs are saying, through their patch notes (although they may have other motives for it). Instead, we should see changes that leave items viable, but not OP. Hopper is the most recent example - it was the very most OP hull in most modes, and now it the overall WORST hull. Many other examples in the past. Let's NOT see the same with Paladin, especially as it is one of the rare support items in Tanki, and it helps combat status effects - Paladin in general was a good idea, but in it's current form it is OP. We need to see a moderate nerf, like what I have suggested, and NOT another patch that takes something else from OP to useless. -
There needs to be a confirmation window for buying battle passes on mobile for sure, that is simply unacceptable if there isn't. It really is something of a scam if it is so easy to accidently buy them - and there is no confirmation window.
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What Is Your Opinion About the Current State of Tanki Online?
DestrotankAI9 replied to Maf in Game Discussion
Noo shhh :P I need more crystals before Christmas sales ? It is OP, though with Paladin and Hopper nerfed, I wonder if we will be able to capture anything in those big map CTF battles. Could be painful. I always hated 14v14 CTF since it was introduced, Hopper or Paladin at least made it winnable. -
What Is Your Opinion About the Current State of Tanki Online?
DestrotankAI9 replied to Maf in Game Discussion
He was using the mega-flex 30%-against-all spectrum? Should give him 10300 gs or something :P Ouch. Well maybe that would tilt the balance, Brutus does suck though, so you were at some disadvantage there. Paladin however is so strong compared to any other hull in CTF or RGB - 1 paladin is basically worth 2 other teammates, as I find when I use it, especially if I group with another Paladin. A nerf is coming, fun for now however lol. -
category Ideas for Hulls and Overdrives!
DestrotankAI9 replied to Ilia.ArchangeI in Ideas and Suggestions
But we can't have a protection module against Paladin - Paladin doesn't actually deal damage, it inflicts status effects (AP and Jammer). And in fact, we already have protections against status those status effects (AP and Jammer immunity), although we can't of course equip both at the same time - and they are relatively hard (but not impossible) to obtain for free players and light buyers. Paladin is not unique in applying 2 status effects with its overdrive - so do Hunter and Crusader for instance - but it of course applies them constantly. To have a "protection module" against Paladin, is as I said - a double immunity hull augment. That would be the closest thing to a "protection module" against Paladin. And we all know, the developers are not going to give something like that out easily - it will surely be a pay-to-win item which will be hard for most players to obtain without a lot of real cash spending. So that is NOT a good solution, what we simply need is a nerf to Paladin, and that can be easily achieved. I suggest starting by 1) having Paladin only inflict Jammer (and not AP) and 2) reduce critical damage protection from 90% to 50%. If it still needs more, then maybe a 5 second overdrive duration reduction, but I suspect that would be enough on its own. This would make it much more of a support tank with less offensive power (as it was supposed to be) and also it would be more killable during overdrive - but I think it would still be useful. As with most things in Tanki, it is very easy to over-nerf things from OP to useless. We want to achieve a suitable nerf, that would still allow Paladin to be viable but not to dominate every capture battle like it does now (and in fact, be OP in almost every mode other than TJR). I definitely think Paladin should not apply the offensive effects (AP and Jammer currently) through walls, as I think most other offensive effects (such as Wasp Bomb, or Hunter overdrive) are not applied through walls - and applying Jammer through walls is particularly problematic. The only exception might be the freezing effect of Dictator overdrive (not sure, but a fairly minor effect anyhow). However, Dictator overdrive/Mechanic/Supplier all apply through walls - there is a precedent for friendly bonuses to be applicable through walls. I don't think that the main issue with Paladin, so I think if the offensive effects only applied to targets directly in line-of-sight, and friendly bonuses continuing to be applied without line-of-sight would be OK, in my opinion. But we also need other nerfs as well as that, of course. EDIT: Changed my suggestion as original nerf idea was too little. -
So annoying, with all these unannounced changes going on :) I forgot about the unannounced changes - will have to take that into account in future when making bug reports :P DE Wiki pages more accurate, eh? Interesting. OK well thanks for the info! I know who to ask for info on these things next time then, lol :) Coming from games where they put everything in the patch notes, to this, is rather frustrating.
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What Is Your Opinion About the Current State of Tanki Online?
DestrotankAI9 replied to Maf in Game Discussion
Lol oh dear :) Well GS is more accurate now, even if they were 8-9k before but had a weak drone that was inaccurate - if they are 5 to 6k now that shows their true power (apart from the fact Brutus should show up as less GS than it does, as it has no additional effects). Drone is so important since the update linking it to supply power. It seems in most battles that the game is decided by a handful (or maybe even 1 or 2) good/high GS players on each team. Multiply their relative influence by 1.5 - 2x if they are using Paladin in capture modes. So even an eSports pro probably isn't going to win with a trash team against 2 or 3 good players, even if their gear is slightly weaker. But still well done to win with Brutus though :) -
category Ideas for Hulls and Overdrives!
DestrotankAI9 replied to Ilia.ArchangeI in Ideas and Suggestions
That might be a good solution. Maybe keep the Jammer effect perhaps? I don't know :P I would like to see it nerfed, but not made useless for sure, as the overdrive is an interesting idea, and I am glad to see another support hull. I know given that this is Tanki, we will probably see a massive over-nerf that will make it useless - that always happens to any non-Ultra container exclusive item that is OP. I don't want that, but given the past history (most recently with Hopper), we can probably expect that lol. -
category Ideas for Hulls and Overdrives!
DestrotankAI9 replied to Ilia.ArchangeI in Ideas and Suggestions
Well Jammer or AP Immunity does do something vs Paladin, if there are many Paladins I tend to wear AP immunity. If you are asking for a full immunity (Jammer + AP) that is a double hull immunity augment, which surely you would not want. That is the next potential big pay-to-win change, which has already been talked about. Of course those will only be available for tankoins/in Ultras, and would give buyers a large advantage once again. I think there are fairer ways to "fix" Paladin than this - because then only heavy buyers will have the solution and everyone else will be left to continue getting owned. I think when you think about it, this would not be the solution you really want. And on topic, yes Paladin is OP, and I am sure a nerf will be coming. Probably to the overdrive duration (which is too long), and/or in making it easier to counter, I would guess. Although one thing I do think that is very positive about it, is that it reduces the impact of status effects (since it gives immunity to all, albeit temporarily), which was badly needed, as status effects have become too powerful. Also, for players who like support (such as myself) it is great to have another support hull, have found some great uses for it in teams. But part of the problem is that it is not just great (OP) for support, it is also mega strong even when used by a single player acting alone. -
That's funny :P Although it seems to be a 2v1 or even 3v1 looking at the rest of his team lol. But well done Brutus Bois :P New contract with Team P next season perhaps? Or make team Brutus Bois and win, that name sounds viable ?
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OK I was wrong, testing again it seems that Assault does indeed reduce the smart cooldown of Boosted Damage, and I can activate BA + BD, Speed boost + BD, and mine + BD or Repair kit + BD instantly. I was sure that BA+ BD didn't work earlier, but it seems that is not the case. Thanks for the info ? That's weird, I didn't see this change listed anywhere in the patch notes - and yes it is not included in the wiki it would seem. I did trust that the wiki information (since, as far as I knew - they also do in-game testing to get accurate descriptions) would be correct - but it seems that that is not the case then. If we can't trust a combination of the patch notes, and the wiki, how are we supposed to know about changes like this? Interesting. It was mentioned in patch notes that Blaster reduces Boosted Damage cooldown, but not Assault, as far as I can see. I had no idea that the Assault Drone does now reduce the Boosted Damage smart cooldown, just the same way that Booster and Blaster do. But if this kind of thing isn't listed in the wiki or patch notes, as I say how are we really supposed to know these things. Pretty annoying.
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You can't do BA+ BD immediately, unless you make a kill. You can however do speed boost + BD immediately, without making any other action - no kill required, or pickups required. Try it for yourself. This is the only combination you can do without making a kill. Assault Drone description on the wiki: "Assault drone. Destroying an enemy tank reduces cooldown time of Boosted Armor, Boosted Damage, and Speed boost supplies." I don't see anything about decreasing boosted damage cooldown without making a kill. Making a kill reduces the cooldown of all supplies, but I am talking about being able to do speed boost + boosted damage without making a kill or picking up a drop box whatsoever - just like you can do with Booster drone (although only that specific combination of supplies, in that order). I think you are misunderstanding me. Go into the game and equip Assault Drone, and just after you spawn use speed boost and then try to immediately activate boosted damage without making a kill or running over a drop box. You will find that you can do this, instantly. Despite the fact that assault drone doesn't work like this. This is the only combination of supplies which you can do this with. I also tested on another account with a lower MU Assault drone and it works in the same way. EDIT: BA + BD does in fact work, got that wrong. Assault Drone is reducing Boosted Damage cooldown (without making kills) despite this not seeming to be listed in the patch notes, or wiki. Interesting.
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No, I know all this - but with Assault Drone currently you can activate speed boost and then boosted damage* with no cooldown in between, without doing anything - no picking up boxes or making kills needed. Try it for yourself, I found this when I was playing with it today. Seems like a bug to me, as I don't see anything like this mentioned in patch notes or in the wiki. Also, unlike other drones which reduce the cooldown on a particular supply, you can't instantly activate boosted armor after speed boost (unless of course, you make a kill), only boosted damage, so seems like a bug. EDIT: *Wrongly wrote boosted armor instead of boosted damage. EDIT #2: Also, the Assault Drone I was using was 19/20 MU level - don't know if that has any relevance to the possible bug. And I was playing on the desktop client version.
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