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Kill_the_Propaganda2

Tanker
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Everything posted by Kill_the_Propaganda2

  1. Kill_the_Propaganda2

    Ideas For Tanki Online's 10th Birthday?

    5x Battle Funds that one August 2nd years ago was great enough, you'd want 10x Battle Funds? Nah. That'll break the economy. I see Legends getting 1k a battle with premium. With 10x Battle Funds, they'll be getting 10k a battle.
  2. Kill_the_Propaganda2

    Let's Discuss Drones!

    I feel we should have some sort of way to communicate what drone each teammate has on your team. I hate having to signal to my teammates to leave the box supply box for me so we both can get the supply but they don't see that most of the time. When I spot a drone on an ally, I make sure to see exactly what drone it is and act accordingly to what would benefit the team the most. If I see someone with the Engineer Drone, I would save the box for the person so that my entire team can get the effect. If I see someone with the Supplier Drone, I would save the box for the person so that we both or anyone in the area of effect can get it. I do like it when a few legend players acknowledge me flicking my Isida beam on them and let me take the box. When I take it and they also get the supply, I flick my beam on them a few more times to condition them to give me the box whenever I'm near and there are no enemies present to harm us. I would sometimes give the benefit of the doubt and assume they have a "collect supply boxes" mission but they can just use their supplies for that. Perhaps they don't know they can use their own supplies or they have to be offline in a very short time so they're getting the supply wherever they can.
  3. Kill_the_Propaganda2

    Beginners' Guide to Drones

    They begin to be game-changing when they're upgraded a lot. If you have a max-levelled Saboteur Drone, then you can fortify the entrances to your base in 3 minutes. The enemy wouldn't be able to even enter your base without dying. If the player had a Saboteur Drone with 2 upgrades, then the protection of the base is certainly less and enemies are able to pool in if one of them sacrifices themself to the mines for their teammates' benefit. But those are high-rank situations; let's do some low rank drones now: Mechanic: This is one of the drones that doesn't even need to be upgraded as it is basically as useful at 0/20 upgrades as it is at 20/20 upgrades. Driver: A Driver Drone at 0/20 upgrades can be beneficial but having it at 20/20 makes you have many Overdrives in one game. Overdrives in itself are very powerful and having them every minute (if you're efficient enough with your kills) is detrimental to the enemy team. Engineer: This drone is almost as useful at 0/20 upgrades as it is at 20/20 upgrades. The only thing the upgrades effect is the amount of extra supply time the user receives. Your allies receive the standard 30 seconds of the supply you picked up. Assault: At 0/20, this drone doesn't really make you a game-changer. You can only get, at most, 9 extra seconds of active supplies. With 20/20, you can theoretically have supplies active for the entire battle assuming you die 0 times. If your tank is always powered up, spawning enemies have less of a chance or survival as they can only activate one supply upon respawning. You can have your own reasons for buying a drone. My reason for buying the Mechanic Drone while I was still upgrading equipment was so that i can help my team defend a point when a bunch of us may have already used a repair kit and the smart cooldown is active. You can buy the Trooper Drone so that you can combat fully-drugged players you may have spawned next to. If you think they're meaningless and a wast of crystals, that's quite alright. I see them as an enhancer and a way to turn the tide of a battle.
  4. Kill_the_Propaganda2

    Let's Discuss Hammer!

    I wonder if any Legend players branched off of Duplet and tried Adaptive Reload? All I see up there are Duplet Hammers as if there is nothing else to use. You can get more value out of the Booster Drone with Adaptive Reload than Duplet as well.
  5. Kill_the_Propaganda2

    Let's Discuss Vulcan!

    I've decided to use Reinforced Aiming Transmission Vulcan instead of Stock Vulcan on a regular basis. The decreased vertical auto-aim does mess me up sometimes but I would rather be able to kill or severely damage strafing enemies. Of course, Freezes still render me useless against them but with light and maybe heavy hulls, I'm able to kill them half of the time. It's certainly better than killing them only 10% of the time with Stock Vulcan. It also goes well with my self-induced paranoia when spawning or driving alone. I would frequently rotate my turret 180 degrees and start to charge up when it reaches about 90 degrees clockwise or anti-clockwise (usually clockwise). It would slow down fast without the alteration but with it, I don't notice much turret slowdown.
  6. Kill_the_Propaganda2

    Ideas for Turrets!

    That seems like a you problem because Twins is already powerful as it is.
  7. Kill_the_Propaganda2

    Let's Discuss Game Balance

    Firebird: I'm seeing more Incendiary Mix Firebirds in Legend battles now. The most dominant alteration is still Compact Tanks though. Hammer: I see absolutely no Legend player using anything but Duplet Hammer. Not even Adaptive Reload Hammer. I may be on of 10 tankers to even possess the alteration. Twins: I approach every Twins I encounter as if they have Stable Plasma equipped. I see more Plasma Core Accelerators Twins than Heavy Plasmagun Twins though. Ricochet: The majority are using Minus-Field Stabilisation. However, I had entered a battle yesterday where 4 Ricochets (2 on each team) were using the Plasma Torch alteration. I was kinda worried that they may have had something up their sleeves but they didn't. To date, I think I've only seen 2 Berserk users. Here is one of the I saw on the 5th of January. Smoky: I'm seeing many Incendiary Rounds and Supercumulative Rounds Smokies. I saw a few Cryo Smokies but why have that when you can have fire damage, am I right? The number of Autocannons I've been seeing is decreasing. Striker: I only see Cyclone Strikers in Juggernaut. Everywhere else, they don't do very good. Uranium Striker seems like the only way to play Striker in the high ranks. They one-shot any light hulls and sometimes, even medium hulls. Vulcan: I've been seeing less and less Vulcans on the battlefield now. The majority I see still are Incendiary Band Vulcans but they usually finish in the middle of the tables now. Thunder: I've been seeing more and more Lightweight Ordinance Autoloader Thunders. Perhaps it's because the the thrill of shooting almost as fast as Smoky? Sledgehammer still is the most prominent. Railgun: I'm seeing a lot of Large Calibre Rounds Railguns, even more than "Scout" Railguns. Destabilisation Railguns are more seen in the low-mid ranks. They could be using "Death Herald" Compulsator which basically has no drawbacks but nope; Thye want high damage and Stock Railgun's damage distribution does not quench their thirst. Shaft: I see a lot of Assault Emitters Shafts in the low ranks and I still see a lot of Rapid-Fire Mode Shafts in the high ranks. I don't see any Light capacitors or much Heavy Capacitors Shafts.
  8. Kill_the_Propaganda2

    Tweaks to Overdrives, Turrets, and Drones

    Now where do you see this? All Twins that I've seen use Viking's Overdrive never do what you're saying. They stay stationary to the ground or on the few times I catch them stationary and shooting, the lift the front end of their hull gets isn't enough to cancel the auto-aim of Twins. Why not? Every one of the them excluding Hunter is powerful and game-changing so why not have something to cancel them out? If you leave them by itself, then there may be stalemates or one team dominating because one member got their Overdrive first.
  9. Kill_the_Propaganda2

    Let's Discuss Game Balance

    The sad thing is that I don't see any Stock Strikers in Legend battles. They only use Uranium. The majority of the Thunders up there use Sledgehammer.
  10. Kill_the_Propaganda2

    Let's Discuss Railgun!

    That particular account was not used during Tanki's transitional phase from Drugging to win to Grind to Win. My friend (who used that account), two others and I were around the same rank as that and we had M1s. This was maybe 3 or 4 years ago. I saw many players at those ranks with M1s. I didn't play on it for a long time and I knew that I would be underpowered if I used M1 turrets at that rank since many players with the modern economy of Tanki have M2 and maybe M3 tanks. I capitalised on the new Overdrives to do good. This account and @TheCongoSpider played during this phase and I'm thriving. The other accounts I neglected? Not so much. I am, however, trying to get it back on track by completing missions and getting containers hoping to luck out on them. No luck so far and it's not helping that the first mission the account got was a Place in the top 3x15. It's at 2/15 right now and may take months if not weeks to complete with the equipment the account has.
  11. Kill_the_Propaganda2

    Let's Discuss Game Balance

    They should remove either the ability to ignore protection modules or double armour. I don't know which one as the both are sometimes situational. It's just too powerful right now. I bet they are the ones who only see it as "being able to see all enemies on the map" and nothing else. I'm seeing Sledgehammer Thunders on Legacy Hornets just dismantling teams in Legend battles.
  12. Kill_the_Propaganda2

    Let's Discuss Augments

    Seeing that Zak posted that topic about seeing a tester use the Firebird alteration not available in the game, it seems as if they're doing some silent testing of the soon-to-be new batch of alterations. How do you think the new alterations would affect the gameplay combined with the current Overdrives? Would it be another cycle of monetisation like the previous batch? Would it actually be balanced and hopefully they make balance changes for all he unbalanced alterations? What do you think?
  13. Kill_the_Propaganda2

    Let's Discuss Isida!

    High damage doesn't necessarily equal winning a duel. Isida has a narrow cone angle. Its aim can be knocked off quite easily if you're using hulls like Viking, Hunter, Hornet and Wasp. All those ticks of damage you're not doing to them because their impact force is smacking you left and right adds up and you'll eventually lose. I don't really get much time to heal my ally after we took the enemy down since it's so fast-paced and enemies would already be on their way to us; and I'm on low energy at the time so that's even more worrying. I really do like the extended energy gauge for healing.
  14. Kill_the_Propaganda2

    ★ Tanki Online Wiki Hub ★

    If they're currently doing this, then they would need a lot more time as they need to play with all of the Overdrives for many hours for the perfect guide.
  15. Kill_the_Propaganda2

    Container Project to Learn Reward Probabilities

    Your frustration with container rewards has come to an end now...right? I'm still waiting for an Epic over here.
  16. Kill_the_Propaganda2

    Let's Discuss Isida!

    Yeah. It's frustrating to use up my energy on one enemy and not even make then use a repair kit. I see "Improvising, Adapting and Overcoming" as using an attacking Isida rather than a supportive Isida. I've noticed you in battles. I don't watch you extensively but I do look out for you when I see you in battles. Your name is slightly easily distinguishable for me. I usually do that. What I loved before the update was that I could help my ally kill the enemy faster and then have about 2 seconds worth of energy to heal them with after but since they target me first because I'm a healer, my assistance in the form of damage doesn't help my ally kill them before they kill me. To make up for my lack of damage, I would try to tag some enemies under fire by my allies with 1 or 2 ticks of damage so at least i would get 5 points. It isn't much though. Often times, the enemy would see the beam, drive to the side of my ally and chase me. Since my damage isn't high enough to actually send some deterrence into him/her, they'd kill me because the ally I was healing would have to readjust their aim to them and then start firing and hope they kill the enemy. Well they did say they wanted to make Isida more "attack-oriented". And it should be as viable in any game mode as any other hull. Since there isn't usually much protection modules against it on average, it should be able to get a good number of kills assuming they aren't stolen.I don't believe that some turrets are more suited for Dm than others. All turrets should be able to dominate. 20 is too much. Increase it too much and you'll see all of those players equipping Support Nanobots and healing each other while under damage like they did when they buffed it from 10 score to 15 score. Maybe 13 score or maybe an even number of 12 score.
  17. Kill_the_Propaganda2

    Let's Discuss Isida!

    I know I can heal without Support Nanobots. It's just dreadfully slow (it really is just 50% less but it just feels so . Often times, the ally I'm healing will die because the enemies' damage is more than my healing. I didn't like having to choose between attacking and supporting. Some DM battles are riddled with Isida protection (I honestly don't know why) while others would have 1-3 players with it. What do you mean by "capitalise on it"? You mean to attack with Isida? I would rather heal than attack and that is the problem apparently. I use Hunter or Titan with my Isida. I wonder how exactly the developers balance these alterations. Which type of gameplay do they cater it for? MM battles? No-Supply PRO Battles? Both? I don't know. You have alterations like Compact Tanks and Missile Launcher "Uranium" that get high scores in MM battles and dominate in No-Supply Pro battle because it's basically a delayed death or it's massive damage at close - mid range. Adaptive Reload doesn't seem to be as effective in MM as Duplet but it's great in No-Supply battles. Support Nanobots doesn't seem to be effective in MM battles compared to Stock Isida but in No-Supply PRO battles, according to you, they're great. MM seems to be the main aspect of the game now with PRO battles taking a backseat. You can't get first place in a random battle if you tried hard enough assisting your teammates. Killing prevails against everything these days. That's why I suggested a small boost in score earned for healing an ally. Not an increase in damage or healing, just a score increase. I get at most 2 stars and mostly 1 star in battles now. In the last challenge, I needed 25 stars and it took me 18 battles to get that with Support Nanobots. It's supposed to perform similarly with the other Isidas but that doesn't seem to be the case.
  18. Kill_the_Propaganda2

    Let's Discuss Isida!

    It was just a generalisation; I keep them alive so they die less and kill more, resulting in an increased K/D for them. And you're kind of right about taking the alteration off because... ___________________________________________________________________________________________________________________ ...Support Nanobots doesn't seem like a viable option these days. What I mean by that is that I'm not getting points to be at the top or even close to the top in battles. The players that I heal get many kills and are way ahead of me in score in every team mode. I can't defend myself so I rely on teammates and when they die, I do laughable damage. Thanks to Hornet's Overdrive, I'm able to see how slowly I take away enemies' health with it and it's dreadfully slow, especially if they activate double armour and/or protection. I can expend my entire energy tank on them and sometimes, less than 1/4 of their health was taken away. Sometimes, I even encountered players that would see me shooting them and then turn around and run away to my team's flag as if I'm pitiable and shouldn't be hurt or bothered with for doing such miniscule damage to them. I feel somewhat insulted when they do that. The only place I'm able to actually succeed in is being on the Blue team in Assault (depends on the map as well). I often get less than 200 score for maybe a medium length - long length games while the allies I heal get 250+. Since it's in Legend battles, I often can't kill anyone resulting in me having 0 kills and multiple deaths because they target be first because I'm an ISida. What can I do about that? I'd do miniscule damage to them while my teammates often don't assist me in taking them down. Hell, they probably don't even know an enemy is 2 metres behind them pounding me. I wouldn't say all this negative stuff without a few positives. I enjoy healing more than attacking. I love it when I get a good amount of score for doing what the alteration is made for. I love it when some players thank me with either smiles in the chat or text in the chat. I haven't seen this one in a while but I loved it when they would drop flags for me when we return from the enemy base in a heated risky fashion. I don't really want to blame these Challenges but it seems players are so hasty to get into enemy territory adn kill or take the flag that they often don't wait for me, even when they see me. I'm just so frustrated that attacking Isidas are being rewarded more than Supporting Isidas. I would suggest increasing the score a Support Nanobots Isida can obtain when fully healing an ally. Probably not as much as how they did it recently but increase it. They wanted to make Isida more attack-oriented; just for the kills. At least let the support-oriented Isidas be rewarded the same as attack-oriented Isidas.
  19. Kill_the_Propaganda2

    Let's Discuss Shaft!

    I just can't with Light Capacitors. It seems a bit underpowered compared to Stock Shaft or Assault Emitters Shaft. I told myself that it's best used when there is an abundance of light hulls on the enemy team but these days, I'm seeing so many medium and heavy hulls and I often don't one-shot the medium hulls. Assault Emitters seems like the best option for me since that does the same job as light capacitors. It takes a bit longer in sniping mode but I'm still able to quickscope with Assault Emitters. They should make it so that the reload time after a scoped shot is a bit faster than Stock Shaft's. Also been noticing more Shaft protection in battles. The cycle has begun.
  20. Kill_the_Propaganda2

    Questions & Answers - FAQ - Tanki Online Forum

    And the fact that it's easy to use and it's rewarding which is a great combo for someone who doesn't want to put in effort to learn a turret with a steep learning curve.
  21. Kill_the_Propaganda2

    The State of Tanki Online

    Come on! That's a defeatist attitude. :lol: This happens too often to me. There are times where I hold onto it hoping I get two or 3 enemies it in or maybe an enemy and a Titan dome but by the time i get to use it, I could have gotten another one if I had used it on an enemy a minute before.
  22. Kill_the_Propaganda2

    Let's Discuss Matchmaking

    It seems to me like you haven't experienced an 11-rank bracket.
  23. Kill_the_Propaganda2

    War of Super Powers

    "But those 30,000 crystals do look juicy" --- A young, rich and addicted player
  24. Kill_the_Propaganda2

    When you finally get the kit you always wanted!

    Yes, it still has worth. The point of the alteration was to highlight Shaft's close-range effectiveness. I think you're looking a bit too deep into the nerf and with a bias as well. It does the same damage as Light Capacitors in sniping mode. The difference? Light Capacitors Shaft can get to that damage faster than RFM Shaft but would be less lethal in a 1 v 1 close-range fight. RFM Shaft gets to that sniping damage slower than Light Capacitors Shaft but it is very effective in a close-range fight. Why should RFM Shaft shut down anything (slight exaggeration) at close range and then stay on par with Stock Shaft at long range? Another thing RFM Shaft still has over Stock Shaft is the same thing Duplet has over Stock Hammer - the shot reload. M4 Hammer with double damage is able to kill all unprotected M4 hulls in two shots. Stock Hammer can do it in 1.8 seconds but Duplet can do it in 0.27 seconds. The shot reload is decreased by 85% meaning it can kill an unprotected hull 85% faster than a Stock Hammer. It has the element of surprise where you can't fight it if you didn't know where it was. POW POW. No time to stop your tank and turn around as a reaction. No time to pop a double armour and a repair kit to face the player. No time to look around before your inevitable death to see where particular enemies are and who else may be behind you. You're just dead, and you couldn't do anything about it. Rapid-Fire Mode Shaft has that over Stock Shaft. It's able to take down a medium hull 66% faster than Stock Shaft. It's able to take down a light hull 66% faster than Stock Shaft. It's able to take down a heavy hull 66% faster than Stock Shaft. If it's more effective than Stock Shaft at close range + it has a surprise factor that Stock Shaft lacks relative to it, why must it be on par with Shaft in long-range combat? And also, the popularity of alterations these days seems to be reflective of how useful it is - how powerful it is. I kept seeing players in the chat saying that RFM is the best alteration for Shaft before the nerf. I wonder why they didn't say Light Capacitors. I wonder why they didn't say Heavy Capacitors.
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