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Everything posted by Kill_the_Propaganda2
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Perhaps I should have shown this when I was talking about the damage increase. There are more players using it in the Legend ranks. They have caught on to its misrepresented power. Did the spreadsheet not notify anything since?
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Incendiary Mix on both the Russian and English Wiki states that it increases the direct damage per second by 10% but it actually increases it by 50%. M4 Firebird with that alteration should have been doing 770 (10% increase) damage per second but it is actually doing 1,050 (50% increase) damage per second. In addition to that, the energy consumption is decreased by 50%, so instead of 5 seconds of constant fire, it has 10 seconds. And since its energy reload speed is almost double that of its energy consumption, it will be replenishing a lot more energy from those 6 seconds. You can kill someone on the last bit of energy and by the time you reach the next enemy, you already have 10 seconds of ammo again. An M4 Incendiary Mix Firebird is able to eat through an unprotected M4 heavy hull in 4 seconds flat (assuming that the hull is within the Firebird's maximum damage range during those 4 seconds). With double damage, that translates to 2 seconds of survivability. It is a great alteration and I am seeing its usage increase in the legend ranks so players are catching on to its true power. I won't go as far as to say that it makes Fox modules look like a joke but you do get a good bit of protection from it since it's only direct damage and it is posisble to stay out of the Firebird's maximum damage range. Here are two battles where they dominated:
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Yeah, Frozen's right about it giving protection against turrets and not increasing the armour of the hull. I had seen this way earlier but didn't say anything.
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Aww really? :( Yeah, you only need to touch the enemy for 2 seconds with Stock M4 Firebird and they're already at maximum temperature. I consider Stock Firebird to be technically and statistically superior but Compact Tanks is greta on its own since it has enough energy to destroy an unprotected hull of every weight. And the thing about the repair kits is that you have to time it right and sometimes make it so that in order for it to be useful, you have to suffer an additional tick before activating it. When you're running away from a Firebird, you have to see whether or not the end of the stream is still damaging you and if it is, well you can repair since that small little 10% of the Firebird's direct damage will still stop the healing process and the ignition those small numbers gave you will finish you off. Your life could be low and while trying to time it, you have to wonder if it's even worth it to use the repair kit. The majority of Legends I see using Firebird are either using Compact tanks or Incendiary Mix (they finally caught on to its power). I don't see many Stock Firebirds. Timing the repair kit can restore all of your health but mistiming it (badly) will make a tick of afterburn damage interrupt your healing process. Which raises a concern I have about the temperature mechanic in Tanki. How exactly does a repair kit's temperature regulation work? What is the speed at which is defrosts and cools down a tank? Does it behave like the HP healing on the repair kit and lower or raise the tank's temperature by 50% of maximum/minimum temperature and then start from there until it is interrupted? So many questions and it doesn't like like I'll ever get an answer because what is observable right now cannot be put down as truth as there are too many unseen factors.
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Yeah, I was trying to think outside of the box but I got nothing. The turret seems too simple for any complex new mechanics. Well if it does no damage, then how will a kill or an assist come for the Gauss user? Would it have a new scoring system for how much impact force you inflict onto the enemy? And an Overdrive that instantly flips many players or sends them flying seems interesting but also close to Juggernaut's Overdrive.
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I see many in the mid-ranks as well.
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Let's take it up a notch and predict what type of mechanics its alterations may have. I'm already seeing an alteration that disables its lock-on mechanic but increases its arcade shot damage. I'm seeing another where the projectile that it shoots when it locks onto an enemy would gain Incendiary or Cryogenic properties at the expense of decrease damage.
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Container Project to Learn Reward Probabilities
Kill_the_Propaganda2 replied to LittleWillie in Archive
125x Speed Boosts 5x Gold Boxes -
Alteration shouldn't have an effect on Viking's Overdrive. There are so many mechanics that you won't even normally see on some turrets that are more devastating than their stock counterparts or others when used with Viking's Overdrive. I believe that they shouldn't have an effect and some alterations make using Viking's Overdrive potentially dangerous to them selves or yielding lower rewards for it than others. I believe that the turret should be converted to the Stock counterpart when using the Overdrive. Alterations like Remote Rocket Explosives should be disabled when using Viking's Overdrive since players can blow themselves up if they repeatedly tap spacebar while the Overdrive is active. Since the rate of fire is so fast, the alteration can only take effect (use its benefit) right in front of the Striker's face which would make it self-destruct. Incendiary Band is one that suffers form the Overdrive as well. It instantly cools your tank when you activate it so you would be dealing 20% less damage with the Overdrive and you wouldn't even be able ignite the enemy. The same thing with Shooting Speed Regulator. The spin-up time for all Vulcans is basically non-existent so Stock Vulcan is better with the Overdrive than SSR Vulcan. I asked a Viking + Plasma Torch user to use his Overdrive while shooting and it seemed as if the firing rate was slowed down. It was nothing near Stock Ricochet's firing rate. I want to believe he wasn't holding spacebar down. Viking's Overdrive just gives me the impression that only particular turrets and alterations should work efficiently with it. Even for turrets as well. I took almost 6 seconds trying to kill an enemy Viking with my M2 Vulcan. More than 80% of my Overdrive time is depleted and I just finished killing one enemy while the other turrets (namely Railgun, Thunder, Smoky and Hammer) get many. And Viking is so unstable. You would need to have pinpoint precision with Vulcan to make sure you get the most out of it and one Twins projectile pushes my aim off so far away. I noticed this and still notice this with Railgun on Viking's Overdrive. Large Calibre Rounds Railguns have a slower rate of fire than Electromagnetic Accelerator "Scout" Railguns but they deal more dmaage on a shot. Back when the damage increase was horrendous, it only made sense to use EMS Railgun with Viking since one projectile of an EMS Railgun with it was enough to one-shot unprotected hulls and the very faster firing rate allowed it to have more room for error in aiming (missing shots). And it seems as if the damage decrease is still there for the shots. The said in a V-Log that Autocannon Smoky would be converted to Stock Smoky when using the Overdrive. It converts its reload time to that of Stock Smoky but its damage still has the 85% decrease and it isn't even given a damage increase from that. Balance is all over the place with all these parameters and mechanics.
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I'm not going to lie. It just looks so pathetic when I see a Wasp coming towards me without shooting me and just drop their bomb while I'm driving away. Many Wasps waste their bomb like this and many other usually do this for 1 or 2 kills. As a Mammoth, I keep seeing all these damn Wasps just coming up to me and dropping their bomb. I know that they wouldn't have done that if I were a light/medium hull. They act as if they have bombs to waste but that has been rectified after the balance change. I was in a Serpuhov DM this morning and saw 10 Wasps. In the first 12 seconds after spawning, I achieved 6 kills with Vulcan because most of them are clueless and run towards me. Don't get me wrong, I see a good set of skilled Wasp players who know how to use their turret and their Wasp's bomb for maximum efficiency but the Wasps who brainlessly drop their bombs outnumber them by a lot.
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Buying Magnum would give you a short-term gain. Tanki seems to have made it a star turret for the season so protection modules against it are expected to increase rapidly. I'm already noticing the increase. Stock Striker has been unaffected during the last few balance changes and would not have many protection modules against it. Both have a learning curve that is higher than, say, Thunder, Smoky or Railgun. I would recommend getting Striker. I'd say Striker is easier to aim than Magnum and will face less protection modules in the coming weeks.
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I know that that was what you were saying and I responded to just that. You don't seem to realise how powerful Firebird is by itself.
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Most Magnums I'm seeing now are either Reinforced Gun Carriage or Mortar Magnums. I think the reduced damage penalty for Mortar after the balance change is too powerful. Now it potentially parks it at a higher spot than Stock Magnum. And the protections man, it honestly hurts to see more than 2 protection modules on the enemy team far less on both teams:
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Players: *Can't take a hint* Tanki:
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Yeah, I think they overdid that buff. I'm getting all these lovely scores (even on the losing team) and encountering many protection modules. Then I had this battle. I killed someone at the beginning and then a Wasp + RGC Magnum (sasha02122003) came into view briefly and one-shoted me. I then respawn and see two of them (Wasp + RGC Magnum) running into out base frantically and it looked akin to this but with only two chickens: It was quite funny to witness that for a few seconds.
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I was thinking of doing this but I didn't have the time. I had noticed it at 8% on my WO4 account so I went on my Commander account to see if it was the same and it was. Edit: The hulls I used were Mammoth and Hornet on those two accounts respectively.
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After this balance change, I've decided to use RGC Magnum a lot more than Nanobots Isida now. I get scores faster and I don't have tpo depend on my allies being hurt to get scores.
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Balance changes for Turrets, Alterations and Overdrives
Kill_the_Propaganda2 replied to theFiringHand in News Archive
It is similar to Cryo Smoky's critical hit. Its critical hit instantly drops your tank's temperature to the minimum temperature. In that time, your tank has to actually freeze meaning you would notice it slowing down. Then they'd start to move faster as time progresses so it's basically just like Cryo Smoky. Freeze gradually slows your tank down over a set of ticks. Cryo Smoky and Dictator puts it to 100% immediately. I'm guessing it's to please the players who wanted to play with Dictator selfishly or offensive. They can either play offensively and benefit from it or let their teammates benefit from them more than theirselves. I find that it's better to use it on your teammates because I still die when I go on one man raids and use my Overdrive. Dictator's Overdrive doesn't disable the enemies' supplies so if they're facing you, you're still dead. -
Update: Today, I have been receiving 8% charge for a kill and not 10% anymore.
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Balance changes for Turrets, Alterations and Overdrives
Kill_the_Propaganda2 replied to theFiringHand in News Archive
What exactly is the change for Wasp's bomb? Is it a buff or a nerf. After experiencing some battles, it seems like a nerf. What I had initially thought it meant was that Wasp's bomb would detonate immediately when the user presses Shift which didn't seem to be the case since I saw Wasp Bombs still counting down. What I thought next was that when you press Shift, the % charge goes straight to 0% which means you wouldn't retain any charge. If the latter is the case, then that explains why there were so many bombs in battles. Many Wasps would drop their bomb right before they died. I didn't know that they retained % charge from doing that. I remember playing on the Test Server and when that happened to me, my charge went to 0% immediately instead of retaining any % charge. It's good that that has finally stopped. -
20th of May Auto Saved Content: I remember when Incendiary Smokies would get 5 ticks of afterburn damage on an unprotected (against Firebird) enemy. Now, it looks like they're getting 4 ticks. Why is In order for me to understand this properly, I would need to know how exactly the ignition system in the game works. At what point does the temperature start to cool? How exactly would a Firebird with minimal energy keep a tank ignited enough to stay at the same temperature? I have a theory that seemed to have been backed up after I did some testing on another thing. I have no use for this above as it seems that it is 5 ticks now and not 4 ticks anymore. Saves me from writing that kind of long theory. I may get back to it in the future thoug. Temperature in Tanki doesn't seem easily understandable with all these alterations running around. ___________________________________________________________________________________________________________________ It is good that they put a drawback on Automated Gunpowder Loading Mechanism because it was basically a pro alone because the con was technically avoidable. The increase in reload time is a fair trade off for faster charging which would put the reload almost on par with Stock Magnum after its charge up that equals less than 80% velocity. ___________________________________________________________________________________________________________________ I've been seeing less Duplet Hammer in the high ranks now. People keep saying that they killed Duplet but they still don't realise that its double-shot mechanic is still there which is still as powerful if not more powerful than Stock Hammer's three shots in terms of survivability, surprise tactics and kill stealing. At least with the change, people will see the power of Adaptive Reload and I may even see some in battles. I'm expecting the Duplet users to either flock to Railgun, Magnum or Shaft and maybe flock to Adaptive Reload.
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Balance changes for Turrets, Alterations and Overdrives
Kill_the_Propaganda2 replied to theFiringHand in News Archive
M4 Railgun's damage range is 800-1,600 damage which means it has the potential to one-shot unprotected M4 medium hulls. DO not be surprised by this, the guy was just lucky. I had gathered using an encounter from an enemy Shaft + Viking that the damage boost from Viking's Overdrive seems to be 2x, so you can technically say that it acts as if the enemies do not have protection against the Viking Overdrive user. This puts it on some level ground with Hornet's Overdrive but not entirely since you need to keep firing at that enemy to wear off the protection modules while with Hornet, it's an instant benefit from one shot. -
It's not going to help when you get a mission for another mode that will take 2-5 battles to complete so I just suck salt and go through with the Assault missions.
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Well I have experience with Vulcan + Dictator on one of my formerly-used accounts and I tried it out again the other week. I still see Dictator as an unstable hull but I do fairly good with it. As long as you turn around and shoot like this, you'll be good: And even like that, Smokies still take my aim off very easily. So I'd pair Vulcan with Hunter or a heavy hull. You can use Dictator for Shaft if you'd like.
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It's actually a reload decrease. I only rock my hull when I'm directly in front or behind a moving enemy and they are a good distance away. One thing I did notice though was that on the first battle I used it, I was getting many shots above 1,500 damage meaning I was able to kill many unprotected medium hulls. I was really glad for that. That could probably just be my luck pooling up on one day and then letting me down for a long while after. Although the buff is nice, the increased number of protections I'm seeing isn't. I had joined a CTF battle and 6 players had protection against me (4 enemies and 2 allies). Now is the time I'm expecting many Magnum modules to be equipped. I'm seeing an average of 3 in team battles and 4-5 in DM battles. Hornet works great against them but I die too quickly and often.
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