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Everything posted by Kill_the_Propaganda2
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You can detonate the missile at any time you want if if the second missile is still reloading. You can make it so that you don't have to hit them directly; you can utilise its splash damage. Here is a video of it being used cleverly: There is a (player-borne) disadvantage of using this with Viking's Overdrive which is repeatedly tapping spacebar. When you do that, your rockets would explode in your face and kill you. You must hold down spacebar to utilise it with Viking's Overdrive. You don't have to worry about repeatedly tapping spacebar with Stock Striker since it would act the same was as holding it down. It may take some time to master as I seem to detonate it quite before it hits the enemy. You have to have a good bit of experience to master it. Edit: Having this alteration would actually make me enjoy playing in Cologne so often.
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New Range of Dictator's Overdrive:
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Balance changes for Turrets, Alterations and Overdrives
Kill_the_Propaganda2 replied to theFiringHand in News Archive
Tried and experienced (on the receiving end) a few of the changes in the Test Sever. Hornet Overdrive: The decrease is very much noticeable. When it finished the first time I used it, I went, "Already?". I was able to get 46% charge in that time though, so it's still good. Duplet: Didn't use this but saw someone using it. Clip Reload time is now the same as Adaptive Reload so I don't think it would be too noticeable unless you were one of the many Legends playing with it day and night instead of any other alteration for Hammer. Railgun: Large Calibre Rounds Railguns will be shooting every 4.77 seconds with this change. I think that's too fast. And this change makes "Death Herald" Compulsator power again. Magnum: That reload time decrease is definitely noticeable. For Automated Gunpowder Loading MEchanism, it takes 2.4 seconds to reload instead of 2 which is a good trade-off for being able to charge faster. For Reinforced Gun Carriage, I'm not sure if I like it. I noticed that I miss a lot more direct hits than I normally do because of that angle reduction. Why was this even changed? If the RCG players complained that it was too high, then alright but at least give some explanations as to why it was changed. Haven't tried Mortar but I know it will be powerful. It would make it more MM-suitable. Dragon's Breath: Was this alteration still too powerful? I couldn't properly see how the new scatter looks in the Test Server but it doesn't look as bad as I thought it would have looked. At least now they'd have to come up closer to deal that afterburn damage. Dictator: This is an interesting one. Was able to freeze a Hunter + Freeze when it was trying to get our flag. The length of that stream of napalm is Dictator's Overdrive's range now: Shaft: The first time I read that, I had read it as a nerf but it's a buff. I don't think they should have done that and it looks like they want to push the sales of Shaft. -
Balance changes for Turrets, Alterations and Overdrives
Kill_the_Propaganda2 replied to theFiringHand in News Archive
Now it really seems as if Shaft may be this season's powerhouse to invest in. -
This has been happening for more than a week. I'm not sure if I'm the only player experiencing this but here goes: When I'm playing with Vulcan, I would be doing damage as normal when shooting an enemy but sometimes, the damage would just stop even though I'm still shooting them. This has cost me my life many times and it's really annoying when I think I'm about to get them before they reach me and I suddenly stop doing damage. Sometimes, I would aim at another enemy and they wouldn't receive damage either. I would have to stop shooting and start shooting again to deal damage again. And even when I do that, sometimes, it would still not do damage but would do damage the second time I stop shooting and start firing. I make sure to look at them to see if they're lagging or not. They move in different directions as if they're normal and my ping stays the same so it can't be that.
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Pretty sure it's still 70.
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Balance changes for Turrets, Alterations and Overdrives
Kill_the_Propaganda2 replied to theFiringHand in News Archive
That'll look funny, to be honest. -
Not all players use Drones and not all players have protection against Firebird. And 5% protection against it from a drone isn't going to do much against that kind of damage. 600/s is too much and renders Incendiary Mix almost useless. If it does 600/s to an unprotected enemy, then with double armour, it should do 300/s to the enemy. That is too much. And Firebirds can keep firing when they use use a Repair kit you know. It disrupts the healing process that cools your tank so they'd still be ignited. And even if you die, they would use it since the afterburn would kill them. DO you want them to just sit there and take it. Are you saying that they shouldn't use a repair kit but you can? That rework put all of those protection modules against it out there. To increase its effectiveness because of that would damage players who don't have protection against it. Why?
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Well we don't know if there would be less since the update hasn't been put out yet. :) But it makes sense considering they're the ones that flcok to the more powerful turrets. He already has at least 25% Hammer and Rico protection. That's kind of close to 35% so he shouldn't use those crystals to buy those; he should use it to buy one he doesn't have. I'd say for him to go for Striker, Twins and Isida. If not Isida, then you may make one of your M2 protections M3.
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Here are my thoughts. Alterations should not have an effect on Viking's Overdrive. I find that Stock Striker may be better than Uranium Striker with the Overdrive since it has a faster reload and faster projectile speed and acceleration. Viking's Overdrive has a long recharge time. Some alterations make it easy to get the Overdrive while others would struggle when using other alterations. The Overdrive is a compensation for the hardships of obtaining it for some alterations but for others, it's just another boost on top of using the alteration itself. Alterations like Sledgehammer Rounds, Uranium, Large Calibre Rounds, Round Destabilisation and Stable Plasma get their Overdrives quicker than the rest and they get more out of it as well. I believe that the melee turrets need a boost in damage. They really do. Railguns, Thunders, Smokies, Shafts...basically everything except Vulcans and Magnums. 7 seconds seems like a short time but on the receiving end, it feels like forever (cliche but sometimes true). Having the duration being dependent on the user wouldn't be balanced since you can spawnkill with that. And then you have to see how it works for different turrets. A Large Calibre Railgun can expel a singe shot and kill someone and have more than 6 seconds still remaining. They can do that Over and over and the spawning players can't really do much about that if the Railgun starts to hide. A Smoky using that would become a devastating Autocannon whenever it chooses to in those 7 seconds. I don't even know what to say about Magnum. It can shoot a shot and then reload really quickly and can utilise that. How will this be balanced with the different turrets and then the alterations for those turrets? That's the problem I'm seeing with Viking's Overdrive. Some turrets right now are just objectively better than others with the Overdrive. How would this look on the Viking? Would it have the continuous cloud of brown aura around the Viking to signify if it has its Overdrive active? If not, then that will leave too much uncertainty and would not be favourable to many players. Having it as a 7-second barrage is good. Each Overdrive is unique and used in different situations to the fullest. Viking's Overdrive works great in many modes and many maps where enemies are clumped up, especially if you have a splash damage turret. Seeing that Twins is so strong on its own, I'd say that's a sacrifice for the relatively low efficiency with the Overdrive.
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Container Project to Learn Reward Probabilities
Kill_the_Propaganda2 replied to LittleWillie in Archive
Decided to open them to see if I can get premium in them or if not, more of every supply. Opened the first 6 and got this: Opened 7 on another account and got this: -
Now I'm not one to undermine Corrosive Mix, even after the nerf. Before the nerf, I had though that a 10% increase in damage while removing the Freezing effect wasn't worth it but I was wrong. I saw Corrosive Mix Freezes dominating with that. Even against protection. It just didn't make sense to me. Post-nerf Corrosive Mix is great still but I see more Stock Freeze than them now. Most likely due to the nerf coupled with increased protection against Freeze. I like using High Pressure Pump. I remember people saying that it's UP or it just can't work but it could work. It seems to be better on Freeze though. The only things I can't fight with it is Ricochets, Twins and Smokies (to an extent).
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I am sure that your teammate had the Engineer Drone or the Supplier Drone. I have both but I use the Supplier Drone more often since I like to stick to my allies. I make sure to run over the box with the Engineer Drone when most of my allies are alive so they can get it. I've had it before where random supplies activated and that's nice. Just so you know, that repair kit pickup with the Engineer Drone can potentially be bad for some allies because they may be in a firefight and have to use their own at a strategic time to win but then it randomly happens and screws them over which would make them die. When I'm about to go over a repair kit, I look around the map at my teammates' HP levels to see if they would need it or not and if they were in enemy territory. Had a few times where someone cursed in shock because they kept getting their supplies activated when I'm near them with the Supplier Drone. I really am glad that some players (mainly Legends) recognise that I have the drone so they let me take it when they are near it.
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And unless you have a max-levelled Camper Drone, then it wouldn't be useful. If you're at full health (and after the drone is activated), you can plant 13 mines every minute.
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Ha, I've done that a few times with Mammoth but an enemy always catches on to me staying in one spot and comes over to then see the gold box dropping.
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Valid New support drone idea: Medic
Kill_the_Propaganda2 replied to DieselPlatinum in Ideas and Suggestions
Looks like the Mechanic Drone would be getting overshadowed again. It's kind of sad seeing that all of the other drones are useful and then there is Mechanic which isn't wroth putting 1 million crystals into than saw, Assault or even Trooper which cost the same as it. Miner definitely isn't worth it because a max-levelled Miner Drone isn't really MM-friendly. You'd only get use out of that in a PRO battle. It's good that the Mechanic Drone is one of those Drone where you don't have to upgrade it a ton for it to be helpful but you barely see them in battles and when I pass it every time to equip the Supplier Drone, I just sigh. -
And even on the bridge they may be on. So many times I lock onto that person and rock my Hunter forward to get it over the wall but it sometimes never does. Really hate it when I keep locking onto them but the missile keeps impacted the bridge. At least with this alteration, you have more of an element of surprise than Stock Striker. You can kill an unprotected hull quicker when you use double damage. Edit: Oh, and the maximum projectile speed is decreased by 50% so it's even easier to avoid than Stock Striker.
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Whenever a gold box drops in Industrial Zone and no one catches it in 30 seconds, like a hive mind, everyone just goes to the tunnel and the first one there gets the gold box. I can't remember how that worked with the meteorite gold boxes though. I can't remember if it went through the top part and impacted in the tunnel or if it just spawned like a regular gold box.
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Do we need a new topic to post and analyse rewards from containers?
Kill_the_Propaganda2 replied to lssimo in Archive
Disclosing that information would discourage sales when they realise how badly the rewards may be distributed. Uncertainty is Tanki's best friend so keep the players uncertain so they can either hope for the best or hope for the worst. If they hope for the best, then Tanki gets money. If they hope for the worst, then well..they wouldn't get money. Some games disclose their percentages. I remember when Monster Legends started introducing chests into their game. It was nice but after a short while, new chests in news leaks were just coming and coming and now, the game basically runs on chests and has become P2W. I no longer play it since my device was stolen last year September but I still keep track of the game and help out the team I played for with news leaks. I assume that the rewards change every day to be honest - whether slightly or by a big margin. Every time the server update comes, I always wonder what the rewards may have been changed to and if yesterday was a better day to open my containers or not. -
I don't think it's useless...at least, for the lower ranks. I have an idea as to how powerful their tank is based on their GS. If they have 4,000 GS at WO2, that means they have an M2 Combo with 300 of every supply protection modules. If they're around 3,000 at that rank, I suspect that their equipment is maybe halfway or almost M2 with two of their supply counts under 300. All those darn M2 Freezes I see in the Warrant Officer ranks run around have 4k-5k GS. They most likely upgraded their Hunter and Viking M1's to M2's and their Freezes to M3's. In the mid-ranks, it is kind of a wide gap but someone with 6k GS is usually an M2 10/10 player with M2 protection modules. In the high ranks, I assume that if your GS is above 8,500, you have M4 equipment with M3 modules. I see some M3 players with 6k GS and I wonder if they even have any supplies to use. Anyone above 9,000 GS, you must be an M4 combination with a drone of some sort.
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I don't know the guy but I know that he is one of the players who finished it.
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Probably because the forumers don't have it yet. I've seen many players with it since the 10th of this month from as low as WO3.
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Oops, didn't realise I didn't reply to you. Enabling double armour will decrease it to 150, yes. The afterburn damage for Firebird is the same throughout all tiers which is 300/s. Firebird, when it shoots, has a stream. The length of that stream is equal to the <<Range>> parameter of the Firebird. Firebird has a weak damage of 10%. This is the amount of damage you're doing to the target if you're just touching them with the end of the stream. Since Compact tanks has an increased heating rate, this is more deadly than Stock Firebird since it heats you quicker and if you get out of range, chances are, you'll die from the afterburn. THe 10% weak damage applies to all types of Firebirds.
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State your reason for this.
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Tested it on the Test Server: The best way to ustilise your Viking's Overdrive as a Remote Rocket Explosives Striker, you must hold down the spacebar. If you continuously tap spacebar, it will explode all of your rockets in your face and you will self-destruct. I don't see why they couldn't convert this to Stock Striker because with a reload as fast as that with Viking's Overdrive, the pro of the alteration is useless while the others get to keep their pro.
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