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Everything posted by Kill_the_Propaganda2
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Well, I'm upset. After a few minutes of contemplating (given that I realised that my crystal income has been low on this account recently) whether or not to buy a PRO Pass, I decided to buy it to create a battle to rank up. I had around 37,600 crystals. I bought the PRO Pass and it showed that it was bought in the garage. I come out of the garage now and to my surprise, I still wasn't able to create PRO battles. I went back to the garage and saw that the PRO Pass was still for sale as if I hadn't bought it but my crystals were still reduced to about 34,200. I reloaded the client and it is still like that. Sighing in frustration, I decided to rank up in a random MM battle that was a Polygon TDM. I was with my clanmate And I told him that I'd drop a few golds just to get some kills. I go to the garage and enable the gold box supply button "6" After seeing my team get teamwiped for the second time during the battle, I told him that I'd rather drop it in another MM battle. I spawn in between two boosted enemies. Naturally, I drive backwards when I spawn. I ended up on the edge of the platform where you can fall off. I killed the Isida with a Striker salvo and noticed that I was stuck. I kept pressing W and I wasn't moving forward. I pressed S and I was moving backwards. I thought it was a bug until I saw my clanmate said "lol" in the chat. I looked up and saw that I had dropped two golds back to back. The Thunder that was with the Isida killed me. I had thought that maybe I accidentally pressed the 6 key (which I know I didn't) while accidentally clicking outside of the game so it would act like I had my finger held down on it. I spawn and I notice that I can't move forward. I see that i dropped a third gold box. In frustration, I left the battle and went to my settings immediately. I see that my W was disabled for the forward drive setting and was put on the Gold Box supply setting. I know that I saw it on "6" before I pressed "Close". That had just upset me even further. Edit: To my memory, this is the second time this has happened tome (me buying a PRO Pass and it not giving me one but still took my crystals). The first time it happened, I just slouched in frustration and logged off after a few reloads that proved to be futile.
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*Sigh*
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I don't play with sound enabled. Is that what you hear when they drop the bombs?
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Yes. The site counts the number of kills you accumulate during the War only - You need 7,000 kill within the time frame of the 1st of May and the 29th of May. I obtained about 3,600 kills but I'm burnt out and it's a real supply consumer.
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When did you buy the battle pass? It seems pretty late into the challange. Do you think you can finish it?
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Buffing it for the other turrets? No. Buffing it for the melee turrets? Yes. It was sad seeing how my Nanobots Isida totally negated the damage a Firebird with the Viking Overdrive was doing to my Titan teammate. His health was not moving at all while I was healing him. Railguns, Ricochets and Thunders seem to be doing the best with the Overdrive compared to the others.
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Well they don't have to say it now, you know. There are still two more Fridays before Tanki's Birthday.
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I see that you have an M1 Fox module that you've spent the most time on compared to the others. Since you are at the major rank, I will assume that it is not upgraded to 25% but maybe around 20%. So whether or not this change happens, you will be benefitting more than others by default. Now let's begin. Balance-wise, no. This can't work. 600/s for after burn would be too destructive in the low ranks. Firebird has a 5-second energy gauge.That is at least 4 seconds of afterburn damage the enemy is getting. 5 x 600= 3,000 damage. 5 ticks of that alone would be able to kill an M4 medium hull that does not have a drone equipped. Increasing this would also mean that its effectiveness against its relatives Isida and Freeze would be too higher. If the present M4 Firebird goes head to head against an M4 Isida, Isida barely gets out on top since the after burn kicks in after Isida already gets the first two ticks of damage in on the Firebird. This would put the Firebird at a 500 damage disadvantage over Isida. The Isida would win but since Firebird has afterburn, it would eventually kill the Isida in two ticks. The present Firebird against Freeze: Firebird will win since its afterburn kicks in before the Freeze can reach 4 ticks of damage. So as you can see, Firebird can handle its own against the two turrets given that they're head to head in each others' maximum damage range and are not moving. When you increase that afterburn damage to 600/s using double damage, it would not make sense to fight back. At M0, the afterburn damage is higher than the direct damage of the Firebird. At M1, the afterburn damage is just below the direct damage by a mere 2.94 damage. Where am I going with this? Basically, 600/s would be more catastrophic than being hit with an M3 Firebird without double damage. Your direct damage is double with double damage - you'd be doing even more damage and now you want even more afterburn damage? No. Keeping a fixed number throughout all tiers is hard to balance. It is no wonder that balance changes had to be made around Firebird in the really low ranks because 300/s is just too powerful for M0 tanks. Killing an M0 light hull with an M0 Firebird would take only two seconds now with double damage. And if players end up getting Firebird kits early, that would be even worse. And I haven't even touched on Compact Tanks yet. I like the idea of Compact Tanks but it seems like it just encourages cowardice in some players. Sure, a delayed death is better than an instant or fast death in the chaos of MM but you'd have to know that there is nothing you can do about it besides using a repair kit that you're so desperately running out of. With double damage, the Compact Tanks Firebird could just barely be touching you with its weak damage (10% of its direct damage) and you'd be cursed with 10 ticks of afterburn at least. That's 6,000 dmaage if you don't use a double armour. That is bad and shouldn't be implemented. You've been using Firebird the most out of the 6 M2 turrets you have. This would directly benefit you. How do you feel using Firebird? Do you feel underpowered? Is that why you suggested this? Or did you suggest this because the logic made sense? This would be too powerful on all modifications, especially in the low ranks. You can decrease the direct damage to 100 or even 50 but 600 damage every second is too much. You'd be destroying unprotected hulls too quickly and spawntrapping with this turret would skyrocket since repair kits don't help when it's constantly firing at you. Not to mention the protection modules sales for Fox would increase as well and players would want it nerfed. When it's nerfed now, what then? It will be underpowered and Firebird players would complain. Another thing? This would make Incendiary Mix less powerful and/or useful since the overall damage of Stock Firebird on all modifications would be more than the damage of the Incendiary Mix counterparts of it. The afterburn is good the way it is and it does not need any increases in damage. The name checks out as well.
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This should be in the Let's Discuss Thunder thread but what do you mean by a buff? Do you mean a buff in the splash damage radius? A buff in the average and minimum splash damage? If so, then no buff is given to its splash damage radius and since the damage is doubled with the overdrive, the average and minimum splash damage would double as well.
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You're better off with Duplet, to be honest. The double shot mechanic is better than an instant 2-shot reload after a kill. When I use it in the same battles as Duplets, I always come last (to them) and usually not even in the top of the scoreboard. Protection modules hamper you as well since Duplet basically induced them all over the place. It's great when there are a group of enemies that are unprotected and you have double damage. Adaptive Reload, as I had thought and then experienced, is really fun to use in Polygon since everyone doesn't have the need to equip Hammer protection and the enemies don't have any supplies. Duplet excels in MM and I don't think that's going to change anytime soon. I'd suggest waiting until Tanki's birthday to purchase the alteration though. At least see what balance change may come in the near future. Adaptive Reload is practically an upgrade to Hammer since the 10% clip reload increase is almost unnoticeable but DUplet seems to be better all round in terms of survivability and surprise tactics.
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I find it hard to play without the Reinforced Aiming Transmission alteration. I haven't taken it off for a week. I would just have to give up if a light hulls strafes me far less a medium hull. I do miss the vertical auto-aim but that makes up for being able to put those pesky Wasps in their place. It's kind of bad that we don't have an accurate idea of how fast the opponent's health is going down. We can only count the seconds we hit them for and multiply that by the damage stat of the Vulcan. Also, are you experiencing this as well?: Sometimes, my Vulcan would deal a fixed number of damage to enemy players during that particular stream of bullets. For the modification I have it at now, it deals 125 per tick. I am not sure if that is increased damage or decreased damage but I don't know how it looks for the player being hit. Does their health go down in chunks? How does Vulcan's damage even work? The numbers fluctuate.
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They'd have to change it for all of the turrets for consistency because why should Railgun alone get a nerf when all of the other turrets are beating it into the ground, am I right?. I can't pinpoint the % increase in firing rate but I tried it with my M0 Thunder that has a 2.97-second reload time and with the Overdrive, it seems to decrease to about 0.6 or 7 seconds. That's about a 75-80% increase in the firing rate; and it's even more for EA"S" Railgun. It's easier to use Railgun with it than Magnum or Striker. Magnum seems so situational while every other turret is easy or easier. I see more Mortar Magnums on Vikings than other hulls. That makes sense.
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From what I gathered after viewing your account's profile, you just recently came back from an extended time of being inactive. Missions can only be completed in MM (Matchmaking/Non-PRO) battles. Make sure that you are queuing for MM battles when attempting to complete missions. As a side note, please equip your protection modules found here:
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This is still asking for the same buff in Railgun's minimum damage that I had said was a bad idea since with Hornet's Overdrive, the enemies become unprotected. Railguns already do that (one-shot medium hulls)...with alterations. You have Shell Destabilisation and Large Calibre Rounds doing it every day; Hyperspace Rounds Railguns to an unlikelier extent. Reducing the reload time for Stock Railgun would mean tweaking the parameters of its alterations for balance. It seems unnecessary. M4 Railguns already reload their shot in 2.9 seconds. You want it to fire even faster? Well let's say you wanted it to be reduced to 2 seconds. Then that means EA"S" Railgun will reload in one second which would be terrible for balance especially with Viking's Overdrive and would only encourage even more protections against it. It would then be nerfed with all these new protection modules against it and then what? It will underperform and players would complain. This would make the Stock Railgun too powerful and render Shell Stabilisation almost useless.
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Two more instances of 9 v 8: In the second one, you can see that Savage Draco left which made it 8 v8. I made sure to keep pressing the TAB button to make sure that the panel returned to the size it should have been. It did. Until HOPMAHH joined a few seconds after I did that. So it was a 9 v 8, then an 8 v 8 like it should have been, and then it turned into a 9 v 8 again. So it seems as if that is how those battles are seen to the system - it's seen as one team having one more spot than the maximum number on the other team so it would continue to send players as long as that space is available.
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Container Project to Learn Reward Probabilities
Kill_the_Propaganda2 replied to LittleWillie in Archive
Legendary has a bright orange glow to it while Exotic has a dark orange or close to red glow to it. Legendary: Exotic: As you can see, one is a light shade while the other is darker. And for easy remembrance, Exotic only gives 1,000,000 crystals or Skins. Legendary is the rarity that you'd find those paints in. -
Talk about Tanki friends who haven’t been online in years here.
Kill_the_Propaganda2 replied to CommanderTFR2346 in Off-Topic Discussion
I miss a player named ELI_LIM. He was a really great friend of mine on my first propaganda account Kill_the_Propaganda, and he was one of the reasons I enjoyed playing on that account and the game in general. We had great Polygon CP battles and would chat for a lot. He was there when I had ranked up to WO2, 3 and 4. -
And for going the distance. Your shots travel twice as further as well as faster. I don't like the fact that alterations play a part in Viking's Overdrive. For some, it may be compensation for the hardships of getting the Overdrive ready in the first place but for others, it's just an extra upgrade on top of using the alteration as well. Take pre-Viking nerf Electromagnetic Accelerator "Scout"; Since the damage increase was so high, that often one-shot many unsuspecting players or just left a slither of health on them. Back then, it was better to use that with Viking's Overdrive than Large Calibre Rounds since with the damage boost, they were basically the same in terms of the effectiveness of one projectile, EA"S" has an even faster reload and shot delay meaning it had more room for error for inaccurate aiming and it got more out of the Overdrive. It is better to use Stock Smoky than Incendiary Smoky with Viking in terms of efficiency with its Overdrive since the burning damage is the same 300/s and takes at most a second to kick in while a critical shot with Stock Smoky is instant and deals even more damage.
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category Ideas for Supplies and Drones!
Kill_the_Propaganda2 replied to Ilia.ArchangeI in Ideas and Suggestions
I know that the bomb has a 3 second timer. By the time I'm able to get up to groups of enemies, my effect would already be taken away by the Wasp's bomb. And the Wasps are plentiful so I expect a bomb every time I encounter one alone which is usually the case. The delay is only one second long so I doubt they'd close the distance in time. And in those 3 seconds of the Mammoth being stunned, you can move away from it and it would also lose 25% of the speed they had previously assuming that the speed boost supply was activated before the EMP shock. Yeah, it's invincible but it can be taken down or diulted easily considering its main weaknesses recharge the fastest out of all the Overdrives.- 2,764 replies
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You do get less shots than Stock Ricochet though. If I remember correctly, I was able to shoot 30 plasma balls with M2 MFS Ricochet in the space of those 7 seconds. This one was hard to count but I think I counted 41 plasma balls for M2 Stock Ricochet. That would come close to a 25% increase in projectiles compared to MFS Ricochet.
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category Ideas for Supplies and Drones!
Kill_the_Propaganda2 replied to Ilia.ArchangeI in Ideas and Suggestions
Sure, you can survive anything but when that Wasp drops a bomb 1 second after you activated it, then it's not that useful. And a Hunter can stop it in its tracks and then wait for you to become a delectable jelly bean again.- 2,764 replies
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"Could" shows a suggestion or possibility. "Should" shows a weak obligation. "Must" is a stronger version of "Should" I don't see why they should showcase it on "popular combinations". What is wrong with showing it on combinations that are relatively less frequently used? You sound almost as if Viking + Thunder and Rail + Hornet is used by the heavy majority of the playerbase - and because of that, those two should be showcasing every new cosmetic in the game. You seem as if you're offended that they didn't showcase it on those two combinations you listed. "and who even uses Shaft and Mammoth". Many players use that combo. Not as frequently as XP or Viking + Thunder but it is still used. What you said there is you saying "X is not used as often as Y, therefore Y should be used to showcase the cosmetics. Give your reason for this. The devs can choose whatever combo they want to showcase the cosmetics. They are not obligated to use only two combinations for showcases. And again, who are these "people". It sounds as if you used it as a collective noun for the playerbase. What if a player's favourite combo is Hammer + Dictator? Are you saying that they'd be disappointed or are you just subtly turning your subjective opinion into objective facts? You know what it also sounds like? It sounds like XP and Viking + Thunder players should get preference for their combos being showcased and not any other combination. I find that equipping the paint on an M0 Mammoth showcases it better because there is more area to actually showcase the paint compared to the Hornet that you're "suggesting".
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That I have a hard time pinpointing. Twins with the Stable Plasma alteration will obviosuly have more impact force but they're so abundant that they are basically the Stock Twins now. Since I mainly go up against them, I'd have to use them as my baseline for the most accuracy. It seems as if Twins with the Plasma Core Accelerators alteration do get an increase in impact force. I'll test this out soon. For Ricochet, I don't really notice any increase in impact force. When a Stock Ricochet attacks me, I get rocked around a lot. MFS Ricochets shoot me less often because of the reload but with that, the impact force actually renders (happens and not leave my tank stationary as if nothing hit it) more often than Stock Ricochet when tackling them head-on. All I know is that MFS Ricochet has an advantage over Stock Ricochet with Viking's Overdrive since it shoots MFS projectiles meaning it shoots further. I'm not sure if the projectiles travel faster because Viking's Overdrive seems to increase the projectile speed of Stock Ricochet and Twins' plasma balls. That's why I believe that Viking's Overdrive should act the same way with every altered turret as it does with Autocannon Smoky and revert it to the Stock Version when using the Overdrive. Edit: The Overdrive does not increase the projectiles' speed.
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Scoring goals is even harder, at least for me. I have to battle with my teammates for the ball and then I have to actually get past the enemies to score. I skip that one only if it asks for 3 goals. The enemy Overdrives are what prevents me as well. I should be doing well with Hunter but I'm sometimes demolished before I can even make it to their base.
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I had opened only 42 at a time and was pretty contented with the supplies I got. Someone probably has more than 500 saved up.
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