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mjmj5558

Tanker
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Everything posted by mjmj5558

  1. I got finish in the top 3 of the winner team x 15 weekly mission 3 times in a row. I just completed it for the 3rd time. Also, i did a pretty nice comeback from 0-20 to 30- 1/2 with dictator-uranium in CP.
  2. mjmj5558

    What the Mk1 that better than Mk7..?

    But i think, the damage from the afterburn is still big. Too big.
  3. mjmj5558

    [Forum Game] Answer the question

    If you are talking about year 2020 - my best moment was when i joined MS, maybe the second one is when i reached rank legend. If you mean this this year, so 2021, maybe the best moment is that i already have two completed ideas in the first week. What are your goals in 2021?
  4. I couldn't take a picture where there are 4 tanks, but here is an example: It will AP the titan-gauss, because it's the nearest one. The OD will proritize the nearest one, or if the distance is eqaul, the tank which is closer to the center of the AP zone will get APd. I also added a note that can increase the effectiveness of melee-hornet combos. The most important factor of this idea that it will make the od better for turrets that can shoot 1 enemy with 1 shot. And yes, you won't be able to camp with the OD effectively, since before the hornet nerf, a lot of players complained about hornet-campers, because they could ignore the protection of everyone, but you couldn't shoot them because they only came out from the wall when they shoot. Also, I am a shaft-hornet user, and i can guarantee that it will be better with the OD i suggested than with the current OD (if you use the combo properly). I just want to remind you that before the nerf, only the user could ignore the armour of the enemies, and it worked perfectly (too perfectly?). As soon as you activate the current hornet OD on an enemy, your allies will start shooting that tank too, so probably you won't be able to kill that tanki, so you can't get score from your OD. If you use hornet for driving around the map and killing, you will be able to use the OD i suggested perfectly, but the enemies can deal damage to you, countering your OD, so this will make hornet one of the most balanced hull. If you are camping with hornet - o wait - hornet is a light hull, and it's not for camping.
  5. Yeah, we need this because Hornet allies could deal damage to the tank even after the hornet died Most allies started focusing on that tank -> kill stealing
  6. mjmj5558

    Christmas Cards Contest

    Congrats to all winners! I can see awasome works in both categories!
  7. mjmj5558

    hornet OD & AP augments rework

    Let's start from the begining: hornet OD was really powerfull, that's why players asked for a nerf, and it was finally nerfed - sadly, with the nerf, AP augments for turrets arrived, and they can do the same thing that hornet could do - but they can do it anytime, and all enemies can deal full damage to you. Also, crusadier seems to be a better alternative for hornet, because it destroys the armour of enemies, but also deals damage to the and freeze them. So i think it's time to make hornet balanced - not too weak or strong with any turret, and i will also modify the AP augments to make them more balanced to go up against. General changes: AP effect will be divided into 2 parts: normal AP ( ignoring DA) and special AP (ignoring extra defences, like domes, extra armour) You can still protect yourselves from both of these status effects with AP immunity Changes to AP turret augments: They will only ignore the DA of their enemies, not extra defences, so they can only apply the normal AP status effect. The ones that have a damage nerf will have higher damage than now, but their damage will be still lower with about 5-10% than normal Changes to hornet OD: It will be reworked completely: It can ignore alll defences of their enemies, but only they can ignore it, not their teammates. You can still protect yourself with AP immunity. New mechanism: So, first of all, the method how hornet APs the enemies: the front and the back of it has scensors, that can put the effect on enemies. It's hard to describe it, so i created two imagines: Why is this good? Simple: if you camp behind something, your turret is most likely turned. With this modification of hornet OD, campers most come out behind wall, turn their hull to apply the effect on you. This will make it harder for campers to uuse the OD, while people who are out of building can use it free, but you are able to deal damage to the, countering the OD. Note: I think a max range should be added to the AP zone (i call the area with the yellow borders AP zone), which equals with the max range of the turret. So for example, a fire-hornet can't AP an enemy in the other side of the map, but a shaft can. ugh, those gauss hornets..... are no longer OP with this rework! Hornet will only be able to apply the AP effect for 1 tank every 3 seconds. that means that no turrets will be able to kill a full dome with the OD the AP ability of hornet will last for 15s (that means you won't be able to AP enemies after 15s of active time) visual change: the enemy who was APd will have a purple outline (this will be only visible for the user)( it will have the color of AP status effect icon) TL/DR Turret augments AP can only ignore DA.Hornet can AP enemies in its front or back, depending where your turret faces. It can AP 1 enemy every 3s, and it will no longer be able to AP tanks after 15s. The AP effect will be private, means that the enemies are only armourless for the user, not for his/her teammates.
  8. This is uhm...awasome. A lot of tankers could learn for this, sadly in this idea, we talked about the overpowered ability of hovering hulls. Anyways, you can write an AWS article or start a game discussion topic about teamwork (i'm not joking atm). But with or without teamwork, this ability was, is and will be overpowered until something happens to it.
  9. Thank you for suggestions. Yeah, i know titles are important, but it looks like i lost my title-creativity...
  10. I saw this topic, but i am searching not a forum topic, but an annoucment like this. I can't remember the title, but it was about update plans.
  11. mjmj5558

    Hovering Hulls announcement topic from 2013-14

    Some months ago, i found an old news on tankionline.com, it was about future update plans and it was made around 2014/13. It also included the idea for new type of hulls, such like hovering hulls. I wanted to show this to some friends today, but i couldn't find it. If anyone has the link for it, please write it down.
  12. mjmj5558

    Bugs and Glitches Reports

    Well, this bug happened during ghost animators stream too, and he didn't get any supplies......
  13. Can you please tell me how can I do teamwork if i don't even have acces to the battle chat on mobile? Also, teamwork doesn't mean that yoh will be with someone all the time. You can always find some situations where no one is near only you and an enemy. That's called 1v1, and these situations aren't rare.
  14. Most of the time, people are fighting in 1v1. In MM too, unless yoh are attacking a base.
  15. mjmj5558

    Congratulatory post

    Yehh, congrats @OTPAI3A
  16. mjmj5558

    What the Mk1 that better than Mk7..?

    Me when watching this: https://tenor.com/view/confused-what-huh-gif-14742755
  17. I feel that this topic is currently the most moderated topic, since probably all forum mods will watch it :x Anyways, happy new year!
  18. @LOLKILLERTOTHEDEATH just watch my latest sugvestions ;-; they are all related to the current meta
  19. mjmj5558

    New year, new interesting battles

    No, this was around 17-18 UTC. Server restart is at 2 UTC. Also, ecery other battle worked normally, as i heard.
  20. mjmj5558

    New year, new interesting battles

    I had a really interesting battle yesterday, together with @Tidebreaker and @Excited. The battle started like a normal capture the flag battle. Enemies capped 2 flags, but then, we succesfully capped our first flag too. The excited take the flag again, and he succesfully captured it. However, some seconds later, we realized what's the score: Yes, 3-1. The flag point was added to the enemy, somehow. After that, even more things happened: we got 0 damage bugs, and about 10s later, everyone stopped dealing damage. Our teammate was about to cap the flag, but he couldn't: it was impossible, the flag didn't wanted to be captured. The timer showed 00:00, but the battle didn't ended.I don't know what happened, probably it was server lag, anyways, it was interesting. Have you ever been in battles like this? Write it down below
  21. No, hopper lags through normal tanks. If you haven't realized, the problem is not only with their OD, but with their powerful abilities too.
  22. Hmm, what you said is interesting, and true: stun is just like a "full freeze". I was never thinking about this.
  23. General changes: stun effect will no longer drop flags/balls Stun immunity will protect you from the flag/ball dropping ability too (because it would be illogical to lose flags while not being stunned) Changes to hunter: New abity:drops flags/balls If you get stunned while activating your OD, you can lost maximum 50% charge (depending how close you were from activation) Changes to hopper: No longer drops flag/balls
  24. They are tricky to control. For us. A great example for this situation is auto shooting: people who played a lot on mobile before it was introduced find it worser than normal shooting, but new players can easily get good results with it. For new players, hovering hulls aren't harder to control. But as lot of players said here, you just need to use hovering hulls for some days, and you will be good with them even if you used normal hulls a lot beforw..
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