Jump to content
EN
Play

Forum

Blutaar

Advanced
  • Posts

    1 148
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by Blutaar

  1. Blutaar

    Change gold box mechanics

    Gold boxes are a bonus box dropping from the sky just like supply-boxes, it wouldn't make sense for it to 'pop' out of nowhere. Also majority of the playerbase doesn't like meteorites so this suggestion would make even more tankers dissatisfied. To add, Hopper with Lifeguard would be the new way to go when hunting golds
  2. Blutaar

    April Challenge I

    I dont like VIking either. What's more, its my least favorite hull in the entire game, apart from it being overrated I absolutely hate its controls
  3. Blutaar

    Get me sum frei promokode!

    this one ??? please
  4. Blutaar

    Get me sum frei promokode!

    is there a chance to get a shiny duanez?
  5. Blutaar

    [Forum Game] Answer the question

    Mixed feelings, best to illustrate with an example for Magnum because its my most used turret lately. With the damage spread it was basically a coint toss: either I couldn't even kill a medium hull with DD or I would be able to one-shot a light hull and with DD a heavy hull, the inconsistency made it both surprising and unreliable to use. With the fixed damage-count, I am guaranteed to one-shot medium hulls with DD. Enemies receiving the same amount of damage within the splash radius with critical hits is also a nice change. Only things that bums me out is that ohko'ing heavy hulls is no longer a thing as I was expecting that gradually MUing my Magnum would result in a higher chance of killing heavy hulls To be honest I wouldn't miss criticals if they weren't introduced in the first place. Most of my weapons, apart from Magnum, didn't rely on damage distribution anyways so I can live with this update, plus it makes certain augments less overpowered. If a hippo and a gorilla were fighting, which of the two would win?
  6. Blutaar

    Let's Discuss Vulcan!

    @thnder4 I was actually typing a rather elaborate answer to your question, but at the moment I was about to send it @Ironmantonystark merged your question with this topic consequently deleting my response without saving it accidently. An incident due to bad timing... Anyways, I do not remember everything I have typed in my response to you, so I'll try to summarize it as short as possible. Generally, augments are a direct upgrade of the default version of the weapon, they offer characteristic advantages while at the same time they have a small trade-off (downgrade). For instance, the augment Reinforced Aiming Transmission (abbr. R.A.T.) allows you to turn your turret faster, however it becomes harder to aim vertically so hitting a target above/under you will be more difficult. Another example is the augment Incendiary Band (abbr. I.B.) which has a slower projectile speed but enables you to set enemies on fire once you are overheating. Whether a certain augment is better than the default version is up to ones individual preference, however if you are using Vulcan I would suggest you to choose an augment because despite their small downgrades they improve your gameplay a lot. Good augments for Vulcan are R.A.T. and Adrenaline, this is an augment that increases your damage the lower your HP is.
  7. Blutaar

    Get me sum frei promokode!

    If I want to purchase 69 duanes do I get a discount?
  8. Blutaar

    Get me sum frei promokode!

    @ThirdOnion
  9. Scout is one thing, but Round Destabilizaton is something to be acknowledged too. Even so its not limited to these two augments only. Reduce the critical chances of railgun in general and adjust the regular damage. 900 is a negligible number for a long-range gun and doubling the damage for critical hits makes no sense at all
  10. Blutaar

    fight asem !

    I sense feelings of friendship and moral support here and I am against that. How about you fight me so that I can teach you that friendship sucks. Come 1v1 Xp VeRsUs Xp HuH
  11. Blutaar

    Let's Discuss Gauss!

    You probably read the full change already somewhere on the forum but Gauss did infact receive a massive nerf altogether. Its stock splash has drastically decreased to a negligible radius, only being able to hit the locked-on target and with a bit of luck a second tank is being hit if its close to the first tank.AP-Salvo and EM-Salvo no longer deal their corresponding status effects to other tanks apart from the target that has been locked onto. I am not unhappy with this change; what's more, I am relieved that EMS finally got the nerf it needed - I can confirm so as a player who regularly uses EMS - but even so, I find it disturbing that this important information was not shared with the playerbase
  12. Blutaar

    Bugs and Glitches Reports

    Once again a lack of proper communication between the game and its players. This is not the first time a part of an update has not been announced anywhere, updates being implemented while no players were alerted, and it really starts to get on my nerves. I do not mind this sudden nerf, we all know how absurd Gauss' splash radius was, in my opinion Gauss can still be used effectively - regarding Electromagnetic Salvo, I consider this is a fair balance-change (finally). Even so, this is rather unprofessional and unfair from the side of the game
  13. Blutaar

    fight asem !

    To form a lie with which you attempt to prove other tankers wrong while in fact you desperately want to prove yourself against your inner self. Looking at your profile and achievements, and in-game encounters, I can assure you are nowhere near better compared to other tankers, not taking into account that you are merely speaking to a small fraction of the a playerbase of the game here for sure kidding.... Though it's a fact
  14. Blutaar

    Bugs and Glitches Reports

    Would rather say 3. anyways there was no mention about it in the patch notes. I would like to get clarification from one of the helpers about this
  15. Blutaar

    Bugs and Glitches Reports

    I noticed that Gauss' splash radius has reduced drastically, I am barely able to deal damage to two targets at the same time while the majority of my sniper shots only hit one target. To add, its augments AP-salvo and EM-salvo only inflict corresponding status-effects to the locked-on target while nearby tanks do not receive any damage at all. I have been offline for some weeks and today is the first time I have logged in since. Is this sudden change part of the critical-damage update from last Friday? I have not seen anything about it in the patch-notes unless I have read over it.
  16. after reaching 10730 you do not get any more crystals or experience required for a new rank, instead you are confronted with the amount of time which you've thrown away in your life
  17. Blutaar

    Let's Discuss Overdrives

    not gonna lie, even though hopper has an annoying and unbalanced overdrive I find it lots of fun to use it
  18. Blutaar

    Critical damage

    EMS used to be very overpowered, I am glad that they finally nerfed the augment. These are words from an active EMS-user. I heavily reduced my time in-game some weeks ago, but logged in today to see what changes were made specifically. For EMS splash radius of damage and status-infliction no longer exist, which is reasonable considering that EMS fires EMP-rounds instead of explosive shells - also, its sniping mechanism is now somewhat coherent with its arcade shooting-mechanism. Something I also observed is that the damage-nerf is no longer applied to EMS for I have the feeling that I deal more damage than usual. However, this has not been discussed in one of the announcements so far, so I do not know the new damage-number of Gauss nor do I know what parameters of EMS are affected. However, I do find it rather sloppy and indifferent that no notes have been made on the changes of this augment. EMS has had a large impact on gameplay nowadays, so this sudden change is actually a very big deal
  19. Blutaar

    Critical damage

    I was mostly referring to the principle of criticals and status-effects, that is replacement of additional damage with burning-effect, hence I said that I don't think that anything will change. But yes, the new critical mechanism does allow Smoky to fire 'critical' rounds more often. Taking that into account, I assume that Incendiary Rounds will fire ignited shots more frequently
  20. Blutaar

    Critical damage

    (1) current damage-range that some turrets have is being removed. E.g. Railgun has had a damage-spread of 800 to 1600. After this update, this range is gone and Railgun will only deal a fixed amount of damage excluding critical shots (2) I guess so. Makes a bit sense, if I recall correctly Railgun will deal 900 damage for regular shots after this update, which is not a lot at all, so the turret should be able to compensate this lack of damage with strong and more frequent critical shots. Why there is chosen for this solution, and not e.g. 1100 damage with a smaller chance of critical, I don't know (3) Damage received from critical shots is cut down. At max. the module resists 40% of the critical damage meaning that you will only receive 60% of it. (4) As far as I know status-inflicting shots are replacing stronger critical shots, just like as it's now, so I don't think anything will change regarding that aspect.
  21. Blutaar

    Easter in Tanki Online!

    protection module against critical hits. it can only be obtained from ultra-containers, I do not know from which tier you can get them
  22. Blutaar

    Easter in Tanki Online!

    Excited for the deathmatch modes with the special gold boxes, I don't see Silence that often in matchmaking these days while its one of my favorite maps so I am more than happy to be able to play on it. Brings back nostalgia as well. Also the JGR-rugby mode sounds hilarious
  23. Interesting augment. 100% damage boost is an absurdly large boost. Even if splash-damage is removed, dealing double the damage by an augment should not be possible, for any turret. At maximum, it would deal 4 340 damage which even surpasses Heavy Capacitors for Shaft. 70% additional impact force seems a bit overkill as well; Gauss' projectiles already have a force of 700 which is quite the amount. I would say max. 40% damage boost and for impact 20%. Again an interesting concept. However I do imagine that sniping target from afar will be even more problematic, even if the angle is only 5 degrees. What you also could propose is to decrease the vertical angle so that the augment mostly supports horizontal aiming. It would become a similar concept to RAT for Vulcan and Railgun, but a bit more advanced. So this would be a fusion between Hammer and the augment Rapid-Fire Mode if I understand. Will ammo keep reloading or will it act like Hammer and only allow you to fire 4 shots? It will act like an alternative version of Thunder this way, I don't know if this was your intention. Overall, solid augments. Creative as well! A lot more realistic (not too far-fetched) and varying compared to other augment-suggestions I have seen on the forum
  24. Blutaar

    Augments for Railgun

    Alternative solution for EMR and stun-rounds could be that the status-effect is only applied to targets that are hit through penetration, just like HSR. Another option could be to heavily decrease the damage from such shots; APR got a heavy damage-nerf, I found it strange when I heard that both EMR and stun-rounds received a damage-buff instead
  25. Blutaar

    A new Tanki X event

    Your suggestion is marked as valid, meaning that it suits the general terms and conditions of submitting an idea. It is not assured that your idea is going to be implemented for sure, but it would be theoretically (and practically) possible
×
×
  • Create New...