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Everything posted by Blutaar
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Flipping my tank: three to four times I think; flipping because I got angry: truly alot, till I got silenced by a battle-mod (when I was a lot younger). Luckily I can contain myself more easily now... What's your opinion on The Netherlands?
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Thunder and RRE do share the same speed. The difference is that Thunder's shells has a constant speed of 400 m/s; on the other hand, Striker's missiles have a base speed of 20 to 25 m/s upon firing and keep accelerating whilst travelling in the air until reaching a maximum speed of 700 m/s. Reaching this maximum takes some time and quite the distance. So technically you are partly right that Thunder seems faster, but theoretically not completely. Thus, comparing Thunder and Stock Striker, Thunder's shells have a faster and constant speed upon firing and are therefore more difficult to dodge, while one could be able to avoid being hit by a salvo within time before the rockets reach their highest velocity. For RRE, this maximum has been decreased to 400 m/s. Travelling with the same acceleration as Stock-Striker, RRE will reach its maximum speed faster nevertheless. In midranged combat there is limited space and distances between entities, so there would be little to no difference in final projectile speed between both versions. So the enemy would not have a big advantage over this decreased speed. As a result, you are not experiencing much drawback with this not-too-big of a nerf
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Favorite way to run Shaft is with Light-Capacitors with Hornet - also my main combination on this account - regularly use it with Hunter when I need more armor and stability. Preferably play in TDM and CTF, both gamemodes being least dynamic and I can allow myself to full-time snipe rather than being distracted by the team's goal. Occasionally I use RFM with Hornet and Booster, only when I want to play really aggressively or when I'm kill-farming for missions or premium etc. In TJR, my main combination is Heavy-Capacitors with any hull to OHKO Juggernauts. Both are cliche combinations, but they do work
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As I said, 400 m/s may look like a nerf, but in practice the decrease in projectile speed is barely noticeable. 400 is still fast enough to trace your enemy - so believe me if I say that it's not a heavy nerf. For comparison, Thunder shares the same projectile speed as RRE. Actually, Striker is still viable without any augments, which is rare for a turret nowadays. Using your crystals to MU Striker is a good choice, you can always invest in an augment to your liking. But if you are in doubt, you can also spend your crystals on another turret or augment. Agreed. Both Striker and Gauss debately perform best with it. I think Adrenaline works really well with Shaft and Magnum too, especially after the recent Magnum-update. I also see a lot of Ricochet-players using this augment
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I am looking forward to the skin-conversion update. Smoky being the first skin makes sense, mostly due to the unreleased update it's supposed to receive
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Purely depends on your playstyle, but here a "short" summary: "Missile_Launcher_Hunter" only fires one missile while using lock-on mode instead of a full salvo of four, meaning that TDO is decreased by a whole lot. Upside is that the rocket-speed is doubled, so every shot is almost always a guaranteed hit, even at long ranges. Generally speaking, ML:Hunter is less effective but a whole lot more efficient. It is not as powerful as Stock or other Striker-augments, but really reliable and fun to use and not necessarily weak! It's also easiest to afford. "Cyclone" is mainly sheer power. Overall least effective out of the Striker-augments: you will need an open terrain for Cyclone to work - that is little to no obstacles - and locking onto a target for such time is difficult, especially since they can see your laser and take cover. After last Juggernaut-upgrade, the cliche Striker + Hunter strategy is not viable anymore. Besides, a regular salvo of 4 rockets is enough to destroy a medium hull of equal level, not taking into account any supplies or drones: comparably, Cyclone is overkill. The gain in doubled damage does not outweigh the longer lock-on time or the 245K crystals. "Uranium" is best suited for short-range battles. Only firing two missiles in salvo-mode, Uranium is best used with single-rockets instead of a salvo, unless the situation is present to do so. Even so, Uranium does still deal heavy damage and is very effective against light and medium hulls and can even take a big bite from a Mammoth's HP. Due to decreased missile-speed, Uranium is most reliable to use it in closer combat rather than medium-ranged battles (be aware of self-damaging), so you will need to be an attacker or midfielder in order to use it. Best combined with Hornet or Medium Hulls. "Remote-Rocket Explosions" is basically Stock-Striker with distant-explosing function added to it, but it requires more skill than the other augments in order to be effective with it. Using distant-detonation, you can easily hit targets behind obstacles or on lower platforms, which is a really powerful feature of RRE. It's most clever to use singular rockets instead of a salvo if you want to use this remote-explosion, but you can always treat RRE like normal Striker and use salvos when needed. However, a lot of skill and practice is needed to take advantage of the detonation-function, timing and estimating speed and place are key-characteristics if you want to master this augment! Also you have to be cautious with self-damage from early detonation. Decrease in rocket-speed may look like a nerf, but actually helps you to navigate the speed, place and distance of your rocket to hit your target, while still being fast enough to surprise your enemy. Most interesting augment of the four (five with Adrenaline) but also most difficult. Only use it when you are experienced with Striker. "Adrenaline" is a universal augment, but it fits Striker better than other turrets. A great substitute for Uranium and better than Cyclone. Striker already deals phenomenal damage, Adrenaline boosts this damage-output even more. Generally, a direct upgrade from Striker. TL;DR: - "Hunter": most reliable and cheapest - "Cyclone": huge powerboost, but not needed at all - "Uranium": performs best in short-ranged combat - "RRE": only in good hands of advanced Striker-users - "Adrenaline": damage-boost, speaks for itself
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[Forum Game] Guess The Number Of Skins Player Below Has?
Blutaar replied to Spinister in Forum Games
no 38? -
What Is Your Opinion About the Current State of Tanki Online?
Blutaar replied to Maf in Game Discussion
I have been thinking about this as well. I had a brief conversation with Maf about skins on the forum but we could only speculate. Maybe they will slightly improve the skins to such an extent that Ultra-skins will still stand out, they could also add another feature or visual change to Ultra-skins to make them appear more special. Something Maf speculated was that Ultra-skins could be an early-access to the new sknis, however that would be somewhat deceitful -
MFS is one of Ricochet's best augments, works really well at mid-range. Do keep in mind that augments cost 245K nowadays - if possible, I would invest in Dictator and Ricochet first, on Christmas you can buy the MFS-augment; till that time Smoky will do it's job at medium range
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@GrayWolf8733
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As said ealier, it truly depends on your play-style. Do you like close/medium ranged weapons, then Ricochet is your best choice. But if you are interested in long-range, then you can choose for Magnum. I have had Ricochet for a long while now and I love its style of playing, I have mostly used it with augments but it works without any well too! I have not played with Magnum that often, but to me it does really look like an interesting turret to play with.
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TWBH because blood pressure is rising
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Hi! I am not At_Shin, but maybe my advice will help you anyways: 1. Assault Rounds has its niches. Having extra impact force can be clever sometimes and it is quite fun playing with it, however you do lose viable extra damage from criticals. If you want to be more effective in combat, search for a different turret; if you want battles to be more challenging, you can buy Assault Rounds. For Firebird, your best option is to go for Incendiary Mix: you are dealing more damage for a longer period of time; DPS and TDO are a lot higher than Stock Firebird. Compact Fuels is a good augment on its own, but chances are that many of your opponents will have heat-resistance/heat-immunity, rendering this augment a lot less effective. 2. You only have two weapons which are on par with your rank, so you basically have all the space to try out new things! I advice you to go for a long-range gun since you don't own one already. I also read that you don't like Shaft that much so your bets are on Railgun, Magnum and Gauss: > Railgun is incredibly popular, but stock-version deals underwhelming damage and most people have strong protection against it; to be more effective with it, you have to buy an augment along with it: Scout and Large-Caliber rounds are most useful, but it will bring up the costs alot so think wisely; > Magnum is after its recent update easier to control, now that it rotates horizontally instead of turning vertically. I do not have much experience with it, so I can't give you much advice. However it is a really interesting weapon and it works well with your Hunter, you can consider buying it; > Gauss is effective at medium and long range and it is generally a great weapon. However, gameplay does become a lot more monotone and using Gauss the whole time may start to be demotivating as well. If you do not like long-range turrets that much, then I think Ricochet is a good choice. it's overall an interesting weapon and you have a lot of different augments each with its own playing-style. Don't bother to buy Isida, it is not worth investing in. For hulls, Both Hornet and Dictator are good hulls, but Hornet may be better for you than Dictator. You do not have a light hull yet and Hornet is great for attacking, plus it works well with your current weapons as well was Railgun/Magnum/Gauss. If you don't like attacking the whole time but like a more supportive or defensive position, then you should choose Dictator EDIT: these are only advices, because I do not know what you like most. If you are doubting, you can log into the Test-Servers and try out different turrets and hulls. Good luck finding your new tank!
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Cooldowns were introduced in late 2014, which is six years ago. Isida's vampirism effect was removed early 2017, after which he would have played with a lot of other weapons (isida is merely his 8th most used weapon). Taking into account the amount of experience he has gained during recent years, having a +2.5 K/D is impressive nonetheless
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Apart from his exp.-count, I am also impressed by his K/D, maintaining a K/D higher than 2,50 after 213 ranks is crazy
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I fool, I fell for one of the oldest tricks in the book... yet again
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You do not have a long-range turret, maybe that is something to your liking? I myself enjoy using Shaft and would recommend it, but since it is not everyone's typical cup of tea I can't tell if you'd like it as well. Gauss and Railgun are effective but also pretty standard, which may demotivate you to use them, plus there is a lot of protections against both weapons on the battlefield so be careful. Personally, best options are Magnum and Shaft due to the interesting gameplay they can offer you. Also, you lack a light hull - having one hull of each type can offer great varieties in gameplay. Statistically, Hornet can be considered better than Wasp due to its stability and overdrive. However, I really like both of them, so it's up to you to decide.
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As we speak, we are discussing Hornet's overdrive now, whatever concerns Titan is excluded and not important - even though Hornet may be considered Titans main counter, it still has 5 overdrives who can eliminate its effects, any concepts and ideas how Titan's dome could be improved are not limited to solely Hornet. So speaking into this conversation: no, Titan's right to be safe in its dome can not be found here. In my previous response, I am referring to the fact that eliminating only one type of defense can have little impact to Scout Radar's effects, especially in the higher ranks where the Defender drone is META. Even if Hornet enables you to ignore this drone's effects, you are likely to meet the consequences of his protection modules and double armor which will result in severely less damage dealt, which are again stronger in high-ranks. I took Titan's overdrive as an extreme example and how this would affect Hornet's overdrive, but since I discussed that in this first point I won't go further into it. I do agree with you that Hornet's overdrive was overpowered and that it could have been nerfed in an alternative way, but referring to my last post I can not think of a particular suggestion - even though several roads lead to Rome - so I will leave it here too. What I meant by "deal sufficient and consistent amount of damage" is that- as I already mentioned in my previous comment - it makes Scout Radar less reliable to use, depending on the amount of protection an enemy has. When I am using Scout Radar, I want to deal enough damage to my enemies to destroy them, and I preferably want to know how much damage I am dealing to have consistency: dealing significant less damage to the other target than the other one makes Scout Radar a less reliable method to use. Besides, taking into account these effects, the people with stronger protections would get to live while the unsufficiently protected players are being destroyed quickest. Regarding how game mechanics work, why would Hornet's overdrive only affect those who are less protected than others - especially in the high ranks where most people have better protections (upgraded modules, drones): what actual benefit does Scout Radar offer when it still deals less damage than when it does neutrally? I have been using Hornet for a long time, even before the Overdrive-update - I admit that I have benefited from its overdrive but I have never been reliant on it, I don't mind using it the way it is now
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Ignoring only the highest form or protection would make Hornet's OD confusing to use on the battlefield, each enemy having different protections. I want to make sure that I deal a sufficient and consistent amount of damage to an opponent. Also, Hornet's overdrive would be rendered rather useless if an enemy has 50% protection against me, has double armor activated and has defender drone equipped, let alone Titan's dome. I don't think that above solution would work out best, however I do not know what would have been a better solution
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In late 2019, a certain group of players came together and founded the group [MS] Mobile Snipers. Sharing the same interest in sniping, these players were true Shaft fanatics, crossing the borders of camping, breaking the taboos of any ordinary sniper and being disgusted by the concept of Rapid-Fire Mode. Mobile snipers were not afraid to expose themselves in the open; rather than being a friend of them, the shadows were a mobile sniper's enemy. Their signature combination, consisting of Shaft and Hornet, would allow the snipers to drive across the map, unaware enemies not paying attention to them, only to wait for the perfect moment to strike... Brutal slaughters took place when the mobile snipers joined the battlefield, their enemies attempting to hide themselves behind every cover in sight knowing that their execution was merely postponed and unavoidable. Making use of the notorious augment Light-Capacitors allowed the snipers to put their efficiency and effectiveness to heights no tanker had ever thought of. Being it any battle-format, the mobile snipers would spread death and chaos wherever their path led - they were risky, they were true predators. However, rather than it being purely a blood-hunt, a mobile sniper's purpose was to fulfil an aggressive yet supportive function to their team, effectively breaking down defences, tactically distracting the enemy, eliminating huge threats and menacing enemies; the mobile snipers were insisted on killing those who wanted to taste victory. Dangerous as they are, only a small fraction of the player base knows who they are and that they exist. Perhaps for the good, the mysterious haze hanging around us mobile snipers prevents the enemy to be prepared for their demise. Rumour has it that when you are playing on the field, a mobile sniper is constantly luring at you, hiding its scope for the perfect moment to take your life away...
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Sad things is that the name 'my_skills' is actually free to choose right now ?
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My nickname is actually derived from a track made by two of my favorite producers, Code: Pandorum & MARAUDA - Blood Pressure. Since it's a rather dark and heavy track most of you are probably not going to like this, but jokes on you I am into that stuff. My first account leonny-boy is based on my actual name - my most recently made account Lancre is called after a track of one of above producers as well (and some history if you mind searching on Google).
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Tanki could most efficiently solve issues and give the game a good future by spending less than two hours updating the profile pages
Blutaar replied to von_Cronberg in Archive
If I am not mistaken, they are going to implement that in the future
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