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Everything posted by ThirdOnion
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I have a Captain account. PRO pass costs 3200 crystals there, which means it costs somewhere around 3000 crystals for you. Are you telling us that you will go broke if you spend 3000 crystals per month?
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Yeah, Shaft can only one-shot 5 out of 7 hulls in the game, it was nerfed so much! Before October of 2016 Shaft could only one-shot Wasp and Hornet. You could go back and compare the current Shaft to Shaft when it was just released, but that is not a relevant comparison.
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lol . . . It's hard to call that a nerf. Even the intent of the devs was to make Magnum easier to use rather than nerf it outright. For Magnum, DPM doesn't matter, or at least doesn't matter as much for turrets such as Smoky or Thunder. It's about damage per shot. A one second increase in charge up has little effect on its overall effectiveness, especially given how many people use it as short range turret. For them charge doesn't matter. Right. It's not OP but the only problem is that there aren't enough modules.
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The point is that there were no hard dates set, thus there is little point in speculating.
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They announced MM even before that, and it's still not finished.
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This was unofficial speculation by the author of the article.
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Modules are supplies, but more interesting. Regardless, they are a core part of the game mechanics - everyone is expected to have them, and everyone is expected to use them. Once you have a module, you can use it forever, so it's not like drugs in TO where buyers have tens of thousands stockpiled. Blueprints are used to upgrade modules. Now TX does have a problem currently in that obtaining blueprints for high level modules requires you to rank up to the gold league in order to obtain them - unless of course you just buy them. A lot of people argue that you can dominate bronze and silver league battles with those high tier modules you unlocked bought, although I disagree. Either way, the imbalance between low and high tier modules is still nothing compared to TO's difference between equipment levels and supplies. And I think the module problem is not so much a problem of modules themselves but of the MM system. MM often places you with ranks much higher or lower than your, which obviously results in problems.
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They will be able to fire indefinitely. It was mentioned in one of the v-logs.
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1/10000 per every increase in battle fund. 1/7000 hasn't been around for a while.
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On the one hand, I feel that way too, but on the other hand, mission chains definitely help close the gap between buyers and free players.
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If you plan to continue playing with Smoky (upgrading it and the like) it might be worthwhile knowing that the way crits work changes with each modification. For low tier Smoky (M0 and M1), critical damage is quite high for its tier, but the critical chance is relatively low. For example, M0 Smoky's crit is 660, which is roughly 2/3 of the HP of an M0 light hull, but the critical chance is 5%. For higher modifications (M2 and above), the critical damage is lower tier for tier, but the critical chance is considerably higher. For example, M3 Smoky's crit is 744, which is less than half of the HP of an M3 light hull, but the critical chance is 16%. So, as you upgrade Smoky, you will find that the critical damage goes down (respective to its modification) but you get crits more often. This may be a buff or a nerf depending on your point of view.
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turn fog off, the rest barely matters.
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Swinging in the situation wouldn't help, instead just turning the turret to the right would have done the trick . . . besides, salvo or no salvo that was not the point of the gif.
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Here's the thing: such a scenario is a very specific situation. You must lock-on to the enemy before he gets into cover, and you must also do so within a time frame short enough for him to get into cover. 90% of the time the enemy gets behind cover before you're locked on or you're able to hit him before he hides. Hull HP is a more important factor than how well you can rock your hull in certain situations. Now let's imagine you DO manage to find yourself in such a situation. The example shown on the v-log is on Cologne (no longer in the battle list by the way) on the two flanks of the map which are basically tiny corridors. There you have to rock your hull. But on the majority of battle list maps, areas are open enough so that all you have to do is turn your turret to the side like at 6:25. You don't need Viking or Wasp to do that.
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clickbait, generic intro with pulsing text, ncs music, 100% chance to become popular
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git gud :ph34r: :ph34r: :ph34r: Striker is pretty meh in my opinion but if you miss 90% of the time that's on you.
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3 EXP but somehow the rank is 23/100? :ph34r:
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They can't / won't do that.
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It seems we can expect MM to be released in about a month. Good news.
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P2W has to do with the economy. Whether the game is P2W or not is a different question. I fail to see where cognitive dissonance is involved. Maf can merge an opinion on game economy into the correct thread without actually agreeing with that opinion. How is that burying things? These "I'm leaving Tanki because I hate buyers" threads have popped up in the forum over and over and over again. It's nothing new or constructive. If anything it just draws more attention to this thread. The "Magnum and why it should be nerfed" thread became very popular in part due to the mods merging complaints about Magnum into it.
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RIDDLER, is that you?
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Smoky can only kill Hornet in 3 shots if it gets a critical hit.
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You don't understand. Tanki X and Tanki Online are very different. There's no point in transferring accounts between the two games because the progression system and economy aren't remotely comparable. There is no M0 M1 M2 M3 M4 in Tanki X. There are no drugs. There are no battle funds. There are no protection modules. Play Tanki X and you'll see how it would be physically impossible to transfer accounts.
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how . . .
- 48 replies
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- Cosmetics
- New Feature
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Join what? The meteorites will fall in any non-PRO battle.
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