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Akame last won the day on October 13
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The understanding with the brackets is that u get 7 keys instead once a week. I really see no point in doing so because the point of premium is to incentivise daily claiming and playing. I'm more than happy enough to claim premium login rewards once a week. Maybe they can change the tankoinpass and rubypass to that too, so I can claim that every friday in disappointment and close the game for the rest of the week.
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3rd time advent being what it is, well 2nd time of the lower value. So remember how advents had exp added to reduce low ranks profiting. Well, you can do it with payments. Which won't be an issue for the few who want to buy keys at a slightly cheaper rate.
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You did mention costs back then and costs now. The only main downside is the score requirement on contracts, but ruby costs from 990 to 290, speedups from 2000 to 1500. just to put it in simple maths, it's generally 60% cheaper, not saying 70 yet without seeing the -2 trigger effects. So let's make it sound a bit worse, maybe 50% reduction in cost. So to lose a lot of pure cosmetic items and gain some augments, most want busted augs. Granted, these may or may not be busted. Along with the first time release of a measly just a turret skin again. The main thing I need to know and confirm is, are the prizes from steps, same as last year. If they are, then this is still more than fine. Sure skin collecters get punched in the gut, have been for a while. Likely means they're holding them for black friday. But for the game to show Hunter DC on the wallpaper with Isida DC this seasonal event too is, well i'm not gonna complete that. Also, one of the things, that a lotta 'buyers' fail to see is. Assuming they have the money, You always want to hit EVERY -1 (-2) step, because u get prizes for each step u make. More steps = more tile prizes. It's a weird and funny thing. This holds more truth even at lower ends for small spenders who are going for X checkpoint, since any moves you can't use to complete and reach a checkpoint, are rendered null. This event has always been mainly for grinders with lots of crystals and small-large spenders. This trick or treat event is not made for f2p's. Saw an image with 140 moves for completion. 140 epic keys, 262 commons, 150 pumpkin nades, 61 tsar and around 3k of each but mines/golds of supplies. On top of checkpoint prizes that is. 28 gold contracts, 8120 tk/rubies, now, tell me it isnt a great event for the grinders, cuz it deffo is. Last years cost was around 25k ish for such grinders ofc with less rep points needed that time.
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Have you considered the fairly chunky drop in price itself? Would you like to compare other events like these?
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Black friday is intended for spenders usually. Last year there was a 20+ day advent calendar that costed 8000 tk? Along with containers that typically have like 20+ of newer gen skins. I don't think they'll do a number of improvements there. Christmas, I wonder, we've had 3 IC turret skins already, can we get up to 2 IC hulls and some older turret IC's to return along with 1 in the EP to get people playin for it is anyones guess to make after seeing which IC's if any are placed in black friday containers.
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When's the blaster rico effect going to be released again. Meanwhile a lotta players have blaster twins, ofc not many use it but that's star wars literally.
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Minigame checkpoint 7 likely, 100k tk without grinding avg Let's not forget, the same paint reused too. Also, I see 1k less rubies this time, so basically it's going to be 3200 rubies effectively for 60 keys. It's still a lot better than 50% key prices. But damn, 2200 rubies for it was seemingly overpowered for tanki, 1k tax inflation. Funny that the shop only has 8000tk after 3000tk too. To get 4400 tk for general players who don't have their bonuses, nice overspend for next event spend. Or for those with bonuses, 2800tk vs 6000tk, surplus goes on. Would still need a few rubypasses in between to match 500 up for each event. Still better than the next elite pass imo, skin/legendary keys are still pointless and lame for endgame players. (I don't care about 700 rubies compensation, bring the skins that should already be in a public pool back)
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5000 score is probably one of the ways they're trying to make people use phoenix turret augments more than often. Also the event mode, as I've heard, is nowhere near good for such farming contracts. Playing to play, to play more, I guess that is what a game is for, but then the point of being diverse and friendly stops existing. The good thing is, there are no specific combo missions for now, but trick or treat is around the corner. We'll wait and see what contract and mission framing that one has.
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You know how this sounds right as counter? TTK being null and TTK being almost zero, are real differences. 1/0 and 0/1 type reality. That is one way of saying one thing and saying the other thing. Because it requires less skill for a better result, it immediately makes it overpowered in comparison. You can do both at the same time, that is how easy it is to be efficient in general with it. Also, the whole point of this thread was for 2 specific items the user brought u. We all know there are a lot more, now if you care to make a full thread about every single thing in the game. By all means, be our guest. The paywall is interesting. Especially moreso with the current day and age. Thunder nano, is in this current battleship event too. Getting status augments, especially specific ones are a lot more harder for new players too. Also to add further context to the healing issues of the past abundance of healing emitter shafts. This aug was released in the battle pass twice. Also was bugged and placed into the container pool since recruit far earlier than every other augment would typically unlock so there was a far higher chance of getting this novely. I know because I have seen and also gotten this on new accounts I created for testing. So yes, this skewed the healing imbalance early on a lot more. Getting a cryo augment, still is a lot more difficult by the same standards than a healing augment. Now yes, getting shaft healing emitters is difficult because it's age has passed and the bug got fixed. But thunder nano is still in the cheaper paywall loop. Meanwhile attempting to get a status augment for a combo you have raised, will be far harder. Unless you're willing to pay 4990 tk for the such? Half at sales for sure tho. Yes, using a light hull that is subject to many one-shots, makes me a p2l player. I am insanely aware of 1 shot meta. More than you think of 1 shots being issues. Yes, I use a seemingly 1 shot augment too. Stellerator. Yes, I last used blaster aug. But it got nerfed for light hulls so it ain't all that, and nowhere what it was ever. Yes, I use hopper mainly. It's still easy to move around aside getting knocked around by general impact items when playing aggressively with the combo in melee range. 'Flying legal hacks go brrr' Yes, I use 4 prots only, railgun, gauss, scorpion and armadillo. I'm not bothered to attempt protecting against magnum 1 shots. Yes, I use crisis too. Typically how things are in this game, things get nerfed later in the cycle when ownership or usership become fairly high. Timescale unknown because we all know balance takes forever in this game, this thread is not gonna change much in reality just like many other threads.
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I don't recall anyone saying isida's healing needs to be nerfed. We simply want the healing to be better and dedicated on isida/mech, than ranged turrets that never should have had healing abilities in the first place because it makes the games more lame to play as these healers often play tag duos now that trios are out. Thunder is half decent? Have you even played? It literally has no real downside and people still can make enemies lives a struggle. Shaft, a little less so, but it's more controlled. Healing augments on such turrets, SHOULD NEVER easily outdo enemy DPS. Do you understand that? Such makes ttk null. If ttk is null, then you just add up more potential causes for imbalance. It's already solid enough that you can heal more with damage boost supplies without needing to worry about trying to hit enemies armors or looking for enemies. You naming other augs here, when this one is specifically about just 2 healing augments in particular, ignoring section 1. Healing augments that never should have seen light of day. I respect the fact that Isida should have improved healing. But no other turret deserves the ability to heal, especially with that sort of range. Quite a contradiction here, skill issue, but also talking about excal and pet players. The game has enough of everything where players suffer. You say it's easy to fight these hidden healers. Yes, if you have a team that is good enough to do so. 'Enough with this [redacted]'. You seem to be personally attacked by this. Are you one of such players who plays with these healing augments and hides and suffers apparently? Just find a stronger player to be a 'pet' to. Won't be too problematic. I continually see thunder nano healing game battle screens from players and most players want such players already. That says a lot when people don't ask for an isida. It clearly means the former needs a reduction in ability and the latter a buff. It doesn't take much calculation to understand that the ability to heal, with thunders stats and no nerfs and the boosts available in this game, are enough to disrupt games momentum. Also, if you do want to make a full thread about everything you want to balance, do so. This one, in particular, is about 2 specific things. Bringing them in, unless you want to talk about ttk generation, is not adding anything of value. And 'use a freezing effect'. If your counter is to use a specific item, which ofcourse is also limited to it's turret form, but you can't make the range. Are you telling players they should get ranged cryo augments? This is just as bad as the healing situation then. The issue is, the range being more than good enough letting such players play very freely. Hell, if they nerfed the range for being able to heal, to something that isida can do. Many would find that a lot more balanced and yes. Then it would make your argument of 'go kill the healer', more feasible for the playerbase.
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1) Original camper only reduced your supply cooldowns, making it a weaker hyperion, but had the ability to let you mine every 5 seconds if you could maintain the setup. The revamped camper, yes had armor and damage bonuses at max hp, allowing it to survive tougher shots yeah. But as an augment, especially now becoming a turret augment, it becomes a bit tougher to balance since you can pair it with crisis and booster. I personally don't want ranged turrets getting easier access to bigger damage. Also when you could even use hull augments i.e lifeguard, excelsior to increase your 90% margin, becomes a bit more complicated. 2) So by my understanding, you want to allow them to heal users, but at a 50% damage value rather? That's quite a harsh nerf to apply, but I would be all for it. I certainly don't like seeing anything other than isida and mech drone healing players. Just double checked, shaft healing emitters has a 15% lower damage than stock and 15% arcade reload time. I've heard this is quote 'trash' from players. But it certainly had a menacing time unchecked in the past. On the other hand, thunder nanotech shells still has no damage reduction or reload penalty. So, I would like to assume there is a nerf coming soon for it? But I'm not holding my breath for it.
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I understand the sentiment. But this sounds like you have more of an issue with balance on particular augments rather. Do note, by changing the booster drone, which currently falls in line with crisis, would could also change interactions with many other augments in the game. Adjusting ttk is a dangerous game nonetheless. Wouldn't it be simpler to say, booster should be able to do the same damage to a defender drone user, as a defender drone user would to the booster user, which is an equilibrium. So, nerf defender/max armour on crisis instead.
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Well, when you see what has happened over time, it becomes a bit more blatantly disgusting when putting say 2 and 2 together. Yes, the addition of advent was busted when it came out. Initially they added exp so people wouldn't profit too much at low ranks on their 'dishonest' alt accounts. Much to the point that, players are often forced to end up being efficient on their alt accounts but end up getting blamed for doing something players would do in any other game, it ain't an exploit, it's just smarter decisions. And now, a paywalled advent, out of the blue. One which was not for a real special event in anyone's eyes. As much to congo's point It marks a significance, yes it has value, but a net loss to the general playerbase. Won't be long till the halloween event, which will be interesting to see if that is reworked and adjusted like many prior iterations. Along with the sort of things they release with it. Halloween being one of the major events players would return for. Xmas, Fools and the Bday being the other 3 major ingame events. Remember the last time we had some interesting missions, i.e killing helpers who had the lord module etc for a special paint or stuff in the past? I'd like to expect something at least eventful during halloween itself.
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1) Original camper drone only worked on max HP, same with reworked camper drone, imo all camper augs should be as so, but leniency for short range only is 'fine'. 2) Buffing healing score would make the cheesier score farming even better, please provide some figures for more clarification.
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Surely Godmode_ON finally get's their Demonic combo this Halloween right? There's still time to hope for an interesting event for once in a long time?
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