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Everything posted by Akame
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valid Magnum protection should protect you from Mortar mines
Akame replied to frezeandvik in Ideas and Suggestions
Personally I don't think this is needed, if you have a problem with mines, use spider, that's as simple as it gets. -
The reload time has not been changed to my knowledge, remains 3s still. Atleast true at mk7-20. The main change was the damage charges quicker than it did before, for all except Light capacitors.
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This is the current damage/scope time graph, includes old stock to show a comparison; do note, Light capacitors was not changed.
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Well, the current charging speed works well with AP shaft, otherwise requires booster/crisis to make up for it. Heavy caps is currently old shaft charging time with a higher damage, personally I don't have problems with shafts, I avoid them in most cases or make them miss.
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Just to add; I have always felt an initial slow acceleration post thawing, especially noticeable with mammy crisis, I had to switch modes to get rid of the 'slowness' that I had felt. Personally didn't feel as annoying, but I have always felt a reduction in acceleration after the freeze status effect had ended. Was unsure if this was something to do with the programming or some not well explained stuff, because being honest, sometimes a lot of stuff isn't explained properly.
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Matchmaking placed me in this 1 sided farming game that has around 3.5 mins left; Clearly looks like an 11v8, i feel sorry for the blue team who are being farmed, I left it immediately. In no right mind am I staying here for even a dozen seconds. Also not even 5 mins into the game and this is more than visibly one-sided (it did end in 8mins luckily so less suffering for enemies, but still a lot of suffering): WE do not want longer battles. We want a fully occupied game and a short battle duration. At this point, I don't think feedback from players was actually taken properly.
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This should be the case, it seems to be the way to 'balance' Tesla. Also tonk want to sell stuff by making it appealing after majority of players are displeased with location locks.
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You (devs) can't even fix matchmaking, in which capacity did the feedback show people wanted long durations? Total stupidity. The only fools who care about longer battles are those who like to abuse weaker players. Anyone who says otherwise is a big liar.
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Yeah, I believe the 2nd group has the right to complain a bit, a 100% price increase from the games home to a common place currency is quite hefty. 3rd group though are a whole different story. This game needs as much funds as it can acquire, they've clearly lost a fair bit due to location unlocks, so that's a fault of tanki in the first place. Crystal inflation and all. I don't think they thought out the actual game plan. At this rate, we're just gonna keep heading in circles where new op augments and turrets/hulls are released, early access for a while etc (including a bunch of bugs), because the game doesn't really sell much otherwise. Currently the only valuable things to purchase realistically for an average player is battle passes and tankoin passes. The rest are far much of a gamble, but can be used at their own discretion.
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You mean Adobe stopped support for flash
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When a tankoin daily pass bundle is released again :)) These are consistently worth getting. I have plenty to last me several battle passes since I don't need anything, nor I care for any special ultra scamtainer augments, I have what I want, that is all that matters. If I run out of tk, I will simply buy some more, but mass spending, I stopped that long ago, I spend on Fortnite and Genshin impact instead, where it's worth spending for skins and characters. Yeah; seems like game politics tbh, other games also feature similar, i.e genshin with less gen crys per RUB vs USD. Although exchange rates and everything also play a part in here. At the end of the day, it's the devs choices, maybe they will reduce shop prices again, and whatnot after the reduction in revenue they receive. You do not need to buy on this 'P2W' game, just find something better instead ? Current UK price: 2016's UK prices (yes it says CAN, but UK was also locked to USD like other countries): comparison: 99.99 usd back then could get you 358k crys and 7d prem, assuming no dcc. 99.99 usd now can get you 350k crys, a combo pass (bp+7d prem) and then 1210 tk remains, or 2 battle passes instead of a combo pass, assuming no sale spend. Challenge rewards: Still better than it was before realistically. If it's too much, you can A) Abuse JGR, B) Minimize playing, C) Stop playing or D) Leave the game.
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People don't also seem to understand why prices are also as such, yes, it may be unfair to people in wealthier countries. The prices are such to relate to the economical value and earning rates too. In reality; tanki should have just locked the region from the beginning, like other games do.
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from what i have heard, 10s jam on last clip, also -10% reload
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Anyone in their right mind would never touch the combo pass, moments when Tanki don't know how to give the combo pass a selling point
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Not fussed personally, tho isida does have a higher crit heal, i dont want a battle point increase, idm a damage reduction, would make it do 2970 damage, would let a generic equal medium survive
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Devs, but not fussed it they lose either
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Hmm, maybe they should give players a choice of their light hull, so when you enter, you click the hull u want from the lights, and that is what you will use for the whole game
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Tried one game of AR. Felt slow, boring. Changes that it needs: Don't make the player self destruct, instead let them stay alive and only change the turret when they die, provided they manage 3 kills at least with X turret. Wasp/Hornet instead of Viking, less HP and higher speed, the better and more climatic, also keep the items mk7-20, unsure why tonk devs decided to keep them 0/20. Remove drop boxes Give every turret the adrenaline augment Also are there even golds in this mode? As it stands now, it is way too dull to play.
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Well we all have seen how helpers vs players goes
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In all Honesty, I still think Crisis is far weaker than it's predecessors Booster and Defender, this holds true when it comes to a game that doesn't have a ball/flag at least. Though even in capturing ball/flag games, a team of Boosters will easily beat a team of Crisis' provided they can aim. All players need to do is wait for the user to switch out from maximum armor to hit them, from any range to deal great damage. Though I think base level 0 switch penalty could remain them same, but at max, instead of 0.5s, maybe an experimental 1s. Though this change may make a bit more players camp because close range counters would be much harder, especially vs melees or turrets with higher fire rates. I don't know about you all, but I would personally face Crisis players than Booster/Def/Trickster because those drones have no potential openings like Crisis does. But that's just me, everyone has their own views.
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That sounds playable and risky, though personally I still believe Booster/Defender are much more reliable for use, all the drones need to be looked at on the whole as is.
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Never played it, don't plan to.
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5 seconds will be an overkill, if this happened, it wouldn't really sell for proacitve scenarios, any brain would go for one of the big three instead which are already powerful, i.e Booster, Defender and Trickster, why have a slow switch speed to give yourself potentially 5 seconds of pain, when you can use a better drone that is much easier to use. And no, before anyone says so, I am not trying to defend crisis. It's just that I have used all 4 of the mentioned drones a lot to know what makes do in many games and limitations of imposed restrictions etc.
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Let me simplify/correct % Brutus Crisis Booster Def Trickster BA 200 300 200 300¹ 200 BD 200 250 400² 200 200 SB 140 210 140 140 170 ¹ - 20 second duration ² - 3 second duration
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Wiki says otherwise thru data, also I reported this issue long long long ago, clearly tanki doesn't see this as an issue;
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