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Everything posted by Akame
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From experience, either wasps or hopper try attacking, whilst the rest just sit back and flank. Maybe we need to just stick to 8v8 maps? idk, but I would prefer having a balanced stalemate that's almost impossible to attack than a game that ends 5-0.
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Hate to break it to you, with the game currently, it's possible for regular tracked tanks to phase pass some players at times, and vice verca as much chance as a hover has to phase thru a tracked, a tracked can also essentially do similar depending on the server. Aside that, interesting convo. Crisis Hopper an issue? Reduce the 'max speed' value from 70% bonus to around 30-40% bonus or so, to test out, I had already suggested this. Dual engine movement needed to counter strafing 'OP-ness', which I have discussed somewhere. Hoppers OD an issue? Remove Burn, delay OD (animation insertion will be needed), reduce hop height. Defender is a casual issue with any combo, not just hopper, so everyone knows about that one. Combo's may be op, but each has a counter, some of which not many may have. But if you face solo hoppers, you still have a more than good fighting chance if you can get them focused. A group of hoppers can be an issue. But I have seen some maps where groups of hoppers are unable to cap a single and the game ends up as a 0-0 tie, i.e scope, berlin, kolhoz due to player density and tenacity of defending.
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valid Engineer drone and the nuclear dropbox
Akame replied to The_one_and_only in Ideas and Suggestions
It may be powerful, but how many engineer drone players do u see? How often do players get the nuclear dropbox often in games? Personally I would be interested to see this take place. Likewise, but it still sucks because you can have a teammate right in front of you take the drop box that you wanted to take. So it will forever be a tough drone to use with a team. It can work more easily in larger maps certainly, but sucks in smaller maps due to drop count reduction. -
1) Yes, thought it seems Brutus will be able to be used without batteries. Maybe they can introduce a weekend where Brutus upgrade costs are slashed a lil bit or whatnot, idk. 2) I personally would hope they get reduced bonuses accordingly, otherwise the difference can be impairing.
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We don't need an increase in supply duration, engineer drone/supplier exists for such.
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Found a gif I made a long time ago; It was named; 'Tanki invented fly hacks.gif', file was dated 17/08/2020 22:44 BST Little did I know what was soon to come. Hopper
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Please don't mention that ridiculous knockoff on here, you might as well kindly leave this forum and stick to that nonsense.
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I don't own it, I've seen some uses of it. From my knowledge it has a damage of 1836, crit damage is the same, higher crit chance, 3 second reload. Damage is certainly high, but vertical spread is increased. It's more of a gambler than a statisticians augment. Let me point out. Many that have used it, have generally used it with Booster and/or Viking (mainly showcasing with OD), but literally anything looks strong with it, so all youtubers have failed me yet again with a mediocre display. Hence why I cannot fully see it's actual potential. A friend who owns it told me it's not as reliable, hence RNG. Another friend also said it's fun. Yes, you can use it with Hornet to get a nice duration of crits or even dictator for a short duration of 1 crit, but will your 15 pellets go where you need them to go? Personally as far as Hammer augments go; Hands down, AP Hammer is a top notch one. Many say Slugger is better, but a Stock hammer that knows how to control the spread can easily outdo a slugger player. Let us also acknowledge that the reload reduction of 20% that Tanki said they would remove from AP Hammer during Hammers reload change was never removed. So AP hammer still has a reload of 2.4s instead of the 3s. 0.6s can make a big difference in many games, especially if that target is AP'd, an easy up to casual 2k+ damage, plus if you fail to kill them, no worries, the AP lasts 7 seconds. It's a solid augment, that can be very team supportive and symbiotic with other allies that know you are there. Also by utilising the spread, you can AP multiple targets for 7 seconds. So what happens when you face AP immunity, well you basically have stock, but a sweet nice 2.4s reload instead of 3s. To sum up, if you like seeing high damage counters and trying to get lucky or forcing luck with something like Hornet OD, then the blunderbuss may sound like a thing for you. If not, other augments do exist that can likely let you perform more reliably.
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RNG in a nutshell.
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Tbh looking at usage won't change how you play much, but it's still good to have an idea, mainly because it comes in handy to compare real efficiency of your usage vs output, to help other players understand what it can take to use the drone etc. Like many say it's OP, I personally think that aside from it's excess speed, the rest isn't anywhere as top notch as defender and booster. For some players, they can make up the supply loss by just container openings or just doing daily missions etc. Even if you see the amount you use, it won't really effect your play as much, unless you subconsiously use less supply switches, but that would be more likely more efficient. But it would not stop you from switching to DA when tanking and DD for a counter attack etc, most of this happens instinctively as you would know. I would like to see a pure CTF usage stat of an hour just to break down batteries consumed and then the rest, ensure to not use ratings to check due to the supplies not being counted correctly but using your garage as a reference.
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It's simple to use, but I often use it with a specific combo, Hammer AP, Hunter Stun Immunity, AP a player, waste 2 shots on spawn, AP a player, 2nd shot and follows will deal 2k+ damage if u hit them all provided they are AP'd. Combo works perfectly vs Hoppers if you play it well. Can generally work in any mode too, I have seen a fair bit of other players use it too. But do check your consumption, using 15 supplies every 30 or so seconds can sound like a lot since it uses x3 supplies of whatever supply u use When I use this combo, I aim to annoy Defender drone players and Hoppers if they don't have AP immunity. If they have AP immunity, you also have Hunters OD in this case. I use stun immunity because getting stunned is very annoying compared to any other status. Here's some information not many know, Using stun immunity against hunters reduces 8 seconds EMP to 5 seconds due, so Hunter OD can feel like a Gauss EMP, if you survive the EMP by using cover/killing the player, then you can resupply up once the cooldown is gone.
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Yup, it casually eats supplies, many people do think it's OP, but its very inefficient and not easy to use in many scenarios properly. I went thru a similar set of supply usage a few days ago when I had time due to my week off work. Btw, I also use Hyperion, at maxed it's simple and nice. It isn't as OP as booster/defender/crisis, but is balanced and nice to use at endgame. All supplies on at all times, perfect. Although, it uses 3 supplies instead of 1. This means 2/3 of any supply is not counted in ratings. This also includes mines and repairs which are consumed x3 but effect of 1 supply. Maybe I will suggest a consumption reduction for those 2 because those 2 items get no cooldown change.
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Not long to go before this finishes, somehow managed 4.5k plus stars; Weeklies almost perfectly timed for next bp, I wonder, what broken status augment will come;
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Ah yeah, me casually abusing AP Hammer which still has the 20% reduced reload (2.4s vs stocks 3s reload) ? Clearly it doesn't seem to be OP and problematic ? Even though I have reported it pretty much not too long after that change.
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Yeah, when I play ctf, I use Hunter Stun immunity with AP Hammer, so I can AP the hoppers and follow up with a 1 shot kill, but I do agree it is fairly difficult to face these bots if you don't have viable equipment. I have seen some viable shock freeze vs crisis hoppers, but then they may equip cold immunity etc. Just gotta get the early advantage, force any changes and adapt. But imo the best counter is AP hammer, simple to use as long as you can control the spread and utilize some effective ricochets., although I use it with hyperion to ensure I'm always on DD to follow up with a nice 2.2k damage. And then when they try to stun me, I will anticipate, if I know I can kill them I will with my stun immunity. If not, I will taunt them with my hunter OD, and most Hoppers do not check augments, so they end up wasting their OD trying to stun me.
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My assumption is you are using a defender drone? Without AP immunity? If such is the case, then AP freeze will ofcourse make you very weak. It is also true about what congo said, forget the 82% on the en.tankiwiki, it is but a dumb translation of 1/0.55 as a multiplier (1.8181818181 rounded to 1.82 to give the 82% 'bonus') AP freeze deals 45% less damage. It's crit damage values are unchanged. If however you use AP immunity, you will see how bad this augment is. The 'upside' for this only works when facing players who don't have AP immunity so that it can deal 'normal damage' assumingly with DD. In effect this would deal more damage than a normal freeze to a player with DA. At mk7-20, it has a minimum average dps of 495. And if you are AP'd, provided the enemy has a double damage, it will deal roughly let's say 1k dps at max minimum if they squeeze a crit here or there and also assuming they don't stop spraying you to lose the AP effect. So yeah, it will feel strong. But do note, this is considered one of the weakest AP's but generally easy to play with due to just needing to go melee range and spray. The reason it sucks is for when you face AP immunity, so quickly finish up the BP for your Titan AP immunity.
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At this point, just say it'll come online after server restart ?
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If you haven't heard about the moquito spray, I suggest you to find out. Meanwhile, I bought a new item, the electric mosquito swatter; It really does work;
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Some of you may not understand what happened here. To put it in simple steps, I used my OD, I hit the Toxic Mix (AP Freeze) Defender drone Hunter with my last clip of my Hammer (AP Hammer) and not even short after, a railgun hit a critical shot, which ofcouse ignored his defender drone and passives. This is how AP augments should be used, a teammate should be able to finish it off.
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Thank god there are no hideous Coinboxes in these Ultras; got some irrelevant stuff like flywheel and some rail augs, but luckily got the only thing that what I wanted: Now I can make sure no Railgun/Gauss and any crit hurts me as much, along with the nuisance of armor piercing with AP immunity, I have claimed a victim already, more shall pile up:
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he said pay 2 play, i.e 2 energy to enter a game etc, which i assume its not pay 2 play, since the shop is a seperate entity
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Also upon bomb detonation, hence hurting lifeguard players more and maybe some that survived due to being far in the radius zone. which also means 3s deployment, compared to hunters which is smaller iirc.
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Also RFM from a mile away, what can I say, this is clearly balance, that will only bring dismay
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If only they put that in the garage, but unfortunate that we need 'luck' to be able to face supercharged, but then again, we shouldn't be surprised
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I dont know if meteor golds will be back, but if players r using lifeguard and wasp bombs go off, then those sorry lifeguards will have no supplies or be stunned
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