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Akame

Tanker
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Everything posted by Akame

  1. Akame

    Future of players with Maxed out accounts?

    Did you calculate this from the ratings or you have fully kept a count on it? Because ratings does not include bonus supplies used by drones like crisis/booster/defender/mechanic etc. But yeah, I know that in like an average game you could potentially use like up to 100k crystals worth of supplies, assuming you are on a constant attack and encounter with enemies. The drone supply usage problem will only really hit the f2p players and maybe some who don't have supplies in the 5 digits. But some could also use it as a camping stat, i.e camping with gauss/magnum with max damage without needing to change modes which can be efficient for some people. As for supply usage ratios, usually depends on the game mode, but games like RGB/CTF, SB>DA>DD is generally how it goes in majority of scenarios due to needing speed and armor to cap, although DD may overlap if you are needing to damage players if enemies have the ball/flag, but this is less the case than the latter.
  2. Akame

    Crusader: The New Meta?

    But then again, hovering hulls are more suitable for diverse turret usages and easy manouvres, strafing with crusader does help avoid many shots, especially IB vulcans. Also, it's OD charges as fast as hoppers pretty much, so if your crusader is maxed, thats a good set of damage, if u use booster, you pretty much instakill most players unless titan domes mainly where the ap is very beneficial. Especially since many players use mouse nowadays, it is much easier to use mouse controls on hovering hulls than static. Turrets you can use on it, pretty much any, although I would avoid stuff with small vertical angles.
  3. Akame

    Future of players with Maxed out accounts?

    Totally is easy, just find a better game Try out crusader booster adrenaline some time soon against juggernauts, but ensure you get that to mk7+ first. Isida Mammoth Crisis is fun to play with. You can be like me, stick to only doing daily missions and do some event missions, whilst playing other games/watching movies and shows. Don't play CTF/ASL attack/RGB, stick to CP's and maybe SGE/TJR. That way hoppers are minimal and less advantaged. Personally I never play pro battles anymore. Last time I truly played a 999 min Poly CP was in like 2015/2016 or so. I just look at the updates and test out changes including theory and practical use of a variety of combos and then recommend to other people and showcase some items. The endgame in Tanki is to investigate, demonstrate and educate. This includes looking at updates constructively before the release, thinking of past events, possible changes, and creating suggestions and ideas.
  4. Actually some AP augments have disadvantages, i.e railgun/freeze, there may be a few where it's essentially a buff on stock, but hey, we may be due for part adjustments soon.
  5. Akame

    All Augments Ranked: Smoky

    Personally, explosive rounds is far better than rubberized which has literally 0 use in real games, and it's still a buff from stock, as for emp, ap, and stun, tbh they aint as special since its a crit based factor, main thing to notice is that in mainly like 1v1 scenarios, you get these status effects in the late area where it may not make much of a difference. Some of these are mant to be used for flanking counterattacking. My personal fav is Assault rounds, same reasoning as sporkszilla, plus I'm not a fan of critical shots, I like consistency. A good breakdown on many of those augments there, if only there were youtubers who made similar videos including information like this to explain and educate the playerbase.
  6. Totally calculated strafe with maximum speed gone wrong - Do not try this at home:
  7. When you get rubbish from regular containers and then decide to open the super mission ultras:
  8. Yeah, they exist in SGE/ ASL Defence often
  9. We have adrenaline, I wonder if we can also get a crystal variant for hull that buffs armor in some manner I wonder. Adrenaline for those who don't know, have the same stats as stock for the turret, but depending on your tanks % HP remaining, you get an additive damage bonus, for melee range 0-39% and so on. I am aware that these cost 245K crystals and are also available in regular containers for now. I would also like to see some of these be featured in Battle Passes too. As a basic understanding, let us assume you get an average of 15% bonus, which feels like a 7.5% bonus against double armor, do note adrenaline currently works as an additive bonus. For that amount of crystals, without speedups you could get Brutus Drone to 14/20, giving you a 7.3% bonus multiplicative damage. But also gives 7.3% damage reduction on top. Now I wonder if we can make a crystal variant for a hull augment that also gives some sort of protective bonus depending on HP remaining, ofcourse it may feel pointless to have a higher damage reduction when around 200hp or less, but hey, maybe it will offer a bit of 'adrenaline unity' and can work with the adrenaline augment. Nowadays getting augments for hulls is a pain for the f2p base, many 'buyers' won't bother use some of this, but this type of thing may be something that aligns with 'heat/cold resistance'. As for stats, to not keep it as OP, maybe just align it towards 'damage reduction from 0-10% depending on % hp remaining. I don't see a need to have a different set of damage reduction for types of hulls but I guess we could make it so that for medium this caps at like 7.5% and for heavy hulls 5%. But all in all, not many may use these since stuff like immunities exist. But not all players can acquire immunities without having to get lucky in containers. We could call this augment Survivalist, coming from needing to survive when coming close to death, idk, sounds some type of way to me. Personally I would like to use a combo like Twins Adrenaline + Viking/Hunter/Titan Survivalist + Brutus , seems like a good beserker combo for me.
  10. How are you fighting against Gauss players, in a 1v1 scenario or I assume they are picking you off with a mini booster/off guard/modules? Are you facing stronger hulls? Are you using ricocheting shots where possible? As for the Hornet OD, someone may have explained above but here it is again; ----------------- Tbh, ricochet isn't weak, it's just everyone is occasionally stronger, i.e defender drone swarms nowadays. Avoid using augments which you can't grasp how to use, like destabilized plasma / Minus field / plasma torch, if you can't use them in the right occasions. Nowadays, drones also have a heavy impact on performance, so if you feel the combo is weak, well, you probably are most likely facing people who have some sort of protective or offensive advantages. As for Hornet, it's not a selfish OD, but used correctly, it is a force to be reckoned, unless you end up facing a team that comprises of around 1/4 or higher AP immunity players. I assure you the rico hornet combo is still viable and good, but ofcourse many have defender and/or AP immunity near endgame especially on vikings.
  11. I invite you to use Adrenaline on Isida, best of all worlds, what's great is the extra unneeded 10% isida damage buff that came about recently. Let's you play offensively and heal a bit more when damaged.
  12. Akame

    Let's Discuss Shaft!

    My tier system for Shaft Augments: S: A: Light Caps; Short-band emitter B: Heavy Caps; Armor-Piercing sight; Adrenaline C: No Aug D: Why: Rapid fire ; Just use hammer instead ? The tiers may change depending on combo, and ranks. Light caps does lose it's shine in the endgame arena for sure, however it does shine well with crisis, needless to explain why, feel free to calculate damage. AP is amazing, and well it's essentially stock which is not bad but you can apply a quick AP as long as you have scoped in, perfect for groups or teams where there is natural chemistry, especially against defender players/titan domes. Heavy caps is mainly just a JGR killer, used anywhere else, eh it gets boring to have to scope for the full duration, 6s IIRC, might be incorrect. Rapid fire should not have even existed, if you use this, you are not a real sniper. Stuff I would like to see; "Death Herald" variant, yes I understand with booster it may mean like 2 successive kills if played smartly, but if we think about it, it's not often we see shafts compared to many others. Railgun got a stun aug, give shaft it too ;)) I'd like to stun a hopper in the air and then clap him to respawn. Reason why I have placed any in the S class is because it would be highly dependant on ranks/enemies etc. Light caps does amazing vs light hulls, but vs medium requires more time and maybe a good ally, and against heavy, rely on OD/booster, but to need such items, cannot be an S tier augment, but can be fit into an S tier combo.
  13. Akame

    Let's Discuss Drones!

    Crisis is up there, but maybe only on some modes where like a flag/ball is involved. Personally I believe Booster and Defender drone are the current top tier regardless of modes. I say this because, I have used Crisis very often, since it's release, also along with hopper when that came out. Right now, It can be possible to handle around 2 of these in a game provided you target them mainly. I.e yesterday, I was in ASL defence and saw a few of these 2020 combos and a bunch of them ran, including XVIIMOON, because the drone may have good speed, but if they get targeted correctly and have no distractions, then they aren't going to make much progression. This one other dude gave up picking the flag and just came to the defending side for kills with his AP Magnum Hopper Crisis, but he got bullied still because he got targeted by my team more often. For sure the speed is very high, could use a nerf, but then again they have no armor or damage buff, in many modes it's not a good thing to use. Oh also, a max crisis' damage reduction is the same as a max defender drones damage reduction, so to tabulate; Hence can be seen that if you face a defender/max armor crisis, they will have a total of 68.33% (2dp) damage reduction, which becomes a damage reduction of 84.17% (2dp). The drone passive of 5% armor plays a fair part too in the reduction, so it's always ideal to use maxed drones too. Especially if Brutus is used, 10% bonus attack and armor are certainly viable on some combos like Vulcan/Twins, or turrets with a high firing rate. It is always worse to face a horde of 9999 GS defender vikings and especially when on heavy hulls which are very common too, even with the current defender active time reduction, it is still a considerable force to face. Tbh as long as The brutus provides a few over 5% buffs, but it's still fairly costly for some to upgrade, it'll make you perform on par or better than most drone players, ofcourse will be difficult to face Crisis/Booster/Defender, but it guarantees that you will take less damage and deal more damage, even if by a small margin against even 9999 GS players if they are not using Brutus. As you can see, a 5% drone player against a player of the same drone bonus will always deal less damage. Main thing to point out is that a maxed brutus does take 5.5% less damage from a non brutus maxed drone player, which is a considerable amount, can make a difference at times.
  14. To limit by gear score, it would mean that changes in equipment must be removed
  15. Except shaft usage in real endgame against 9999 gs players feels worse than thunder unless you pair it with booster/ap, sure it will initially be strong in the game, but all it takes is 1 change to completely shut it down, which happens more than occasionally against many 9999 gs players that get 1 shot by me, or others similarly. Many people also use medium/heavy hulls, makes light capacitors without booster feel feeble. We also have the uncommon lifeguard players too. Shaft would be interestingly diverse to use if it was like how ThirdOnion mentioned above. It just doesn't cut the edge for any shaft player trying to be mobile. I will ignore rapid fire mode, that could use a complete sniping range shutdown to arcade range too, abominable when paired with booster compared to other turret/augs.
  16. Akame

    Railgun HD

    Well, ever since the release of EMP Gauss, it's becoming very very difficult for average players. And yes, you should be able to flip hoppers since the stun effect would stop their engine. But be careful, many endgame hoppers if smart will use stun immunity. Personally I hate railgun due to it's so highly common fanservice it gets, and then people will be like 'it deserves it because everyone wears modules against it', when in fact people use modules because LCR and booster are so common with railgun and those deal lots of damage. Also these 2 new augments are also a variant of LCR with a lil difference and a status effect, ridiculous stuff, and I guess it'll come for other turrets too eventually... I will proceed to wait for Tesla.
  17. Akame

    Railgun HD

    I assume she's talking about where we could get grey blank screens when we tried to load into games, I also haven't seen them in a long long time
  18. Akame

    Railgun HD

    I wouldn't speak so soon, if it was in test server, it will most likely come along eventually, a matter of when tbh unfortunately, so let's stake out the safety whilst we can.
  19. Didn't expect it to kill, but I'll take it;
  20. yeah, im finding it a pain to look at this forum, hurst more than lightmode discord
  21. Yeah, the gain will feel not worth for the crystals spent, so best action of plan is on every MU sale, just start 1 step up, 5 events of slightly reduced upgrades should be okay for u to max it slowly. MK7-20's are certainly very pricey unfortunately.
  22. Well, I guess atleast for Hornet OD, where it outlines players in yellow, those that it AP's for a while can be outlined as purple maybe? Just for the OD atleast should be balanced enough. I mean Hornet OD is a scout radar afterall, it should be able to communicate which armors it pierced to all allies, but will players understand this colour, since many wont look at the patches.
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