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Everything posted by Akame
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Can we get actual factual information, this wording is a mockery to the higher intelligible part of the TO community. From my testing currently, ALL smoky shot's ricochet. They need a large incident of angle to do so. RubbRounds does NOT increase any bounces, Just reduces the minimum incident angle to 5 degrees. I now understand why it's the only one that is an actual bundle, because it is an utter mistake of an existence, who even wants to play ricocheting shots around a corner forever. Unfortunately my luck, being as bad as it is, got it in Ultras :D Smoky Autocanon enjoying the bounce at 80+ degrees of incidence angle. Smokey RR Bouncing once only at the stock minimal incidence angle. Now please, correct me if I'm wrong,or tell us it's a bug. BUT, to not disclose that these shots ricochet, a bit like vulcan? Whilst RR doesn't even have an additional bounce? It would be a meme to even use RR unless you don't have anything better at all and want easy ricocheting shots with a slower projectile. Information is power, please share information in a much better way. This is an insult to players that actually care for knowing the correct and full information.
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Part of the following may be not needed in this, but since it's also OD related, i'm sending it here, if it needs to be merged elsewhere, please do so, thanks. ----- Now that stun effect is available on a turret. We need to rework stun, to only keep a target stunned. Make stun independent of the 'item drop' feature. And no, don't make an 'item drop' immunity either. Make it so that at least hunter has the 'item drop' effect to keep it the same. Hopper I don't really care for, but for fan service, do not add the 'item drop' feature, and maybe people will be a bit more happy?? I assume more turrets will maybe get a stun effect soon, it will obliterate games like ASL, where defender can just camp and keep stunning targets and making them drop items. So, change up the stun to be just a stun, make a seperate 'item drop' effect but it doesnt need to be a status effect. A ranged stun, is very very very annoying.
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What Is Your Opinion About the Current State of Tanki Online?
Akame replied to Maf in Game Discussion
they won't ever be balanced, ever, it's come, it'll bring the wrath, and there is no calm at the end of this storm unfortunately -
I haven't touched hopper for over a fortnight at least. Like I said, stop assuming. I have used a mix of wasp, viking, titan, crusader for the last few weeks. Mainly crusader every since it's release. I find Hopper just too overpopulated in many maps, I ain't tryna 1 up that overpopularity. Also I use MOUSE with WASD in tanki too. I AM allowed to COMPARE it to ALL games I play. I can tell how much damage a dangerous booster deals against me, I can also see the drone from quiet the distance at times. Also, a blaster, when activated does a different explosion like I said. And like booster, may be part similar, but I can easily tell them apart. If you have drones off visually, that's not my issue, I can see players drones, and if you couldnt see the blaster whilst upclose to someone, unless he/she was almost exiting his cooldown, you really need to up your game. I have a good eyesight, I look at the whole visual field and detect anomalies I need to be aware of when possible. For such a situation, it's an viable, BUT if you had checked the score/tab screen upon join and to which the game becomes full, YOU can easily scan for any augments like LCR, IB, etc. And then store that in memory, deduce it, and then remember the encounters. You would not even need to R/V in majority of the scenarios. Now if you're using hornet, this is just an example, before using OD, are you going to hit R/V to look for AP immunity? Because it would just be better to tab up beforehand, and scan the hull augments in the enemy sides and pay attention to those with AP immunities and avoid those encounters when you want to use your overdrive. It's essentially just short term memory allocation. As for consistency, let's also remember the mobile variant of the game exists. I personally only play on PC, but mobile players can't even see augments at all, it may be too much info, may not, possibly an option. But phone players almost have no way to tell what they fight against until after they get hit by the enemy too, they understand, react and then respond. Maybe try help them out first, PC already has a large advantage as it is. Quoted from a few mobile players I know; 'I find out what augments the enemy has after I die to them' 'Blaster drone explosion is invisible You just see your HP go down when you kill them Or you die You also get pushed back by the impact force' 'the tab menu only shows score, kills, and deaths' Now, let's be a little considerate for mobile players who can't even have the liberty of knowing augments, yes they only play MM, I only really care for MM in this game. Pro battles are irrelevant as is since a while now.
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They change up the pool at times, which is kinda annoying to see, but that's what it is. Unfortunately they didn't say 'Ultra skins' this time either, idk, they're not the best at fully disclosing changes in ultras. I mean, i remember when it took them ages to get regular hornet augments into the ultra container pool.
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I'm sick and tired, nah just sick, not tired, of seeing cap flag missions as special missions. It makes players ugly, selfish, and a pain to watch. This dude blocking his teammate because he wants the flag. Disgusting to see such action in game. I want to face an actual team, not a team with a mini internal civil war. Never, ever, ever, ever, do special capture flag missions, 'cause I simply just won't bother to play. I'm sticking to CP for a while still, I'll fight against players that don't try to abuse their allies, at least in CP, I don't have to worry about having to face enemies fighting over themselves over such items.
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I agree with Asem, don't forget defender drone exists still, it would make that an abomination; Explanation; a 37.5% with defender would be like having 58.3% vs those 4 turrets along with 33.3% spectrum module for the rest, a 30% for 5 is the same as 53.3% prot for 5 turrets and then 33.3% spectrum for the rest. As if 50% modules werent bad enough, defender makes adjusting this a very, very hard thing.
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This shouldn't be allowed tbh. To give 'special' person(s) accounts as such and then say flash is unsupported and 'discontinue' it. What should have been done is, they should have worked on HTML more to fix the spectator mode etc. meanwhile; Too bad the skin has flaws that can be seen under the turret,
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Make it a bit smaller to not take up much of the large UI that exists already, and that is now a good idea, something along those lines is fine. As for drones, they may be small, but some you will be able to feel/see their effects, i.e defender will take reduced damage, extra armor status icon above, booster you can tell from it's damage or the status, blaster drone has a different destruction effect, lifeguard will survive when you know you take fatal damage, etc, knowing all the effects of drones will help you quickly interpret the battlefield. I did say, I CAN and do not need R/V to play games, I can deduce by the fight and interaction, the combo and augment a player is usually using. As for tab screen, you only need to check it upon join and player switches, check it upon deaths or an idle location, it's honestly not hard to read. Many other games incorporate a scorescreen system, you think that annoys them often?? Yes this one contains some more info, I can quickly skim/span through it and pick out what is important. Now if your thought process is a bit slower than an average player, it's okay, not everyone is used to fast paced reaction thought processing. At the end of the day, most of the game is usually a 1v1 encounter. Now in that encounter above when you faced the railgun viking, you won't encounter many augments, you can use tab at start and just check for AP immunity first if you play with hornet. Then if his GS was 9k+, u know whats up. He has no module vs you or mines, since it's not next to his name. If his fire rate was higher than usual, we all know it's scout. As for his drone, when he activates DA, you would see the boosted icon. You need to sample more game interactions with players and understand all this knowledge. Look, Understand, React. 3 simple steps.
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1. Yes, but you will not gain any shards from being in battles once you are at 100 or over. 2/3. No, only for containers for now.
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I was telling some people a few weeks back that they need to put adrenaline into the BP for players, but there is a slight issue with adrenaline right now which makes it part inefficient.
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When you all say 3 overdrives in 1, what do you mean, it's just 1 overdrive. If you mean 3 effects; Burn; Stun; Jump Let's talk about Titan; Defensive; disable Ares BFG; Disable Wasp Bomb; Remove existing Dome Now Hunter; EMP; Stun; disable Ares BFG; Disable Wasp Bomb; Remove existing Dome Hunter be the real king here. Yes in CTF Hoppers Jump is a madness, if you have stun immunity, i recommend it, if you don't, stay at a distance. Not trying to defender Hopper here, just correcting the '3 od in 1', if that's 3 od in 1, then hunter is what, 5? Hopper Overdrive is a single overdrive comprised of 3 attributes, to say it's 3 od's in 1, I shall just terminate reading any evaluation if anyone cannot acknowledge what an overdrive is.
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Shards sound interesting
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It was gonna happen, expected it earlier, but AP came out before.
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Marginly interested, not amused tho.
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A maxed drone gives a GS of 599, so seeing a 9400 with max defender and no modules, not possible dude... and it's not hard to see if someone has modules on the tab, i always quick tab when I join a game. If you can't read the battle list/score screen efficiently, that's not my issue, you need to improve learning of symbols. R V is a waste of informational space on screen, Tab is enough, especially if you're trying to mult people in parkour. Also stop assuming I only play crisis drone, I use a variety of drones including and not limited to Camper/Hyperion/Defender/Booster/Driver. I only used R/V on flash, every since HTML creation, it was unneeded for me, over the last year of HTML playing, i'm used to it being able to read it easily and make adjustments to positioning and gameplay and who I target, along with knowing what hulls and turrets are in the game to co-ordinate. I guess this may have bias, because I am experienced with this, and well, players including you can't quickly uptake this information. I could easily live without R/V, lived without it for years, wouldn't bother me if it never came back. Now you speak of wanting to know someones upgrades, do you remember how much damage a Scout railgun with booster at 6/20 does? do you? do you know what microupgrade of shaft will kill you along with a brutus 16/20 drone? you don't need to know such information, even I don't know such exact values. I deal with MAXIMUM value assumptions on players, until I deal with them and know how well it effects me. Assume people are maxed at start if you can visibly see how many shots it takes for u to die or kill them etc. You can also approximate what modifications people have, but do you remember those values? You know how much HP a mk6-8 mammoth has? Now if you mean a basic RV, to show ONLY Augments, then maybe that would be borderline 'okay', anything more than that is not needed realistically. ---- I suggest you create a topic in I&S/HTML improvments for it though, you may have people who want it and progress an RV update forward, don't talk about adding new stuff in complaint book when a better area exists.
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This statement is false, defender essentially makes a 3000 hp tank feel like 9000hp (+ passive armor bonus), so x3, not 4. A portion of players play without drones and can still perform well, you may have seen 9400 GS endgame players. I aint ever need V R, I check 'Tab' and I play whilst assuming a combo I face is maxed. If you're a legend rank, then for sure assume you're facing a maxed tank, that assumption will help you play well, i.e assume medium hulls will take 3k hp regardless, recalculate damage needed for drone/DA/Module/Dome scenarios etc.
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This I played today, was surprised that I saw this many stun immunities. And look, it's the 9999 GS players using it, see a trend? A few of them were a group and left the game, but this was very much of a surprise.
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Yeah everyone has their own feels for what annoys them tbh, main reason why EMP isnt as annoying for me is granted due to me using a 50% module which is essentially a built in DA to put it wrongly, so my point may be pretty biased too.
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Oh yeah my bad. Yes that is what I mean, it may be dependent on RNG, but when you get crits much sooner, it feels horrendous on the receiving end, like the following, player may have been afk, but thats still a lot of damage within the timeframe of under 4 seconds; But yeah very RNG dependent, but so common that in some games you may see around 3 even, not fun to face a lot of potential crits.
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Oh those are OP, just those are statuses I rank not at the top. For me, the ones I class as top tier statuses are: Stun AP EMP Burn Freeze In most game modes, stunning a player is the worst thing for many, stops a rampaging Viking, makes enemies drop ball/flags, etc. EMP I can face without ever needing EMP immunity. As for IB players, Yes they are annoying, but nothing compared to getting stunned. I rank AP above EMP because it renders all defence useless, whereas EMP only removes supplies, Dome effects may still be active and modules too. Freeze is annoying but its not often people use cryo rounds which relies on crits or shock freeze which requires melee range. Now if we say DM modes, that may be different slightly, but also depends. IB becomes useless because many people actually use Heat Immunity including the vulcan players, and then EMP immunities are fairly common. A bunch of AP immunities for Viking which is a common MM hull. Cold immunity also exists majorly in the Hopper Community. But stun immunity is probably the most rare out of this, hence may change up the diversity and balance. I do use stun immunity often when I'm not using my vulcan adrenaline, but I personally feel getting stunned is the most annoying thing ever right now, even with the existence of abominations like EMP Salvo.
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Tbh the fire rate does also mean a potential to get crits much sooner iirc? Do correct me if I'm wrong here. And then imagine a double or even a triple crit in a row, that is devestating.
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Tbh interesting, but stunning a player is the most OP status effect without a doubt in many game modes, I'll follow up the post and see the ideas sent here. I do fear this will become another 'Ultra container only' item so that's not something anyone would like either.
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I've said this before and will say this again, sometimes we may have to just deal with facing protections, we as players need to have an understanding of how we fair against such a horrifying team. Also when we play with items that may give status effects, we have to know how to face against players who have immunities. It's a learning curve everyone faces. If people just end up leaving games because 4/8 people have modules/immunities etc, personally just give up the whole game, there may be times where you have worse scenarios, or even times where sometimes no enemy has protections or immunities against you. The playerbase may be small, but vast enough to contain variety at times. On a sidenote, I havent played many games, but from the few I have, I have only seen 1 or so Vulcan modules against me when I've used it, kinda surprised because a lot of people used it before, similar with smoky and hammer. But ofcourse it's normal to see more gauss modules because of the abomination of augment it has and even moreso of railgun augments. I faced 2 booster LCR XP players yesterday, in no way was I gonna not have my natural 50% vs them.
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Modules were always broken from the start, at times we have major gens playing vs legends who have 50% and defender, its nothing that can be fixed, it has been done, to change and alter this, would be to vastly effect how the gameplay is. As others may know, I stick to Mine, Railgun and Gauss prots, I do not use others for personal reasons. So even if modules were removed, I know i can play against many turrets i.e Magnum/Thunder/Vulcan/Melees etc. That is my way of compensating, and abusing the common annoying combos i.e railgun LCR/Scout and Gauss EMP, note, I do not use EMP immunity, 50% is enough to face one for me.
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