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Akame

Tanker
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Everything posted by Akame

  1. Akame

    Catch the Snowman

    Would've been nice if we were also rewarded a paint, but it is what it is. Meanwhile, JGR OD, vs Crus OD. ?
  2. Akame

    Catch the Snowman

    From what I know, snowmans appear in the festive DM mode, just try cycle through them, that's what I did. But do not forget, you still have to kill 5 jgr's in TJR I believe for todays other special mission.
  3. Akame

    Crusader: The New Meta?

    Yeah, with how things are right now, I's stick to using Crusader in mainly TDM/CP/SGE, the odd TJR if you use booster with it too. The projectile can be dodged by quick hulls so you gotta be smart with it. Main use for crus OD realisitcally is to hit a Dome'd area to AP a few targets and finish those you can off. I did try run tests, seems Titan or Hunter OD activation doesn't disable the icicle, although it's very hard to test or do, so it could be false. Avoid wasting shots on targets who have AP immunity, that is the most important part, AP is more important than it's freezing effect. If however 'freeze' reduced turrets firing rate, then it would be nice to use, but it only would effect hull speed and turret rotation.
  4. Akame

    Catch the Snowman

    Well this is just status immunity, which honestly means that you can use a variety of stuff and even booster easily to deplete 20k hp what not. Most don't even fight back they just sit there and try to parkour, they are not even hard to kill except for the ones that camp on armor and target you.
  5. Akame

    Complaint Book

    Well, the first step should be Tanki fixing up roof textures, I hate to snipe at what I see as a shot like what you have, but it would hit an invisible box roof texture. Most annoying for any sniper. Roof textures being fixed will also mean that they cannot remain static on occasion and will slide off unless they hold a direction.
  6. Akame

    Crusader: The New Meta?

    Stats are very important, me and a couple others always look at things more statistically, theorise and apply it practically, tbh it's the only real thing keeping me intrigued in the end. Wiki has the most information, then it's all about applying it with different combo's and game knowledge.
  7. Akame

    Catch the Snowman

    The dude who camped on max armor, I sent him an OD, and he 'lagged out'. ? Disclaimer; the above is sped up, that is not how quick crusader moves.
  8. Akame

    Catch the Snowman

    1 started holding maximum armor because i killed him like 3 times within 3mins
  9. Akame

    Catch the Snowman

    Don't open if you were Event_Snowman_153, I kinda sent him to oblivion, he came back mad targeting me ?
  10. Akame

    Catch the Snowman

    I expected the 'godmode' or 50% universal module atleast....this was dull Oh btw this didn't count for the mission, so I had to play again -_-
  11. Akame

    Catch the Snowman

    Ready since time: Flashback to bday: ?
  12. Akame

    Crusader: The New Meta?

    Amazing article, well detailed and explained. Don't think I can add much to it tbh, it's all pretty much there. So far the highest damage counter I have obtained from Crus OD; although I believe it to not be a sole Crusader counter as I shall explain below; 13897: Gif of the moment: Some more info; from what I figured, the game seemed to have added a vulcan damage counter to the OD, as you see, two 257 counters are there and conveniently it adds to a number that ends in a 7. I was using Vulcan adrenaline (Medium-range turret's damage: +0-33% ) along with booster. Applied the reverse calculation, 4.33, 4 for booster, and .33 for adrenaline, sounds pretty close since I was almost dead. As you can see, I took away the 257, because if I didn't, adrenaline's buff came to 41% which is impossible for vulcan. Now if I assume for an exact calculation of my Max damage with my current combo: Since Tanki likes to truncate damage counters, this would come to 13639 damage at most with this combo. Now my damage counter was 13897, if I take away 257, I get 13640. So hold up, for the perfectionists, where is that '1' damage. Well, my explanation is, that the vulcan 257 damage, may have actually been equal to or greater than 257.5 and less than 258, since remember, Tanki truncates damage. Now we take 257.5+13639.5, which equates to 13897, which matches the counter, also we have the potential of the upper bound being 258 (well just less than but let's approximate) + 13639.5, which comes to 13897.5, which when truncated also matches the damage counter I hit. So, yes the damage counter has mixed 1 vulcan counter. Now to calculate the actual max damage 1 may deal with Crusader Booster, we must use a melee adrenaline, let's take isida as a basic example. (Melee turret's damage: +0-39% ) Leaving the maximum legal value of a crusader OD shot with an assumption of a maximum adrenaline boost with isida will come to 13828 damage. Be the first to hit such damage in Matchmaking games. Do note, Juggernauts take full damage and have no passive defences, BUT a titans dome will reduce damage, so do not use the Crus OD then. Also spectrum modules will reduce damage, so also take that into account. That is all for now, see you on the battlefield.
  13. Little did he know what was in store for him:
  14. Back to the topic; 3 hulls can currently strafe, using mouse controls, or with mobile I believe too. I have not tested, but the speed seems to be uniform in all 360 degree directions. What is being suggested is that strafing, the ability to slide left or right, the speed for this ability be reduced. What I suggested was 2 engines, let me elaborate. My assumption of current Mouse controls movement: I am suggesting that with 2 seperate engines, one for forward/reverse and the other for left/right strafing, we can maintain that top speed for forward/reverse and reduce the strafing speed, for this example by 5, although this may yield in different speed/distances covered: As you can see, it's like a vector movement than being uniform. The main issue here that could be exploited is the using both movements, you could increase your actual speed which may become OP. the strafing velocity may be adjusted to minimize the vector sum. If this isn't easy enough to understand, do let me know, I will try better to explain.
  15. Tbh, anything extra in the game would be a major overkill, it's already crazy as is. If anything, maybe new hulls and new turrets and new turret/hull augs, but anything extra, is not needed.
  16. Crusader and dictator have the freeze status for their OD though. Whilst hunter and hopper stun. Hunter the only one that does an EMP. Crusader and Hornet can deal AP, although different duration and ranges. Hopper can deal a burning status. 3 of 5 of the statuses can be inflicted by 2 hulls whilst the remaining 2 by 1 hull only. Maybe the next hull will do an EMP and an AoE burn?
  17. The game can never be balanced, and each mode has it's own meta mainly, you have titan defenders for sge often, most of these with smoky autocanon or vulcan, then ctf/rgb/asl attack you have hoppers with defenders or crisis, TJR you have Vikings with hammer/rico/thunder and so on. Along with a common combo 'XP' in every mode. Meta's are not easy to get rid off, especially when overdrives and different modes exist. Soon who knows, Crusader Booster adrenaline may outdo viking OD for TJR. Meta's may only change after game updates the items and tweaks values still, can't just say, instead I would suggest, make a suggestion to rework some hulls/augments etc.
  18. We're comparing mk1 with mk7, and the only legal place that can be done is in high ish ranks, so let's not discuss of ranks that cannot obtain mk7 vulcan (not mk6 maxed either), although this is interesting but I prefer Adr > IB for Vulcan anyday.
  19. Akame

    Most Annoying Combos in Tanki Today

    It's okay, I know him ?
  20. Enemy had 3 hoppers, 2 of which defender drone and the other crisis like me. Other enemies included booster hammer viking, isida viking, a freeze viking and some others. Was a tough game, I mainly stuck in defence except when the flag got away to return, a viking teammate was able to pull a flag. Thanks to my team and also my AP augment, enemy hopper defenders drowned often, but we could have lost 5-0, but the team worked well, a hard earned win. Enemy team My team: Probably the only game in a while that has felt satisfying the past month I guess.
  21. Akame

    AP Turret augments: Ranked

    To add, AP augments main use is to help mainly fight off insane maxed protection modules, titan's domes reduction and mainly defender drone players. Everyone knows, it is insanely infuriating to fight defender drone players, it's like facing a mini-Godmode_ON. If they don't have AP immunity, your team will scrub off this defender drone player like Flash removing stains off a table if someone inflicts AP status on them. Let's take the game mode that armor type effects are very important in, which is SGE. Titans are common here, along with defender drone players. Railgun AP being a top tier AP augment, just get a shot in, 7s that player is vulnerable to A LOT of damage now. If your team cant finish the player off in that time frame, the team clearly isn't working well together. I have been on the receiving end and giving end of a Railgun AP, it is the most annoying thing even with the 33% damage reduction, because the damage reduction from one player doesnt matter, if the whole team can do more damage to you as a defender player who has just been Armor pierced. If you wanted to, with railgun AP, you could pair it with booster, the shot after you apply an AP, will deal between 2240 damage and 4480 damage, which can be approximated with a normal distribution to give 3360 damage, although there isn't much of a need to go for this effort. But let us not forget, when in team games, AP users are not meant to be on top of the leaderboard for kills, AP augments are meant to assist teams to kill players so you don't waste time trying to finish someone you just AP'd. The best way an AP augment is used is on a new player everytime, provided the team can finish the player you AP'd, making it so you use all you abilities to the limit. If you are first whilst using AP augments, you either have a team which is in the wrong places at the wrong time, is unable to deal sufficient damage, or you probably have done more objective work than your allies i.e capping flags/points etc. Also to add, I would avoid using AP augments with hornet, because on the off chance you are matched against a few players who have AP immunity, i.e the latest being Viking AP immunity thanks to the prior BP, it will not end well.
  22. Akame

    AP Turret augments: Ranked

    well, the limitation of being on ur last clip is a bad one, like say enemies have swarmed your base and you just spawn, you won't be able to hit an AP till your last shot, if people know your augment, they won't stay grouped for you. Up to date, i've never seen any actual Hammer AP in game since the actual week of the release of the augments.
  23. Akame

    AP Turret augments: Ranked

    Yes it can, although you may want some elevation, or levitation, using a low hull may not hit over some tanks if the case. Cropped frame of the triple AP:
  24. Akame

    AP Turret augments: Ranked

    Like you said, if you can get it to directly hit 2 targets at the same time, maybe, maybe if that was possible, they would both be AP'd, but this is much harder to do and personally have never seen it happen. But if you consider this to be 'one of the 3 turrets that deal multiple AP', then the same can also be said about Magnum. I have once hit 2 targets with the magnums projectile once which AP'd both targets, also a friend has also reported similar towards themselves. As for my personal rankings, I'll have to make 2 sets, 1 for solo play, and 1 for teamplay. I will not explain my personal rankings though; Teamplay AP Augment rankings: 1. Railgun 2. Freeze 3. Shaft 4. Smoky 5. Magnum 6. Gauss 7. Ricochet 8. Hammer 9. Striker Solo AP Augment rankings: 1. Smoky 2. Shaft 3. Ricochet 4. Magnum 5. Railgun 6. Gauss 7. Hammer 8. Striker 9. Freeze As for a symbiotic Viking OD relationship; everyone knows Railgun AP pairs magnificently with it. Magnum AP is also one that can work with it, but much harder to use. Ricochet can work with it too provided you get a first bounce touch and then direct hit. Freeze AP can be used with viking, but i wouldn't recommend it. On the whole, the most annoying AP, has to be Railgun, but the one that requires the most skill, is undoubtedly Ricochet. Although my personal favourite from all AP augments is certainly Shaft AP (paired with crisis and hopper).
  25. I'm not one to abuse baby ranks; But I will abuse Juggernauts (and let these baby ranks kill me asap so i can keep killing juggernauts because that is the only fun thing rather than being juggernaut);
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