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Everything posted by Akame
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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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What Map? What mode? What are you capping? A flag in CTF or a flag in ASL? Are there enemies? If not, why not? Are you going up ramps with maximum speed? Mines placed? Do you have 9999+ ping? Do you have overdrive? If so, is there a shortcut to where you are going? Too many unknowns, hard to say, pretty sure if it was desert CTF, wasp does have the highest top speed iirc. The question does need a lil more information tbh ;) But let's say Desert CTF, no enemies, no mines, here's the result :TOKekw: Meanwhile, topic named best hull, and poll just asks about capping flags and no other modes, clearly because a best hull only exists in mode where flags exist. ? Disappointed at the creativity, at this rate cosmic, you might as well have named the topic 'LEGAL HACKS' or ''FLYING CHEAT'.
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Sorry to have to partly disappoint you, but for this one, Upgrades have an effect of the damage, so does DD, Crisis (max damage)/Booster, along with adrenaline augment. As you see, mk7-20 is required to hit a 3000 damage direct hit, splash radius is 10m, fairly small, but still nice enough. Can casually solo 8k GS JGR's tho. The AP and Freeze effect also exists, for 5s and 4s respectively, would be decent in SGE/CP or highly crowded games, although shooting it efficiently at a point that deals the most damage would be slightly difficult. Drawbacks; Against DA, Defender drone and Titan Dome, does less damage. However, it does ignore turret modules (except for special modules i.e spectrum 25% etc.)
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valid Nerf the starfing ability of hovering hulls
Akame replied to mjmj5558 in Ideas and Suggestions
Not even a day, 1 game, or even 2 MM games it will take to get used to the movement, provided that you have played some other games that include 'fps' type motion. The controls to strafe on mouse are as simple as it gets since u just use the A/D keys for a right hand mouse player. The one issue that may arise is the needing of new binds, since using 12345 with WASD is hideous, although some can manage these binds, but I personally use different binds: Sure, I have a pretty pricey mouse, but I have still got a few more keys left that I could use, i.e E, R, Z, X, C, it's all about customising to fit what suits you. My binds are relative for what I use on COD, Fortnite and other games, so it is essentially 'home' to me. Ever since Ares had been released, I have been using mouse controls for even tracked hulls too, it's a strongly recommended control for those who can use it. Examples of peek shots people mention, from yours truly: Now what is in these files can also be done by any ranged turret that has a reload time or even charge up time to minimize exposure so efficiently. Being on the receiving end of these usually unpredictable shots isn't fun. Yes people may get used to it, but especially with this small hull, peeking is so easy with strafing with the normal current velocity. -
valid Nerf the starfing ability of hovering hulls
Akame replied to mjmj5558 in Ideas and Suggestions
Actually, hovering hulls, at least with mouse controls, is VERY easy to control. I have done so myself, also recommended it to others who can. To add, it would be like having 2 engine mechanisms, 1 for forward and reverse, 1 for left/right strafing (which would have the reduced, nerfed speed. However, since keyboard only controls do exist, that cannot operate as a 2 engine form since it turns hull and operates like a basic tank. Ideally, Keyboard controls should be changed for hovering hulls, where forward and reverse are up down respectively, and you can strafe using left and right, also the 'z' and 'x' would turn ur tank like how a mouse does, and 'c' (centre turret) can be the 'right click' of mouse controls, i.e hold the turret. It is imperative that both types of controls become unified for such a 2 engine application to nerf strafing. I haven't fully checked strafing velocity's but as an experienced hovering tank player, I can agree that strafing is very very very amazing. Especially advantageous for weapons which have reload times i.e Railgun, Thunder, Shaft. -
Yeah, I do agree that turrets should either self inflict status when such occasion arises. I.e hammer AP rico AP, emp salvo, crus OD. Or they should be consistent and not self inflict status effects. So far, the only one that does make you get a self inflicted status is dragonbreath. Remove this, or make all others which can legally self inflict a status, actually self inflict statuses or rework them. Below, dragonbreath augment self inflicting burn status.
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Tanki: Fixed the bug with Crusader overdrive's shell flying through a target without dealing damage (including point blank shots) Also Tanki: ? ?
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I found out why the damage was as so. Drumroll please, Adrenaline also effects damage. Also please don't use 4.05, it is 4.2 (4x1.05), drone passives are calculated at the end as a multiplier. Here I work backwards, removed the drone multiplier, and divided by 3k impact damage; As you see, booster 4 is there, and adrenaline vulcan gave me a 22.5% (3sf) Damage Buff, which is the conclusion. As for whether it is intended that it allows adrenaline to work with it, unsure, it may be a small buff since adrenaline is an overall bonus. Sidenote; when I look back at the gif, the 22.5% bonus seems like a issue with the damage algorithm, since i just took a static damage but vulcan damage also kept increasing a bit
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Tested it with titan dome, the damage is certainly reduced by it, the wiki is just not updated with it, i dont remember how much damage reduction the dome applies but it certainly reduces it a fair amount.
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Well I need to do more investigation, but as far as I know, the damage of the icicle for a direct hit is 3000 when it is mk7-20, using booster, we multiply this by 4 and a 1.05 due to the max drones passive boost, we get 3000x4x1.05 = 12600 damage, my speculation for that 13308 damage counter is it took 1 vulcan hit and added it up together, my vulcan had the adrenaline augment, but yes I believe the highest one can legally hit with booster against a non-drone player is 12600, I will test this more when I get time too. As for DD effecting it, since players can use DA, the damage does get halved: So ideall you want to have DD on whenever using the ability. The damage seems to ignore modules, but is reduced by spectrum modules, I do need to gather more proof on it, but as far as I speculate, this is the case. Defender drone and titan dome will help reduce damage too.
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The revamped OD is still decent, needs a bit of skill against fast hulls in longer ranges so best used in medium ranged. Booster and Crisis (Maximum Damage Mode) do help give extra damage. It is imperative to have double damage when using the OD, or have a team with you to help finish the enemy off otherwise. The rework on the OD made the projectile slower, so it is possible to dodge it, so far encountered only 1 time (where after they said they fixed shooting through tanks) that it went through and didn't damage the tank. AP duration and Freezing Effect seems decent, radius does feel small however hard to say whether it will be an issue until the hull is available to the general public.
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This may not be a major issue, but for some, it is a bit annoying to have to use a workaround method to create a parkour battle with golds. Unsure if it has been said before, if it has been, I apologise. The Bug: The temporary solution: This is only an issue for those who do not use the default options for parkour. But for anyone who wants to make parkours without overdrives or a certain setting and wants golds on, they have to change it with the standard option then change it to parkour and not change it after to have golds on with their specified options.
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I'm currently waiting for all episodes to be done, so i can watch it all together in a night or two
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What Is Your Opinion About the Current State of Tanki Online?
Akame replied to Maf in Game Discussion
Tbh, rn, as with the challenges, as long as you complete your dailies for the day, it doesn't matter if you lose or win for many players, people just aim to get 3000 stars in the end, and completing dailies is a way to get the BP done as a collateral. Players will be players, campers will be campers, you can not simply change peoples play styles. Until a player has a certain event mission i.e to win games, many players don't really care much. It's the experience most people play for, if they can get enough exp, maybe rank quicker, a win or a loss means nothing. People want to rank, earn crystals, complete BP, and upgrade on sales. Unless a ranked system comes in this game, seeing a full game where people are actually trying to win, or know how to play, is very slim. -
Please give a bit more information. Although I assume you are speaking about Pro battles. If augments are on and supplies are off, a magnum with the 'mortar' augment to lay mines. Similarly, if supplies are off and overdrives are on, using Dictator's Overdrive can also lay a mine for you and ally players that benefit from it.
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Yup, every maxed crisis is enjoying a 40+70% boost, which could use some adjustment for sure since it totals to 210% speed compared to a normal player with SB having 140% speed. At the place above, I tested a 1 way drive with wasp mk7-20. No boost took 22s roughly. Normal SB took 16s roughly. With Max Speed, took 11s roughly. I did the same with Mammoth mk7-20. Without any speed boost, the Mammoth took 42s for a 1 way drive. Normal SB took 30s roughly. With Max Speed, took 18s roughly. Some may see that the speed bonus is a given due to not having any damage or defensive buffs, but the speed buff may be a bit too high.
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I do not need to prove how I play in MM in a 1v1 to an ignorant player, those who have seen me play with a proper full combo from my garage, know what's in store for them in that MM game, hence getting targeted by most of them early. As for me 'multing' in that game, I was the one that was handling the 50% module and defender enemy hopper, yes he also had 50% vs you too, but since you're afraid of hoppers, I did the dirty work of making him suffer. ? All you do is complain about many items ingame. But hypocritically still play it. And right now, you're just salty that I have Crusader, don't worry, you can buy it after the festivities :TOKekw: .
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Being a useless mult? I was testing the mad tanks live testing limitations for a player who doesn't use drones and may not have sufficiently strong modules, stop being a fool. Also MM consists of 16v16's currently, can you please stop clowning yourself whilst beggin a 1v1. As for that game where I 'multed', I AP'd their defender hopper twice stopping him from stealing our flag twice, along with AP'ing other enemies, last time I checked, you still complain about hoppers ? ?. You think you're so good, when you had a combo that is pretty much dominative, burning enemy tanks, keeping space down forever, son, that's not special.
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I recall the flags on the bottom right on flash, flashing when they were taken, this doesn't happen on HTML. For me, this flashing icon was very helpful in the past, would be nice if the flag icon at the top could flash when it is taken. Since the notification of an enemy taking a flag can go away, I don't want to keep turning around to see if it's taken.
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Let's all remember, we were not forced to play, players made their own choice to play for these missions, and Tanki did not have to make these missions. Consider it a collateral freebie for a lottery ticket, I saw a friend get XT crusader from 1 of the 6 ultras he grinded. Now of course, not everyone will get this lucky. Also strolled thru tanki discord image channel, seems a few others got lucky and got crusader itself too, although not many may have wanted it, it is what it is.
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My bad, let me break it down, stock SB is 40%, crisis adds a 70% bonus on top of this, making it 210%, changing crisis speed bonus to 40% from 70% would make an overall 180% speed. So it's not over double speed anymore, and it's just a small portion faster than normal SB, since taking/using an SB with max crisis, essentially makes that a 110% bonus currently, so we change it into a 80% overall bonus, maybe hoppers can't escape that quickly this way with a 30% lower top speed? Current Crisis Bonuses: We establish that the bonus armor is exactly the same bonus as defender drone maxed, but the crisis can't have additional speed/damage with that mode. For damage, it performs cumulatively better if you survive longer than 12 seconds than a booster player if you both use DD at the same time. Or if you face a booster who has used up their bonus time. And for speed, it is very very fast. 210%, a tank that has more than double the top speed of it's hull. I.e a Mammoth mk7-20, top speed of 6, with max crisis on max speed, it's top speed becomes 12.6. That is higher than wasp with no SB (12). It is partly slower than Viking with a normal Speed Boost (13.3). It is the same speed as Hunter with a normal Speed Boost. It is faster than Dictator/Crusader with a normal Speed Boost (11.9). And finally needless to say, It is pretty exceptionally faster than all heavy hulls with a normal speed boost. And here we are talking about max speed mode on the hull with the lowest top speed in the game, now we can obviously imagine medium and even light hulls, the speed is crazy, the highest top speed being wasp, 25.2 .
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Tbh the introduction of AP augments and AP immunity, well AP immunity in itself, totally renders Hornet to become just a tank with a drone and modules and augments. I feel this kinda ruined it for some Hornet players. Although at least I haven't seen games with the majority using AP immunity. If that ever happened, the game may have just taken a turn in the wrong direction. But yeah, I remember before these changes, Booster Mag/Rail/RFM Shaft on Hornet were so popular, and pretty much godly violating that old 'spawn protection', but now that spawn protection is an immunity that works as it should, these have become less of an issue. Many players still don't know how to effectively use their Hornet Scout Radar Overdrive, can't blame them, some don't understand how it works. Meanwhile many use it selfishly against 1 player just for a revenge kill. But Hornets can still sway the way of the battle if used correctly, because AP is a deadly status to be on for almost any player except those who dont have module nor armor on.
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The last time u flexed an image with me ingame, was me using no modules and no drones, as you see, 8200 GS, to test the new x2 hp mad tanks update, whilst remember what you were using? Incendiar bands, Heat immunity saboteur on hunter, on x2 hp mad tanks, who are you kidding ?? You really thing you are good, please avoid humouring us; Maybe I should have not been a team player and just taken this OD? Allow your waffle. Even I don't have the audacity to say I'm better than a player who doesn't use drones and no modules, must be normal for you I guess?
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You may be able to sneak early flags if the team doesn't have a designated defence, but after 1 flag, which currently may be a deciding factor in win or lose, getting a 2nd one, past a team which understands, is virtually impossible if they play well. If you manage to keep getting flags, I'm going to be honest here, the enemy clearly has nothing good enough to face you with, or just is playing in a bad manner. Just remember, 2k hp, now many railgun players exist, a couple shafts, so many annoying autocanon/cryo smokies, thunder, magnums, etc and Mines also exist. If an enemy can't even damage you with their ranged players, I just don't know what I can say for the playerbase. Aside from that, It is generally difficult to play proactively with crisis on mobile, I have tried it, it isn't the best for CTF/RGB, I would stick to a defender drone instead.
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Yeah, hopper has a sweet spot, with also having Stun, which is annoying to face, which is why I personally use stun immunity in those games to deal with hoppers, but many players do not have this. But again, the issues in this game mainly boil down on combinations made available to us, making it hard to balance the issue at hand. But for certain, I believe they can reduce crisis' speed bonus from 70 to 40, I would like to see how it fairs with 30% less speed. Since changing the mechanics for hovering hulls isn't easy, since there are 2 distinct modes for driving, the html mouse, which has strafing, and the 'ZXC' which doesn't have strafing.
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