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Posts
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Everything posted by Akame
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General life in tanki, not really possible when mad tanks was around. Aside from the first AP shot, the rest were Kill confirmed thanks to 'stock shaft' damage on crisis, but like, a tank in the open, ranged enemies. Hello enemies, anyone home??? The vid is unlisted, not trying to get views, but it's generally the only way I can send a longer vid than a bunch of gifs. So when people see this, tell me you want x2 HP to return, you know you want it back ?
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Found some extra nostalgic things for me:
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Ignore my luck with the HP bar
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That's a side effect of this update, the update initially made ur hulls feel powerful, and turrets feel weak, now that it's been reverted, it's only natural to feel the opposite.
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I ain't gonna paste all the data here, but if anyone needs the date, there is some there explaining the defender drone in simply modular terms.
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You should go ask players on the Tanki online discord server about how I play, I don't camp, I'm a proactive shaft. Also I denied it being OP from the start with the factual data of its comparisons with other drones, are you not reading ?? Without giving a care to capturing flags or something?: Yes do explain how one gets first in CP games and RGB games by camping, it's not really possible.
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Started from the bottom: Now we here: A few memories: Part of the gang: Some of the staff: I'm grateful to everyone in the discord community, for being a part of the lifetime, making stuff interesting. Everyone there that is active, or has been, deserves a big pat on their backs.
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@wolverine848 @The_Pakistani Let me break this down now. A player with a maxed defender drone player technically is easier to kill than a player who has a 50% module and armor, as shown above 305 armor vs a respective 410 (400 without drone). A further breakdown. Let us just convert defender into a module based definition. A maxed defender player (ignoring all passive bonuses for simplicity) is essentially a player using Double Armor AND a Spectrum Delta* Module (33.3 recurring% Module against ALL items), and for the 3 50% modules it does equip, it becomes a case of a player with Double Armor AND a 66.6 recurring % module for those 3 modules. * Delta module does not exist in reality, just a random name i assigned to it now. If there is any confusion, or further calculation wanted, give me a shout, number munching is more fun than playing.
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Firstly, only a fool would believe a profiles KD translates to ingame ability, especially because Parkour also has an impact to KD (I used to chill in parkour, no kills, over 10000's of deaths generated, fire w/h games in the past generalize to a KD of 1), stop kidding yourself. Let's also include the fact that with Crisis' 2 modes, the player doesn't have armor on at all, like I said, 2K HP, easy to kill. You proved yourself yet wrong. Also played many old pro battles which have no supplies, just micro-upgrades etc, generalising KD again if you play: Secondly, yes crisis is disadvantaged, uses more supplies than any other drone for a decent effect, but not efficient. BUT it is FUN to USE, hence why I use it, I ain't complaining that it needs a buff, I'm explaining that other drones are much stronger, efficient, and highly more problematic to face than a crisis. Of course a mid rank player or low rank player will find any usage of a drone OP, IT IS an END GAME item ideally. Thirdly I already have used every turret, I don't need to prove anyone that, those who know me, know. Fourthly, you said you are trying to discuss about low ranks and new player games, BUT tell me, did you, ever, at ANY TIME, mention that? NO. I shall stick to END GAME CONTENT, because that's all that matters to me right now. Also NO ONE has mentioned games within lower ranks. What I say, is all generated not from myth, but personal experience. Yes, I have a maxed account, BUT THAT IS THE ENDGAME. So I WILL SPEAK of the ENDGAME CONTENT. Now if people want to talk of mid ranks and lower ranks, by all means do, but do mention it. :)) Now please don't run amock topic again. This thread is for Hopper discussions. Please bring all experience to the table, within a variety of ranks, with explanations, images, and whatever you can to back the chat.
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Ill do a pure calculation, if u just let me know what drone u faced, etc, and ill give a full statistical measure, but after work.
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Defender drone is essentially 300% armor, lets assume it to be 67% damage reduction with no module and no passive. Now a normal tank that has 50% module and DA, is 200% armor, 50% damage reduction, and 50% module applies another 50% reduction overall, meaning 25% damage, ignoring drone passives for now, you do more damage to a defender player (33% vs 25%, 8.3% more damage) that has no module on, than a player who has 50% and double armor. It does get more sticky when the defender has a module too, essentially 16.7% damage you deal, all these damage % assuming you use no double damage for now. I'll do a full calculation after work including drone passives, but this is more or less the details overall. I'll add an example for now, let's take Hornet; 2000 hp, with defender becomes 6000 hp theoretically, whilst instead if it didnt have defender, just armor and 50% module, it becomes 8000 HP theoretically, maybe easier to understand this way for now. But give a hornet defender a 50% module, you can say it's worth 12000 HP. (again excluding drone passives for simplicity)
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From the looks of it, there is a small portion of players who preferred the testing. I couldn't personally care less about whether it stays or not, but I can say for a fact, I feel more OP right now than with x2 HP, maybe because I've been maining shaft for a while, which did essentially get shafted in x2 hp, being unable to casually snipe medium-light tanks that had armor.
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I have played with many combinations, I KNOW what is OP in actual games, and I have faced many combinations too. Have you done these two together? I think not. So please, stop the cap. 1 hopper shouldn't be able to do much alone if the team opposing it has a brain to understand the limits. 2 maybe is hard to face, and more ofc, it brings an imbalance. But clearly, you talk a lot for a player who hasn't seemed to reach the endgame yet, either real drone (defender/booster) 9999 GS players havent annoyed you yet, or you hardly play enough game modes to know whats really good. I even posted a screenshot where I wasn't hopper and faced 2 hoppers, what you tryna tell me about hopper being OP, I CAN FIGHT HOPPERS with/without Hopper. It depends on understanding the limits along with having a team that also understands, the second part may be virtually impossible considering players don't want to learn and just want everything nerfed. I would like to refer you back to the tabulated graph which shows Crisis in a 1v1 to death situations LOSES to all those mentioned drones. Don't @ for clout now. If you're just sad that a crisis keeps running from you, that's not my fault, use a ranged item instead, smoky plays good for flanking, thunder can be good too, and I'd suggest maybe try shaft. You also didn't seem to see the rugby travel with crisis, the team flanked me well and destroyed me, they played it smart with the twins holding defense. It takes brain less brawn to beat a hopper. Do re visit the following replies before you message back, 1st one is about crisis making it's way, meanwhile enemy being flanked, do you keep armor, do you speed and take a hit, against a team it's not crazy, 2nd about the actual stats of drones: Cleaned up the list for you, I definitely agree with that useless burning damage needing to be removed. Stun duration is the same as Hunter's Iirc so ideally changing the radius seems good enough, charging mechanism could certainly use change, it's partly glitchy at times, long ago I noticed an instant OD after using one, was confused on how, could just be the game itself, I have no clue..
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Oh yes i've faced similar once, that map is chaos, especially due to how open it is, AND not 1, but 2 nuclear boxes, plus hoppers OD retention is a bit crazy, could use a nerf.
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Ah yes, the lovely anime, I should rewatch it soon, not enough animes that are blunt about reality being harsh, a bit like tanki's imbalance situation due to players wanting more content
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Since someone bought up mobile. I don't recall much, but how is hoppers movement on it? Does it strafe? Etc
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? ?unfortunately on max reacts
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Meanwhile posted a game where I didn't use hopper, also posted factual data about drones, what did you do, just complain? Are you really that bad at fighting hoppers? Improve maybe? At least involve something about hopper here in this thread like I have. Yes do enlighten me with pics against hopper, I mean, you clearly are a hypocrite, saying you can beat the crisis hopper, next minute calling it a flying cheat, make your mind up. Back your chat, like I have mine. I guess the following would also be considered a flying cheat for you:
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Well we still have many players that don't turn turret. That's reducing overall efficiency, many play with sounds off, can't hear surroundings, OD activations, that's also reducing player experience. The radar on HTML, useful on some occasions, remains unused by majority of the playerbase. Status effects on HTML too, many players don't know AP/EMP/Stun/Spawn Immunity symbols. It's the understanding of the game, awareness of surroundings, etc. Also with players wasting overdrives, happens often, take siege for example, 2 ally titans have a dome ready, 1 places it, the other places immediately after, a whole wasted overdrive can change the flow of game a lot. Or even a Titan placing a dome knowing an enemy hunter will deactivate it, or maybe not even knowing enemy has OD, again, it happens even in legend ranks, it's the lack of knowledge mainly...or even just hasty and rash decisions. If we go back onto the Hopper topic here. As with Hopper, there are 2 types of motions, the keyboard, and the html mouse, one can't strafe, it's easier to fight against the keyboard ones. When it comes to facing html mouse hoppers, players need to understand how they fight, when they may strafe and try peek shots, etc. The html mouse hopper does have a weakness, which i shall not disclose for now.
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@RIDDLER_8 , because i don't want to repost the media, well with the experiment gone, quickscopes are obv back in town, and im kicking off;
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You sir, really are the circus of the forum, from what everyone else has told me. Meanwhile, NOT playing as hopper, against 2 hoppers: For ingame shots: @cosmic666 Do say I used hopper there ?, oh wait will you say crisis OP ? PS. the screenshot you have, is me playing with an under average combo, you can embarrass yourself and post it if you want, it was obvious that I didn't really play there unlike you with your IB Heat Imm Vulc Hunter, do show
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For anyone who wants to understand Crisis: Yes Crisis can keep switching modes, but you see, it'll always be at a real disadvantage.
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I said that because you clearly are ignorant of the crisis drawbacks and usage, all you see is positives of the drone, but nothing else, sure, your ignorance in that sense is bliss for me. Like, have you ever actually used this drone, off the test server? I highly doubt it, hence why you wouldn't even know how it actually fairs in a real MM game. This combo with shaft is lovely, if you see me in game, in the other side, I will be sure to give you a taste of an actual crisis to test whether you and your team are smart enough to counter a drone that has plenty of setbacks compared to a few drones. I can assure you, Gauss Hoppers are nothing like how I am in game, you can call it disgusting, but it takes real effort in high end games against good players. But yes of course we should stop the convo here, I mean, this thread isn't called 'Let's discuss Crisis' ?, if it was, i'd have also shown you Isida Mammoth Crisis :)) P.S. If you really think Crisis is OP, maybe just the speed bonus on maximum speed is a bit overboard, but acknowledging that it cannot have any damage or armor boost, it's a balanced stat change. We could go into detail with how Hyperion, Camper, Defender and Booster are more superior.
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I personally think hunter's OD is fine with it's delay, yes it gets shafted by giving away the action, and by a hopper. But it lets you move into a dome with that 1 second, or premeditate a stun of someone jumping in etc. Learning the timing, thinking ahead and also knowing whether a titan or wasp or hunter or hopper or viking or ares will have their OD's, it will yield results if used wisely for the team rather than selfishly. Considering how many Hull OD's it can counter, it's pretty balanced tbh. Having a good OD retention may be needed for Hunter though.
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Maybe if the team is dumb then you can just run, you forget the map is large, allies and enemies can move to places and flank. You over-estimate crisis, yes it's fun, but against a good team, it's nothing special. At the end of the day, it's a 2K HP Hull, yes it was too strong during mad tanks, 4k hp was a breeze, but 2k damage, is lightwork.
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