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Akame

Tanker
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Everything posted by Akame

  1. Akame

    Let's Discuss Hopper!

    You being blind for real, I guess you haven't fought real players clearly. HoPpEr CrIsIs is oP, meanwhile fighting EMP Gauss on a defender ?. 3mins left on that game: How it ended: If you want to call Hopper Crisis OP, you can maybe now, because I KNOW how to USE IT. I'm not your mediocre player. A mediocre Crisis Hopper would have lost in face of that EMP since most of them use cold immunity, hardly any hopper, maybe 1 till date i've seen use EMP immunity. I played it smarter, went for the unprotected capture points, and yes me and my team took over, not because Crisis is OP, they way I used it, optimized. I probably used OD only twice there, don't chat about flying out, it's a CP game. Think Smart, Play Smarter. Crisis has many drawbacks, not that you would know ?. Ignorance is bliss.
  2. Akame

    Mad Tanks!

    Well, we can agree that its much harder to play on phone for most modes, except for a TDM at least. Just feels unfair that mobile players have to deal with fully optimized PC players.
  3. Akame

    Mad Tanks!

    @Tokamak @The_Pakistani How many mobile players are there? I wonder if mobile can get it's own matchmaking rather than cross platform.
  4. Akame

    Let's Discuss Hopper!

    I disagree because i have fought them often and they are nothing compared to other players. It's called personal experience. People say everything is OP when they die to it, and then some involve 'flying cheat' ?. It's not about money, it's about thinking ahead and timing. Get over it.
  5. Akame

    Let's Discuss Hopper!

    Then u cant say hopper crisis is op ? if it's generally just beating the people who can't outsmart these mediocre players.
  6. Akame

    Mad Tanks!

    Here's a thought; From the normal HP, increase HP for all hulls by 20% Increase damage of all turrets by 20% Increase speed of all hulls by 10% Change these supply bonus values (and change up the names of supplies, remove double from damage and armor): Repair: Increase by 20% of normal Armor: +100% -> +50% Damage: +100% -> +50% Speed: +40% -> +30% Mine: Increase by 20% of normal Why? To reduce the amount of buff supplies give, base tank feels strong enough, makes micro upgrades feel more worth investing in rather than supplies. As for effects from special drones, to reduce the feeling of being too OP, to change up drone balance a bit, change to the following: Modules are slightly difficult to change up for a balance, but maybe in the future we should get an option to use up to 4 modules, BUT cap ALL of them to 35%, accumulating to 140%, whereas 3 50%'s come to 150%. There is still a severe game imbalance, even with this test and prior, and it seems for now, until we get an actual report from the devs, there's not much about it.
  7. Akame

    Let's Discuss Hopper!

    No, i'm also saying that majority of the community is far worse than mediocre players.
  8. Akame

    Let's Discuss Hopper!

    @2shots2kills the turret he used does matter. Also the way you described the usage of crisis is mediocre. It must be a camping team if the hopper only has to use '4' once until he reaches enemy base to tank. Sir, please adapt, crisis is not hard to fight if you are smart. @TheRealHZFJ and @Tidebreaker can both agree with me, along with others. You talk of a mediocre use with crisis, using 1-5 for supplies imagine ??. Meanwhile hoveing mechanic, yes at times it is glitchy, but driving still needs technique and practice unless you're in a map with a straight like Desert. You also seem to forget that the majority of the playerbase is bad at the gake or has weak equipement, hence making this mediocre player seem good. How about seeing how he fights against a good team? Like an actual good team.
  9. Akame

    Let's Discuss Hopper!

    Im afraid you both miss the point of him having EMP salvo, which is probably the one thing that doesnt require much effort. Also fighting crisis is easier than you think, it's much harder to face a defender hopper.
  10. Akame

    Mad Tanks!

    Yes, I haven't seen a need to change protection at all, even ingames. i feel the rest should have be allowed to face me without facing protection.
  11. Akame

    Let's Discuss Hopper!

    I would just like to remind you. That is a mediocre player. No offence, It is visual that he's using EMP Salvo. And ZXC instead of real mouse controls, please, he hasn't clearly experienced strafing if he's still using that. You sir, are yet to see a deadly player.
  12. Akame

    Mad Tanks!

    My score compared to my allies. the 2nd and 3rd on my team are hoppers, so 3 hoppers on top 3 spots in my team. The ilkinu dude used defender drone on hopper. AP Shaft back in action thanks to x2 HP gone:
  13. Akame

    Mad Tanks!

    Normal HP back, back to slaughter I go. First 3 Battles for today: Couple of in game shots from 1 match: There are more clips, but these should suffice for now. Do tell me now, are people sure they want normal HP, or x2 HP? ? ? Cuz quickscopes are back baby.
  14. Akame

    Complaint Book

    Try bag stun immunity for wasp in this battle pass, you won't have an issue with these hoppers returning your flags. If you don't like wasp. Try get it for the hull you prefer, stun immunity is a big help in many game modes. As for powerful OD's Ares before x2 hp can be considered one, and Hunter is one of the top ones, ability to EMP, stun and disable titan domes/wasp bombs/ares 'bfg' orb. When HP is back to normal, you should be able to fend off these hoppers, if you can't. If you can't, I'm afraid you'll have to grow as a player.
  15. Akame

    Mad Tanks!

    Can we get a poll for this update somewhere? Including the below and additional answers etc.
  16. Akame

    Mad Tanks!

    Someone mentioned flying 'cheats', half of them be glitching in the air. Give it 2 more days, when the live testing is over, I'll show people that they want x2 HP back when i quickscope them.
  17. Akame

    Mad Tanks!

    @Y.H.tanki Hopefully should be over by the 18th.
  18. Akame

    Mad Tanks!

    Still 2 more days left. Conclusion: Disappointed, I expected a tweak a week in with some sort of change. But it seems the game developers have not seen enough information to interpret how the players feel for this event? I personally felt unsatisfied, as time progressed, it became dull and to put it bluntly boring. Simply because what thrills me is death. It can not be fun for me, if there is no risk of me dying so soon. The thrill of being a light hull with 2k HP, knowing that a wrong move can lead to despair. It felt like I played more lazy this time around, also more time spent engaging a single target. It may look like I played a lot, I grinded a bit for the 50k battle exp mission that came, completed it on the 8th of November, that's 4 days into the event. after that, mainly just did missions and helped some friends out with grinding some stars/score. The star count is high, because games were shorter, meant I could get a bit more than usual. But I can say for certain that this live testing felt wasted for at least a week, since it's main issues were already pointed out day 1, but nothing was adjusted and tweaked to see any difference.
  19. Akame

    Good Bye!

    It is very easy to complete BP, now that daily missions and weekly missions give stars, I don't understand the reasoning. Just like Spy has mentioned above, the BP is pretty cheap too, yes some people may not be allowed to buy them, no problem, save up 4 free battle pass tier/level 50 and the 5th one u can buy on completion, that's still pretty good right? All that for just doing all you missions, is amazing. Please do not compare games like Fortnite with Tanki, both have totally different styles and mechanic. The BP there may give u enough VB to buy the next BP. But their Battle pass also lasts for a very long time, compared to 14 days on Tanki. As for the couple of changes in MM, it is only mad tanks live testing, 2 or so more days, and it should (hopefully) be back to how it was. As for copying other games, the Battle Pass is a very common thing in MANY games. Ignoring that, let's also speak rewards. Tanki Current Battle passes have, if I remember correctly (true for atleast the last few): With Free Pass: 2 Static Paints and 1 Turret Augment With Gold Pass: All of the Free Pass with the additions of 1 Static Paint, 1 Animated Paint, 1 Turret Augment, and 1 Hull Augment (the ones that are worth 4990 Tankoins) With the below content. For just 500 Tankoins, you get a great deal of rewards back, for what, simply just doing missions. It's that easy.
  20. Railgun was and sometimes still is a common turret in most games. Before Hornet OD was changed, it was common to see a Booster Railgun with Hornet at times, Falcon did help a lot, and sometimes still does. As for thunder. it is a common turret, and module from mostly the 'OG players' of Tanki, bulldozer/raiden kit that comprised of a solid good emerald paint, the legacy of thunder still remains. Thunder still is a very viable turret otherwise, hence why many still use modules against it. I personally use Spider, Falcon and Owl. Spider because everyone can lay mines, it is more of a nuisance running through saboteur, I'd rather eat more mines. Falcon due to like I said above and also since 'XP/BP' combo's are pretty common at times. Owl because there are a few more EMP Salvo Gauss' running around and I would personally not like to use EMP immunity, I value stun immunity more in many occasions. Since and EMP's main weakness is inability to kill the player, unless they keep striking you with EMP's hence wasting time, I can take cover and just casually heal up with the supply reset. I don't use melee modules at all, this is true especially for when using ranged turrets. As a ranged turret player, it is your responsibility to be aware of your surroundings. Ranged turrets are much more of a threat than melee's by far. I also don't use protection against Magnum or Shaft, simply because they are high damage turrets, I would rather die than have half HP when attacking a team, rushing into a base, especially since a portion of these players use booster drones. I don't bother changing up modules in-game either anymore, I feel everything is generally balanced, or at least towards me they all feel fair. The thing is, the game has 14 turrets, and then we have mines. To bring in 3 modules, you still may have games where some of your modules are doing nothing due to enemy not using those select turrets, and so, are you going to change mid-game, i personally could never be bothered for module changing. The game has a plethora of turret sets, you are not always guaranteed, with up to 8 enemies (let's ignore mad tanks live testing), that may be up to 8 different turrets and maybe they all mine, so thats 9 modules that could be used, and you could still join that game with something none of these 8 are using, it's a gamble. Although many modes may have common turrets, I.e shock freeze in CTF/RGB games, common gauss in Siege, etc. But yeah, everyone has a different idea of what is deadly to them. That is something that only their personal experience will give them. People using thunder module? Maybe they've just been too annoyed by getting hit by a Thunders splash damage, or it could be the only one of the few modules some may have due to some kit sets. IIRC Thunder Kits right now contain the thunder module correct? This also is used to reduce self splash damage. Also with Railgun, many get the 'XP/BP' type kits, and these kits also have only Railgun modules within them.
  21. Akame

    Mad Tanks!

    Well I understand you don't have the assets required, but there are many maxed players using crisis and hopper right now, and they have never bothered to touch shaft (Ignoring Rapid Fire Mode), either they want to stick to easier gameplay, i.e with freeze/emp gauss, because that's how simple they want to be. At least with the current situation, this combo will not be touched by many people. But I'm sure, you may be able to use it with other drones, the major defender drone, or even the booster drone, you could try it out with your trooper. But being under fire, from many locations, and choosing which mode to play with, can be costly if you falter up, which I've seen happen too often by players, i.e some people still will use armor/titan OD, whilst being hit by AP, and that right there, is clearly a bad planned move, since AP, allbeit from a Hornet OD's activation, or an AP augment, pierces all armor and defensive attribute a player has. Any player can master a combo if they can correctly interpret the battle information and make decisive decisions, but this is still Tanki Online, there are many players who simply don't understand many game mechanics. Majority of the playerbase has never read patch notes, they simply just play for the fun of it, which I have nothing against. It is still generally the lack of understanding that gives in to the tides of war in battles.
  22. Akame

    Mad Tanks!

    Precisely, unlike in the past where mag hornet vulc hornet was a very common meta. But this combo does seem to light a fire on many people, due to getting hit by surprises, stuff they've never seen before, people don't expect a shaft to peek out, they expect a shaft to come out then snipe or missing shots due to OD and then getting sniped back. Final few examples i'll send here:
  23. Akame

    Mad Tanks!

    Yes exactly, and I use this combo, because no-one else actually uses it (rapid fire augment doesn't count as a real sniping item, that one is essentially like 'hammer' without the pellets), and also because this is the closest this game can get to a real FPS game feeling, the only difference is, there is rotation speed to also factor into the equation and Crisis drone has a lot of weaknesses, some may say it's OP, I say otherwise, I personally have no issue fighting Crisis drone players, but yes for a solo person who doesn't invest, it is difficult to fight against. With Light caps and crisis, I was able to 1 shot light hulls with defender drones in a fairly short amount of time. Now with double HP, it's actually much harder for me to get kills, but it doesn't phase me, I still have fun because tanks will still chase me due to me being annoying to them ?.
  24. Akame

    Mad Tanks!

    Oh my bad, I read it wrong, no Hopper doesn't get stuck in the Air, it still follows the OD jump duration. You are allowed to snipe, but can't physically move your tank, however, it's OD and momentum are 2 different things that can enhance how you play (or snipe in my case)
  25. Akame

    Mad Tanks!

    @RIDDLER_8 Here is a basic example of strafe sniping: When I say I'm not your average player, I actually mean it, are there actually any shaft players that have done this to you? I highly doubt it. If there was a kill cam in this game, my enemies would be annoyed through their roofs.
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