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Everything posted by Akame
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5000 rep per contract is diabolical
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[BUG?] Tank performance nerfed after reaching Legend rank - urgent dev response needed
Akame replied to Mr.Blitz in Game Discussion
Are we okay to assume, this is a maxed combo, fully, considered mk7+ / mk7-20 / mk8. Along with the variety of drones you play, they're all maxed to level 20 I want to assume? What augments do you play with? I won't bother asking for prots and nades info, since they won't matter when it comes to dealing damage for your turret. Any vague details of damage you were dealing before and damage you were dealing after, with the same combo setup is at least some numerical clue and what sort of mode, arcade/scoped etc. I'd like to say unresponsiveness mainly boils down to server issues, those everyone may experience at times. -
Did you not play or see the last battleship game? There was a situation where they clamped down on pattern sharing servers. I wonder if the game learnt over this experience and decided to just use randomisers instead. Proper ones. Copy pasted vid from last event I guess ?A bit like how the war page had information from the 2019 war.
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Okay so the 5s scope wasn't touched, so any scope interactions will remain unchanged. Appears it simply is a reload nerf, rough 25% increase in reload over the band, doesn't increase issues too much for those who use it optimally, will hurt a little but but not bad to get used to and will hurt hardscopers a lot more, though they already have lower damage by then. It may infact, make it a bit comfier for an arcade play for 0.7-0.8s scope plays. Would reduce ttk just a lil bit but that arcade on some players would be more useful.
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If I'm reading it right, that -50% would buff it rather than nerf it. Currently it's 200/s for all modifs. Proposed reduces it from 5s scope time, to 3.75s scope time (for a maxed shaft), because 333*0.8 > 200, now if you want to make it -50%, 333*0.5 < 200, so in effect, you would increase how long it takes to scope, allowing the damage to actually be a lot higher than it currently is. Now, I assume you want to rather, increase the charge rate, in that case yes, that would nerf it more. Sometimes even I forget, the scope damage graph is in reverse to a typical shaft's scope damage graph, so the longer the scope time, the more time you have to play around and profit with better reload times. Naturally this is all based on the assumption that the translation is correct and my understanding of it. If it's a reload nerf instead, that's 25% increase in reload but doesnt really nerf the game too much for quickscopers as opposed to hardscopers. Which is what people seemingly want more of, a damage nerf. We'll see what the true translation is soon enough...
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[BUG?] Tank performance nerfed after reaching Legend rank - urgent dev response needed
Akame replied to Mr.Blitz in Game Discussion
So, seeing that there is only you, in the whole, what is left of the forum, and the players on discord that has been 'subjected' to this so called 'nerf user mechanic' which the game has clearly not implemented. Every other player is playing a lie and the drone damage calculations are false. You've consistently been raising heresy and have been consistent in being unable to provide experiences for people to understand. Because again, to point out, there is only YOU who has seen this effect out of the remainder of the playerbase. YOU are clearly not the only one who ranks in this game, ranking is a lot more common than ever. So you could be constructive and provide actual instances, because we can certainly back calculate protections, drones, augments for all encounters. Yes, it is that simple. To implement a mechanism which would reduce players ability in games, yes exists in some games. It's called multiplayer ranks, etc, where levels are typically capped so you can't fully pummel lower levelled players in the same rank. Ultimately there is always a powergap in these ranks and it requires a vast set of players. But in the end, where you will eventually be maxed, that gap does become far smaller, negligible and almost equal. Naturally the same does not apply to this game. There are not enough players, and there is no item limitation in matchmaking aside special event modes where some things may be turned off to allow 'fair equipment levelling'. Though not always the case in all event modes. Pro battles do have settings where they can turn off upgrades etc, but no, there has been no mechanism implemented for matchmaking. Which is why, the game is often called 'PAY 2 WIN' due to the harsh lack of balance and unfairness among lower ranks for unspecialised players who don't carry strong combos. Which isn't entirely different at the endgame because augments just become common then. You will be facing a lot more Excelsiors, and so on, it does not get easier unless you play a powerhouse combo. -
not all accounts, only accounts near the endgame, I don't recall what the rank requirement was
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Out of curiosity, what do you think about the tankoin pass/ruby pass out of curiousity, 30 days to get 150 tk/rubies which require one to log in and 500 tk instantly
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These advent missions only need you to log into the game, what part are you talking about grind on?
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Let's see where this heads; Not the best colours, but surely, I doubt many people know/remember which ones have the actual ceiling breakers, along with those that have reload issues.
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It was mentioned that the user is being 1 shot against Excalibur with maximum armour and excelsior. (I haven't played with medium or higher to see myself but I will take the word for it) Stell being stopped by just 1 or the other at minimum makes it not worth using for most. But if you can't stop excal with both the generic sort of medium tank build. Surely you would choose the excal over stell in almost all situations. Nonetheless with penetration, even if the reload is a bit slower, it isn't that difficult to pair tanks up to get near double/triple kills often. Let us not forget, there is a max sniping decrease (people have seem to forgotten about this, though small, is ample enough to change interactions), so you would ideally need to run booster/max damage to ensure you get 1 shots against an equal medium without any max armor. Along with the fact that autorepairs are clutched at times. So it's a great alternative to light caps players, but will cut short if you are playing the average brutus/hyperion combos, in which, we all know what type of augments will be preferred for use. If you require such boosted supplies to break a 1 shot barrier, this is what balance often considers, at which current state, we could combine the whole lot of augments from the game and see where their 1 shot potentials break and how the drones boosted supply interactions help. I assume you played it with booster/crisis. In which, if it is the case, I do urge you to take it for a spin and play creatively against medium-heavy hulls with a non boosted damage setup. If you did play it as standard, you should have noticed your damage barrier, in which case, you would have mentioned it? 2805 damage at max scope. So no, you only need a medium hull to be able to tank a hit for most of the time, especially for casuals who don't use the augment as intended. And the influx of paladins and autoheals and ranged healing augments, if you play this in several games, you will notice you have to end up changing who you target because it actually will need more effort or alternate players to be able to help fair against general game powerhouses. Yes, there is DPS, often noted as damage per second, but most players, do play this game, mainly by damage per shot rather. Because it's better to not have any automatic repairs hit off if you can 1 shot someone. Naturally, a temporary counter to these 1 shot augments are the lifeguard augments, but people have become slightly accustomed to higher hp with excels rather.
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He means to say, in a general setting, stellarator is not often used typically because there is not a typical quick ceiling for profit. It generally isn't hard to counter them either. The aug itself received 1 adjustment and in general, it's dps ceiling, as explained isn't as busted in real settings unless you're constantly eating canon fodder. Majority of the stell players often post one sided games and if u see one in a balanced game perform stronger than a fair share of good dps augs, they've just been taking the weaklings out most of the time. When it comes to stell, a fair share of people do not use it optimally in terms of reload. Which is where other augments, do not have that sort of concern. In many of these cases, a player would perform the same with stell, as almost stock, depending on how they use it. If you're quick, it will be potent, if you're not, it is not gonna feel like a busted aug, I hope you understand where he is getting at in terms of reality. Stell's max damage is still the same as stocks max damage, and most people don't like shaft if it don't 1 shot, so they use something more easier. Now with other augments that have a direct buff on their max and only damage output, there is a change in ultimate balance. Especially 1 hit higher damage shots. Edit addition: I forgot to add, shaft is a single target turret still. Railgun being the only one to have penetration, few others with splash gimmicks. These automatically allow other turrets with basic aug buffs to often perform better too in terms of damage per game.
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I guess you're in wolves. You voted for Monte Carlo. You didn't know it was a secret territory with different rules. https://tankionline.com/en/2025/09/war-the-last-secret-territory/ My condolences. Good spot, appears it was copy pasted from an older event; https://en.tankiwiki.com/War:_Domination .
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We'll find out soon if you get prizes with 0, 1, 2 or how many votes. As for secret territories, it would have been easier to have them already on the map and the first team to capture them gets the prize, so that the board doesnt skew. first one spawning for lions/bears increased their location by a good 3 points which accumulates per turn basically. It's like playing a control points and enemy side spawns a new point. So having them all on the map and explaining their rules of not being able to cap and voting them the first time, would have been straightforward because many people didn't know about these and as we know, the info around this was not circulated in the actual game client. Yeah that's one that can be fixed and improve players voting quality of life. Now imagine if it was a few more days longer, for when the next elite pass dropped. The OG war: domination, 10 round one, was far more informative. This one just felt like a rush and an extended event that tanki was trying to get more people playing, did it help? Maybe for a few players. Yeah, this part was funny, I chose to oblige and buy stars for turns instead if I wanted rewards, i.e skin keys on my alts. I assume there were more alts that don't play in wolves. which ultimately increased when the TOA was out. But then again I think some players did calculate the sum of stars for each round, I don't remember where that's media is on discord anymore. It may have been a bit more difficult to implement a stars per vote per location to have a comparison. Also to not forget, there are a moderate portion of players who didn't get the skin key, as you can see even from the current map that a fair few voted the non secret regions from lions, similar to bears for bear vs wolves, etc etc. So only those who knew about the extra rules on secret on lions got ultimately 3 keys this event, possible around 50-70%, but not the whole lot
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No current news of any extension. An extension means more rewards for players. Also means players would have to purchase the next elite pass to maintain the full rewards too.
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you just realised?? That's how I've done a few moves on a few accounts just for skin key/basic prizes
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Yeah, tell us about it. We can buy stars for this event, loses the meaning of true grinding events of the past.
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The way the secret territory info is handled is kinda ridiculous, the announcement is only on the main page, naturally the war page doesn't talk about it aside 'Territory that gives capture points'. What are the in-game client announcements for if not this too? I feel sorry for the players who freely missed a skin container due to not knowing where such news is at. Communication couldn't be worse could it? For those in bears, attack Desert today with 10 stars minimum, wolves, go for it at your own risk seeing how wide the gap is becoming.
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Unsure why there already weren't measures taken to stop press accounts from taking part in such team events and/or tankifunds by default. Apparently they have a safeguard now. Damage control rather than damage mitigation is not good practice anywhere. Thankfully the game isn't an aerospace product, pardon the hovers.
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U forgot to highlight the rare key and the epic key, the rare key is probably the most important one for all active players. Whilst the reg at minimum would give 1k crystals, the rare gives 100 of each normal supply and 5k crystals. The epic at minimum 175 of a supply. But it's the fact that, even though this is a small reward loss, the game did not consider that players do not have enough time or awareness to understand that this would have happened. Now imagine if the elite pass also did reset across the event. Luckily this will reset after the event, just checked, but that would have been a further loss. Small details like this, and lack of customer support understanding, is where you eventually lose out on playerbase trust and interest. I understand why they wouldnt award it, but it just makes the event's design a bit poor, to make it reset at a time which is not convenient towards some players:
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So I heard, A bunch of players lost 1 key of each last turn, due to new bp after restart. A shame timezones exist, I saw support refuse to compensate at least 1 player who still purchased the next bp, but after the turn ended. Expecting a lot from players to log in within a few hours from restart. Any forumers affected by this?
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[BUG?] Tank performance nerfed after reaching Legend rank - urgent dev response needed
Akame replied to Mr.Blitz in Game Discussion
I've played for around 2 weeks of dailies this whole calendar year, so I'm just going on stuff I've heard here and there -
[BUG?] Tank performance nerfed after reaching Legend rank - urgent dev response needed
Akame replied to Mr.Blitz in Game Discussion
I'm interested, not because I think it's true, but because if you can think this way, how many others could there be. Frankly there may even be mechanisms you're not aware of and you've now only witnessed it on the pure endgame somehow. So yes, every time you make a claim, you should by default back it up with media for people to understand your viewpoint as congo said. Moreover, there are event modes where some upgrades are off, etc, so yes, please provide as much info and full recordings, nothing cropped or cut to ensure we see the full pov. Lack of responsiveness, I've heard the servers have been a bit on the unstable side recently for some players too. -
can someone tl:dr the vlog and this forum thread
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Yeah that mode is a lost cause of a revamped TDM, you could capture all 6 flags and only get 60 score, not even enough to get stars and that ends the game.
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