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Tanker-Arthur

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Everything posted by Tanker-Arthur

  1. Tanker-Arthur

    New turret category

    Ideally: Melee: B0-NK Short: Firebird Freeze Isida Tesla Hammer Medium: Twins Ricochet Medium-Long: Smoky Striker Vulcan Thunder Long: Railgun Magnum Gauss Shaft Terminator
  2. Yeah, it's really that simple lol. Tesla has more range than Isida, Firebird, Freeze? Then give it a damage per second output that's lower than those three turrets :) They're probably gonna buff Isida, Firebird, and/or Freeze to insane levels of power instead, to be "equal" with Tesla lol. Same thing they did with Railgun, Striker, and Shaft in recent months instead of just nerfing the Gauss... And boom, damage increases and we all die faster unless we invest in a 4th protection module or a Defender Drone or one of those "multi-immunity hull augments" that may be added soon.
  3. Good point XD We actually already had Gauss in the game for over a decade lol. A Gauss cannon (aka Coilgun) is literally 99% the same thing as a Railgun....it just uses Coils instead of Rails to power the projectile but both weapons are meant to utilize electromagnetism to fire an ultra-high-speed projectile that deals heavy kinetic damage on impact. So in a way, Gauss is just a repeat of Railgun...but fused with Striker and Thunder mechanics.
  4. Because... Its unique. I don't get why suddenly in recent months, all the turrets have to have the same characteristics (same range, same damage, same critical hit mechanics, etc) Why not just nerf the base damage?
  5. How each default turret should be unique: Firebird - Afterburn effect Freeze - Freezing effect Isida - Healing ability Tesla - Chain attack effect, ball lightning and its chain effects, "neutral" projectiles than enemies can also utilize, infinite "energy" Hammer - Fires several projectiles at once, clip doesn't reload until all shots are emptied out Twins - Reliable firepower. (OG "infinite ammo" turret, OG multi-barreled turret) Ricochet - Reliable projectile bouncing effect Smoky - Critical hit mechanic Striker - Homing projectile effect, projectiles gain more speed the longer they fly. (OG "target lock" mechanism) Vulcan - Gyroscopic effect, still fires even after depleting the ammo bar, self-inflicts a status effect Thunder - Reliable splash damage (OG turret that utilized splash damage) Railgun - Projectiles pierce through tanks Magnum - Projectiles affected by gravity, range increased by a charge system, vertical rotation instead of horizontal Gauss - Umm, for now, I guess target lock without needing a laser sight... Shaft - Immobile sniping mode, damage increases the longer you charge the shot, allows you to see past nearby bushes and plants
  6. Well, yeah, that's the thing.. Vulcan has limited ammo because of the overheat. Twins has to be careful because it can do self-damage. Tesla has no downsides to its infinite ammo at all. That's the only hull augment I use :) Also, I don't really consider Heat Immunity to be a "part of Vulcan". It's more of a legal-hack to hack the game without getting in trouble and give Vulcan infinite ammo as well as pay the developers money for doing so.
  7. Yeah, my favorite paint is Electra, I like anything to do with electricity, I wanted them to add an electric turret since 2017, Tesla is an electric turret, and a cool one as well. Striker has an electric name and missile launchers are awesome too, but, Tesla is more fun to use. FunFact (Disregard if you already know this): According to the Tanki Wiki's burning effect page, the afterburn that Firebird inflicts also burns the enemy while the Firebird is still shooting at them. So while shooting, Firebird actually has a damage output of 1000 damage per second at Mk8 (700 direct damage, 300 burn damage per second from burn effect). So Heat Immunity blocks the afterburn and so the hull augment essentially is a 30% damage resistance against any Firebird except Incendiary Mix users. ? I'm not sure what name it had, but it was the module that had Railgun + Shaft. Maybe you said it, but sorry, I forgot the names of the original module system. (I think it was the Eagle D-A) Not gonna lie, that module system was extremely confusing (and pretty unbalanced lol) so I'm very glad it was changed to the way it is now. It was only easy when Mechanic granted 7 points per ally healed.... Now, it's super cancer. Especially since they didn't nerf the supply-consuming drones so now competing against players with those drones for the top spots in the leaderboards is very very hard. My opinion: Railgun was fine before 2021 Striker was fine before March 2021 Shaft was fine before 2019 Honestly, they were all unnecessarily buffed. Before all these buffs, the only turrets that seemed to be strong at the time was Gauss and Magnum. Magnum actually seems fine now since the recent reload speed nerf. But anyways, they didn't touch Gauss at all for a year or two till after the critical damage update. So I assume instead of initially nerfing Gauss, the devs decided to just buff everything (Railgun, Striker, Shaft, Hammer, Isida in this instance) to be equal or somewhat closer in power to Gauss, which, yes, makes things balanced, but sucks because since offense is being buffed but no defense is buffed to compensate, we die faster overall in battles. Easy solution was to just nerf Gauss...but they decided to overcomplicate everything and buff a bunch of things and rework game mechanics we've gotten used to for years and had no real, urgent problem with. You are 90% correct. Railgun's problem: Critical damage Striker's problem: Critical damage and it severely outclasses Thunder so Striker needs a small reload nerf and Thunder needs a small damage buff. I really hate that the two turrets deal the exact same base damage ever since the critical damage update was done. Thunder obviously is the bigger caliber/turret so its logical that it should do a little more damage at least. Shaft's problem: Critical damage and the sniping shot damage is too high AND the charge up while sniping is too fast. I did :D Keep in mind, the 25% isn't static... I just didn't want the Supercharge effect to be based on "critical hits" cause, ideally, I honestly think the only things in Tanki that should've done critical hits are Smoky and any critical hit based alterations the developers would've wanted to add for other turrets. And since in my opinion, all other turrets shouldn't do critical hit, Supercharge (which is a cool concept for a status effect, not gonna lie), should have some other damage boosting property instead, but not be too similar to Double Damage. Ohh, that could work. I'm sorry, it's just my pet-peeve that every turret should be unique in some way and I feel like having every turret have a critical hit kinda makes Smoky lose it's specialty in the game. Or turn it into the protection module for B0-NK :) If that thing ever gets added as a real turret.... :D I dunno, but Railgun before critical damage was just fine. In fact, what I really don't get, is why do people think it sucks in MM cause of the Falcons, yet it still remains as the most popular and favorite turret in the game? I know format battles exist and all, but still. Lol, it's kinda ironic...
  8. Tanker-Arthur

    [Forum Game] Answer the question

    I play Brawl Stars when I'm on the go... I play Clash of Clans when my clanmates need me during the War Leagues event that happens every month... I play Plants Vs Zombies 2 because it's my all-time favorite game... I play Roblox when my best friend wants to play with me... I play Minecraft only if I am ultra-bored... I play War Robots because its honestly a cool game and kinda of similar to Tanki, but much less annoying and way more rewarding. Do you play any of the aforementioned games? :)
  9. Tanker-Arthur

    Tesla's Minus Field Alteration

    So this thing only allows your ball lightning to bounce 10 times. Does the ball lightning explode and do self/splash damage when it hits an obstacle the 11th time?
  10. Tanker-Arthur

    Brawl Stars

    Congrats!!! That's like a sheer amount of luck lol. I myself own both Ruffs and Mortis but I only have 2 Legendary Brawlers :,) It usually takes me a year before I earn a Legendary in Brawl Stars....although, I actually got Buzz from a free box in the shop a couple weeks ago so that has, sadly, lowered my chances of another legendary. But at least I don't have to buy the brawl pass this season lol. I believe those "increased chances" in Tanki's Ultra Containers may be lower than Brawl Stars' "Normal Chances" for legendaries in their Brawl Boxes lol. Either that, or its because Ultra Containers are so rare to obtain in Tanki while in Brawl Stars, EVERY box we open has a chance of earning any item in the game. No exclusivity lol.
  11. Four more and I've got 1 percent for each official state in America. :) Oh yeah, my current set-up is: Tesla Mk4 Doesn't even need an augment. Doesn't even need to be upgraded any higher - really though, if they nerf Tesla's damage, the Mk8 Tesla should do as much damage as Mk4 Tesla does now. Hunter Mk8 Heat Immunity (Because it's essentially a fourth protection module against Firebird, so why not) Eagle 46% Orka 46% Falcon 46% Mechanic Drone For the "Finish in top 3 of the winning team" missions that I very much hate. FunFact: Originally, I bought the Falcon and Eagle modules in 2017 and I bought Orka in 2020 to counter my Striker's self-damage.... And what luck; this year, the devs buffed Railgun, Striker, and Shaft all to high levels of power so looks like my investment payed off....although the Falcon module doesn't seem to work around a third of the time but still - buffed Railgun, more Railgun users, more people that my module can block....two thirds of the time at least. :)
  12. Tanker-Arthur

    Most Annoying Combos in Tanki Today

    #AndOldTrickster #AndOldDriverAndAssaultToo
  13. Tanker-Arthur

    Shot effects for Tesla.

    Expect them to only be in Ultra Containers and further reduce your chances of obtaining something more useful, such as a Legendary/Exotic Augment.
  14. We don't need this, well, the range nerf at least. Tesla doesn't need that....honestly, the range is fine. We also don't need this. It's nice to see Tesla be unique, being the only turret whose ammo bar doesn't empty out. Although, guess what? Tesla doesn't really have unlimited ammo anyway. Each shot needs 0.9 seconds to reload, which is long enough to count as a "reload" lol. Smoky's reload is only like half a second longer. This is the change we need. Honestly, Tesla's really simple to balance out. It's only problem is too much damage. So thus, damage is really the only thing that needs tweaking. And the penetration buff would be nice if the lower damage makes Tesla weak against multiple enemies.
  15. Yeah, but Isida can't even do anything to multiple enemies. Hammer is also "extremely bad" against multiple enemies because of the low damage per enemy that occurs when less than 9 pellets hit someone....not to mention the turret doesn't posses infinite ammo and has lower base DPS than Tesla. Just naming a few examples of other turrets that already struggle against multiple enemies. I honestly think Tesla already being able to easily do "some" damage (even if its just a little) to multiple enemies is pretty strong on its own (it is privileged to have a long-reaching chain effect), I personally would nerf the direct damage because it already outclasses Firebird and Freeze in a 1v1 situation due to Tesla's larger range. And if the multiple enemy thing does end up being a problem, just buff the penetration power of the turret - maybe to something like 66%. So every time you hit multiple enemies, the damage only gets divided by 33% instead of the 50% per enemy it is now.
  16. True it really is balanced XD Tesla Mk4 is basically Tesla M4 Only thing that could go wrong is if players decided to upgrade to Mk5 or higher.
  17. Personally, if they nerf Tesla, all they need to do is use the Mk4 damage stats for it as its new Mk7 stats.
  18. I just bought Tesla Mk4
  19. Sandbox Cross Rio Silence Sandal
  20. No. Hovering hulls provide too much of a mobility and agility advantage due to the mouse controls and mobile controls, compared to tracked hulls. Cool, but we honestly don't need them right now. Maybe later, when other more urgent things are fixed/added. Also why would we want skins for a combo that we barely get to use unless we are a game dev, youtuber, or helper? They should return, but not as "purchasable cosmetics". Ideally, they should be added back as free "visual upgrades" that come with upgrading the equipment to a higher level, as it was originally like for the past decade where literally no one complained about it. HD Skins taking too long too make? Just make the Mk7 modification have the HD skin and let the lower ones have the M0-M3 skins. Also, HD skins would've been released a lot quicker had the devs stopped focusing on money and making a bunch of overpowered and annoying augments and status effects, and the Ultra Skins which honestly, should've been free, HD versions of the M1 skins. I don't see why the devs complain it takes too long to turn all the M0-M3 skins to HD when they literally are making HD versions of the M1 skins but releasing them as premium Ultra Skins... I don't use iPhones, but that would be nice to the community. I just hope they optimize it because I current cannot play on my 2020 Android phone; the game is too laggy and slow and I don't have the money to afford one of those high-end Samsung or Oneplus phones. No. High chance these new augments are gonna be powerful and too unbalanced. Ruins the point of using other existing Turret/Hull Augments. Now, if the alterations mechanic would return, that would be sweet. I would love an infinite number of new turret alterations. And if the Hull overdrives were nerfed down to power levels where they don't make you Godmode when using them, than I would like to see some Hull Alterations affecting their overdrives as well. That would be cool. There was a Gauss HD shown to us, but they seemed to have forgotten about it now. But ideally, as stated before, I would've liked HD versions of all the M0-M3 skins. Idk why this isn't done yet... Do we really need this? If it means less pay to win in the actual game, sure thing. Long overdue. Again, long overdue. Should've been in the game right when HTML5 was released. If not, should've been a fairly easy thing to add. Also, premium gifts are pretty cool, as long as they remain gifts and don't provide any battle boosts to your account. More battle-dropped supplies are alright.... I just wished Supercharge wasn't based on the "critical hit". I really didn't like that all turrets now have a critical hit. Ruins the charm of using Smoky. I bet you 1 million dollars the first skin will be for Railgun or Hornet. Also, they should finish the HD/Prime/Ultra/Demonic/all ongoing skin series FIRST before they start working on Tanki X skins. Long overdue. You know, if they had released HTML5 Tanki 2 years ago with the new interface they recently showcased to us in the vlogs, maybe the game wouldn't be as dead as it is now. (A lot of players left in 2020 simply due to their dislike of the current HTML5 version) I don't think we need this. There's a thing called "Discord". And "Instagram". And "Whatsapp", etc. And a phone's default calling network. Long overdue. I have no idea why they didn't let mobile players have access to everything PC players do, and vice-versa. Honestly, I don't mind the current graphics. It's "unique" for a game like Tanki and it gives you "Tanki Online" vibes. Sure, could be improved, but if not, I'm alright with it. But the lightning does suck, compared to Flash Tanki that is. My day was kinda ruined when I saw how bad the Christmas Tree was during December last year. So yeah, lighting does need an improvement. Nice :D But I hope the "new map building tool" doesn't make the game look too different from current Tanki. Just an assumption, but it would be weird to randomly see a map that looks like it was made by default in Unity while every other Tanki map was like how they were since the game was made. I'm not a parkourist, so the current physics are fine too me. Nice, I'm always excited for new game modes. I just hope the daily missions we get for it aren't too hard. Only if it fits the following standards: Has tank tracks (drives on the ground) Looks reminiscent of the OG hulls (Wasp, Hornet, Viking, Hunter, Dictator, Titan, Mammoth) Has a cool design Relatively balanced Not a very annoying overdrive Otherwise, no, we don't need a new hull. I don't know, and I don't care XD But if it does "improve" the game, then yes. Yes, we need all this. I just hope the cost to change a clan name/tag isn't too expensive. Long overdue. Firstly, make Firebird's Demonic skin HD first. Then, work on other Demonic skins for other stuff. Already 99% fixed with a recent update. But it still happens very rarely now, so does need a little bit of improving upon. I don't play mobile, so I don't really care. It's currenty on the official Discord lol. Then hurry up and make all the turrets and hulls HD. The devs said they would do a new HD skin once a month but it's already been a few months and no new HD skins are released... They're probably busy programming new OP Augments and new Status Effects to coincide with the HD skins :( Overdue. Not really needed, but it would be a nice touch. I don't like Legacy Skins, but it would be cool to see more to satisfy the Veteran players. Nice quality of life update. That would be a nice update.
  21. Actually....not really. Super Smart Minus Fields grants a status effect with a "static" effect after a bounce......no matter how many times the projectile bounces, it will simply only apply an Armor Piercing Effect that always does the same effect each time - allow damage to bypass armor and modules. If something similar to @PEW_PEW_YO_MOMMA's idea was applied to an Augment for Ricochet, the damage of the projectile would keep increasing the more times it would bounce. So Ricochet would do a little higher damage than it normally would after the projectile bounces 1 or a few times, and it would do insane amounts of damage if the projectile had a chance to bounce many, many times before hitting an enemy, because each bounce would further increase the damage than it was previously.
  22. True.... But even still, you are looking at a guy using an Mk3 turret while fighting enemies who have Mk7 or Mk8 hulls and turrets O_O
  23. What @DestrotankAI9 said... And the fact that Isida's base DPS is still higher than Firebird's.... And the other fact that Firebird still has a Hull Augment (Heat Immunity) that acts against it while Isida doesn't :( Sure, other status effects keep people from using Heat Immunity, but the Augment is still there for anyone to equip.
  24. I was using Tesla Mk3.......................
  25. Don't forget the other freeze-based augments for other turrets and Shock Freeze though O_O And overdrives.
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