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Everything posted by Tanker-Arthur
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I am happy that Tesla gets 4 Alteration-Style Augments. I just hope they come with some downsides and don't ruin the game balance too much. I'm not excited at all for Tesla's 6 Status Effect Augments. Just another lazy tack-on in my opinion. HOWEVER, I will accept the Stun Augment because electricity does have a tendency to apply a stun affect in video games, so you guys do have that going for you. So yeah, stunning for Tesla is a cool idea. Everything else - meh. There are a few things that do bug me: Why does Tesla get 4 altering augments while Gauss has none at all? Shouldn't Gauss get some mechanic-changing augments or is it just gonna be status effect tack-ons for the coilgun turret forever? Why does Tesla get 10 Augments right out of the gate while the large majority of the turrets only have 3 or 5 Augments/Alterations? I'm not a big fan of Gauss, but I feel bad for it that after 2 years of it being released, it still only has 2 augments (although, I'm somewhat glad it only has 2 because Gauss' Augments have caused nothing but trouble in the past year).
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Well, Status Effect augments like EMP won't probably work at all on B0-NK. It doesn't make sense for a turret like it. The only status effects I see making sense on a melee weapon like B0-NK is the Burning Effect (Flaming Hammers), Stunning Effect (Hammer hits so hard it disables the target's motor functions), and the AP Effect (Hammer pierces/destroys armor with its big hits). But then again, the turret's default modification will one-shot everyone anyway, so why inflict a status effect when they are already dead? lol Overall, I really can only see the following types of augments/alterations being practical on B0-NK: A splash-damage based augment that allows the turret to damage everyone in a small area in front of it. Possible Drawback: The turret deals small self-damage every time it fires. Or damage is reduced so it cannot one-shot people, but in exchange, you can damage everyone surrounding you. An augment that reduces the wind-up/charge-up time needed for the hammer's rocket to swing the turret forward. Possible Drawback: Hull movement is reduced while the sledgehammer is powering up. A reload-based augment that reduces the reload between swings. Possible Drawback: ??? Maybe an augment that allows the turret to rotate horizontally. Possible Drawback: None. It gets an automatic weakness when you fire the turret facing the side of the hull. The pressure and force the hammer causes when it goes down may be powerful enough to flip some lighter hulls on their side (If you used B0-NK in the Arms Race mode, you'll know what I mean when every time the turret fires, it's impact affects your own hull by buckling it a bit). Color effects will probably affect the explosion we see when the hammer pounds the ground in front of B0-NK. If B0-NK had no explosion, then it wouldn't have had shot effects.
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I hope they are fun and balanced Alteration-Style Augments for Tesla. Also, I'm calling it out now, the one on the Top Right is a Ricochet ability for the Ball Lightning.
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I believe it is orange only because it was first introduced in the Deathmatch-style Arms-Race mode, so the devs made it orange so that the players can easily distinguish it in battle and try to kill it.
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As of now, this game isn't worth permanently returning to and investing time on....unless you spent more than 10 dollars on it. Because in that case, quitting will be a pretty big aste of your money.
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Yes, but Striker isn't an exclusive turret :) I agree completely. Even though it has the worst range and can't turn the turret, allowing it to one-shot everyone except the most heavily armored tanks is a good trade. Although, maybe nerf the damage down to 4,000 or 5,000. I'm not saying this is needed, it's just that I realized 9999 damage means an Mk7 15/15 Protection Module against B0-NK will literally do nothing lol. B0-NK will still do nearly 5,000 damage per hit even if it's damage is reduced by 50% lol. 4,000 or 5,000 damage per shot will still one-shot everyone, but a Protection Module can actually do something against the turret.
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Oh, I was talking about turrets lol. I forgot about hulls. Sorry I agree with both changes, Tesla really only needs a base damage per shot nerf or a normal shot reload nerf, one or the other. I personally would just nerf the damage down to maybe 600 or 700 per shot.
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Like others said, we don't really know... BUT, Opex-Rah has the turret in his garage. And back when Striker was in it's prototype stages, he also was the only person in the world to have the missile turret. So maybe B0-NK will be an actual turret available to all soon. It would be a nice way to complete the Sweet Sixteen :D
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As far as I know, the 4th protection module slot never goes on sale. It has always been at full price ever since it was added. :(
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What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Jammer and the 4 Exotic Rarity Animated Paints are a waste of an Ultra container. Crisis and Armadillo are also wastes of Ultra Containers for poor people. And unlocking Tesla Mk1 is honestly kinda a waste too. Tesla Mk1 is exotic, but it's really only worth like no more than 1,000 crystals. Meanwhile, guess what happens to be another exotic prize? A 1,000,000 Crystal Drop. -
What's worse is... We waited a whole year for them to release Tesla lol. Tesla holds the distinction of having the largest time gap between the day it was announced and the day they release it for everyone.
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Too bad the United States navy is giving up on making one: :(
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Valid Visual effect colors for over drives?
Tanker-Arthur replied to DieselPlatinum in Ideas and Suggestions
A bit off-topic, but FunFact: Every time a new skin, paint, shot effect, or stuff like Crisis and Armadillo is added to a certain rarity in containers, it lowers our chances of receiving a specific Augment of the same rarity. And vice-versa. Overdrive custom effects are cool and I like the idea, but I really don't want another thing added to the containers. That, or remove Augments from containers and make them purchasable at reasonable prices, like how it was before.- 10 replies
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- Overdrives
- Cosmetics
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Well, at least they are easy to remember. And they do sound cool, such as "Striker", which is actually the name of a real life anti-tank missile carrier tank. And "Vulcan" has a real life gun counterpart, the Vulcan M61 Rotary Cannon. It's mostly mounted on fighter jets but I did see a video of people equipping it onto a Tank....and a Toyota Prius.
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Lol you predicted Striker and kinda predicted Juggernaut.
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What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
I honestly thought Driver was fine before lol. It wasn't as broken as an near-unkillable Defender or a extra-life-hack-anti-death Lifeguard Drone. Also, remember, Driver only works when you kill enemies. And with a lot of players using Defenders and Crisis, it's hard to kill them using Driver, especially since Driver doesn't provide any damage boosts, unlike drones like Booster and Crisis. And Driver doesn't provide any defense buffs either, so it's easier for enemies to kill you than if you were using a Defender, and prevent you from destroying enemies to charge the OD. Of course, Driver is good in a well-balanced match, especially in the lower ranks where the drones we unlock are more balanced with each other. But as we know, the drones as a whole.....aren't balanced at all. Driver really does suck against Defender and Booster, and from Marshal-Legend, those two drones are really the main drones being used among players, alongside rarer stuff like Mechanic for casual score-farming, Brutus for the poor people, and Crisis for the buyers and ultra lucky players. It was Viking that was the problem. It's overdrive was the one that needed the nerf, not Driver. Or instead of a nerf, Viking's OD needed a rework - make the overdrive itself charge faster, but greatly reduce the power boosts given to the turret. A good change to start with is making Viking's OD no longer increase base damage per shot. Another change I would suggest, is that instead of reducing most turrets' reload speeds to 0.5 seconds when using Viking's OD, instead, the OD now reduces reloads by a base decrease of like, 50%. So now, stuff like Railguns no longer shoot every 0.5 seconds. they now shoot every 2 or 3 seconds because their base reload speed is halved. A sizeable nerf, but the faster OD charge rate I suggested would compensate. -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Actually Im soo angry that driver got nerfed hard. And I dont really care if some of you guys hate this comment. Lets be real, true, the driver drone can make vikings OD extremely toxic with its previous ridiculous output it gave. However, stuff like Booster also does nearly the same thing by boosting the turret's damage output but you can use it on any hull you want, and it works every 30 seconds. So why did Driver get nerfed but not Booster? Why is Booster still allowed to make turrets deal 4x damage? -
I actually feel like it's balanced lol In exchange for insta-killing enemies, B0-NK has the worst range of all turrets, and it cannot rotate at all. All turrets can easily outrange and outmaneuver an attacking B0-NK.....in fact, the charge-up that the B0-NK needs to wind up its hammer is long enough for someone caught nearby to run away and cause the B0-NK to miss, if they are skilled enough. Unless the B0-NK sneaks up on someone, that's really the only "annoying" thing about it, but honestly, turrets like Isida and Firebird do something similar all the time anyway. It's how you're supposed to play the short-ranged turrets, or melee in the case of B0-NK. B0-NK's main role in battles will probably be for taking out the toughest targets, such as heavy hulls and Titans hiding in their domes. However, it needs stealth or protection from allies to get close. It's probably gonna be only "OP" when paired with the Trickster and Crisis Drones as their speed makes it super easy to rush enemies and bonk them, but honestly, it's the drones' fault, not B0-NK haha.
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Actually, B0-NK seems to be only able to damage enemies right in front of it, which is like really only around, idk, 5 meters of range. Yeah, it's almost as long as 10 meters, which is Fire and Freeze's range of max damage, but keep in mind, Firebird and Freeze also deal some damage over 20 meters, so they can outrange a B0-NK and receive no damage (I mean...not die because B0-NK does 9999 damage) by simply backing away just a bit. Also, a sledgehammer is a melee weapon, while a flamethrower is "ranged" lol. And, B0-NK's source of damage is connected to the turret itself, so it counts as a melee weapon. Maybe I should've worded it as "Melee Turret" rather than "Melee Ranged Turret". Okay
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True And don't forget the numerous Ultra Container Augments that they'll probably release for Tesla as well on that day.
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Coming back to the game after what I've heard.... My biggest pain as of now is trying to use the B0-NK turret in the Arms Race mode. Why it pains me: My internet is not that good. So after 2 minutes of waiting for the battle to load and finally joining the Arms Race, people already have moved up to turrets like Freeze and Isida while I'm still at Smoky. 15 minutes later.....battle suddenly ends when the top player using B0-NK gets all the kills he needs.....and I'm still at turrets like Striker or Hammer, by the way, Hammer is pretty balanced in normal MM battles but it SUCKS in Arms Race cause if you're an "Early Hammer", everyone will be using stuff like Isida and insta-killing you. And if you're a "Late Hammer", then people would've moved onto Striker, Gauss, and Tesla....and will be insta-killing you lol. Same with Railgun. "Early Railguns" have to face Firebirds and Smokies, and Smoky is pretty much anti-Railgun lol. And "Late Railguns" have to face...well, Isida, Striker, Gauss, Vulcan. And Railgun itself doesn't do pretty well in DM mode. It also doean't help that the hull that everyone uses is Viking, which is so darn low to the ground, it causes a poorly aimed Hammer shot to miss like half of it's pellets every time.
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Sorry, I was a bit inactive on the forum for a while. Here's my take: Default Shaft should deal 3,000 Damage at Mk7 20/20. Originally did 3,300 Damage. This is an overall nerf to Shaft, but it was really annoying that Shaft even without High Capacitors could one-shot medium hulls that were several modifications higher than it. It's especially misleading now that we are to judge someone's strength by GS, and so I always get confused when the player who has like 2 or 3,000 lower GS than me end up one-shotting me without HC. Heavy Capacitors increases damage by 50% (4,500 Damage). Charge rate increased by 33% (6 Seconds). But now, it also reduces your horizontal and vertical aiming speed by 50%. Originally increased damage by 25% and did 4,125 Damage Originally did not affect rotation speed. So Heavy C got a big damage buff. Previously, it could one-shot every hull, and it still can, but easier. The 50% damage increase also negates damage lost when default Shaft got it's damage reduced. However, to make sure the big damage buff isn't too easy to use, and in accordance with the name "Heavy Capacitors", I made the turret heavier by reducing it's rotation speeds while aiming. Honestly, since most people use medium hulls in battles, this alteration's main use nowadays is to bypass medium-leveled Protection Modules. And now, this alteration will one shot any medium hull even if they have 33% Shaft Protection or lower. The cost is, it will be a bit harder to lock onto moving targets. I know 4,500 damage is a bit much, so feel free to say it needs to be reduced. Light Capacitors decreases damage by 33% (2,000 Damage). Charge rate decreased by 33% (2.68 Seconds). In addition to boosting horizontal aiming speed by 100%, it also increases vertical aiming speed by 100%. Originally decreased damage by 25% and did 2475 Damage Originally boosted charge by 50%, down to 2 seconds of charging per shot Originally only boosted horizontal aiming speed by 100%. Basically, since damage and charge speed are reduced by 33%, but not the turret reload speed, Light Capacitors actually has less Damage Per Second output as Default Shaft. Which is overall, a damage nerf. Also, it cannot one-shot most matchmaking medium hulls. However, to compensate, it makes the turret much "lighter" when sniping by now allowing easier aim onto targets, both horizontally and vertically, which should allow Light Capacitors to work "better" against targets that have managed to come close and start circle-strafing the tank. I don't know, but those are my ideas on Shaft.
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My guess is, it's not an Augment/Alteration. It's just that on that day, the devs decided to make Default Railgun fire super fast for some reason, maybe to test out how often critical hits happen or something like that. Similar to how sometimes, we get insta-OD charge on the test server, or the Nuclear Supply constantly drops sometimes on there. It's just a test server thing to test out something about Railgun without having to wait the 5 seconds each time you wanna take a shot. Otherwise, it's not gonna be in the actual game. Or at least not like what we saw. If it does become an Alt, we'd probably be unable to use other augments with it, like how augs/alts have always been since 2018. Also, the youtuber never showed us how to equip the supposed Autocannon for Railgun. So yeah, it's probably just something for the test server. I hope I'm right O_O
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Actually, it's probably more like 5% now.... Cause much of the players who don't have the skins/didn't like this and other recent updates have left/quit/gone on haitus XD Therefore possibly raising the percentage of players who have all skins unlocked compared to those that don't, and thus giving developers much different statistics then we should've normally seen from a Freemium game like Tanki. And the developers will use that to advertise and exaggerate their claims on why they did such stupid updates. It may go like: F2P Players: "Hey devs, why'd you increase the price of the battle pass by 3 times yet only allow people with all skins to get a boosted tankcoin reward?" Developers: "It was because we looked at our data and we saw a large* portion of the players had already acquired all the skins, and thus we'd figured the update will be a-okay as it would benefit much* of the playerbase!" I don't know, it's just my theory hehe.
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