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Tanker-Arthur

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Everything posted by Tanker-Arthur

  1. The most annoying is EMP Sure, AP can remove armor but you still keep your double damage and speed boost, so you can either just try to blast the enemy away or run and hide. With EMP, in addition to removing double armor, it also removes the speed boost so really you are now left in an open field and prone to easy defeat. You can't run anywhere fast enough and without a boosted turret, you can't easily kill the enemy which is most likely on full supplies. EMP alone is basically almost the same as an Armor-Piercing effect cause of how essential Double Armor is in matchmaking, but it also disables speed and damage as well. And the stunning effect isn't really that annoying. It does remove all movement and prevents you from doing anything but at least it keeps your armor so you can survive if you are beefy enough. Also, I do understand why people consider this as the most annoying effect, but honestly it's really the developers' fault. Stun effects (in most games I played at least) are only supposed to last for a pretty short duration, but we got Railgun's stun augment being cranked up to the max and Hunter's stun is accompanied with an EMP effect as well, so it effectively immobilizes you and removes much of your armor and makes you more squishy while knocked out. Otherwise, the stun effect on its own and with a balanced, shorter duration (maybe 1 second per stun, 3 seconds max on certain equipment) is pretty tolerable. In my opinion, stunning is supposed to act as an alteration of the freezing effect. Ideally, stuns last shorter but they block full movement and shooting while freezes have a longer duration but a lesser movement restriction. So overall, in order from most annoying to least annoying based on how they are in the game: EMP: It deletes your supplies and effectively renders both your offensive and defensive power useless. And in a matchmaking battles where literally everyone above Warrant Officer 5 has supplies nowadays, removing supplies on someone is putting them at a huge disadvantage, especially since supplies are usually active all the time and it's not like the Jammer effect which disables an ability that people use much less often. Luckily though, it has little to no effect in Pro Battles but no one cares about those too much nowadays anyway. Stunning: Only because the developers dialed up the durations on some of these stuns to insanely long durations. But otherwise, I would've ranked it below the Burning effect. Like the freezing effect, it does no real damage, it only acts as a movement and ability restrictor. Burning: Don't be too surprised, 300 damage per second is really powerful and it should be changed back to how it was before October 2018 or just receive a nerf to it's damage. And no, I don't count Heat Immunity as a nerf for this. Players shouldn't have to grind years of tankcoins or pay money for tankcoins just to "manually nerf" things in the game. Also, it doesn't really count as a nerf if equipping Heat Immunity is "optional". Armor Piercing: Yeah, it removes all armor but thankfully map obstacles act as non-removable armor. It's mostly Armor Piercing Core Magnums that are super annoying with this as they can shoot over the map obstacles. All-in-all, campers are least affected by this as they don't expose themselves much and even though it removes armor, at least your offensive power is still active as your speed boosts and damage boosts are not affected. However, I am really annoyed at the "concept" of this status effect. It's called "armor-piercing" but why does it "inflict" an effect on your enemy's armor? Shouldn't it "inflict" an effect on YOUR AMMO, allowing all your projectiles to bypass enemy armor? Because if it inflicts an effect on the enemy armor, the name of the status effect should be changed to "Armor Destroyer" or something like that. Supercharge: This effect isn't really that annoying on it's own, it just sucks that some turrets have absurd critical hit damages and it sucks that this effect can be paired with Double Damage for maximum damage. Freezing: No real damage, and you can technically still fight back in nearly every possible way. All you lose is speed, so it just makes you a easy victim for short-range turret users, Vulcan and Striker users, B0-NK people, and you have 0 chance of escaping with an enemy flag. Double Damage: If you don't have double armor or a 50% module equipped, players with this status effect will ruin your day. Thankfully, it boosts no other effects or inflict anything on you. Double Armor: All it does is boost resistance, but they can't kill you or do anything as long as they don't shoot back. All-in-all, it's not that annoying unless paired with other status effects. Immunity: This would be the most annoying status effect, but HUGE props to the developers for making it only activate for two seconds when respawning then going away forever unless you die and respawn again. Jammer: Not gonna lie, Overdrives are one of the "rarer" game mechanics so this doesn't do a whole lot. Yes, it's annoying if you can't activate overdrive after an enemy activates theirs on you, and in some tricky situations, you may need overdrive but otherwise, Jammer has a short duration yet all it does is prevents a game mechanic that has a long recharge from working. Also, with the amount of people who are iffy about overdrives being in the game, this effect is more like a gift to people who hate the concept of overdrives (like me). Overdrives are cool, but they kill you way too fast/make you become GodMode way too easily. No more skill is needed nowadays. Just point your Viking's Berserk Reactor and shoot. The main thing for me at least, that annoys me about Jammer, is why is it called "Jammer"? I would've called it "Jamming" lol, to fit the -ing theme of the Burning, Freezing, Stunning, and Armor Piercing effects. There's a reason why we don't use terms like Burner, Freezer, Stunner, and Armor Piercer. Speed Boost: It boosts your speed but it doesn't boost any turret damage or armor resistance so it doesn't make it easier to kill enemies or survive enemy attacks. But it does have it's functions especially when paired with shorter ranged turrets and trying to escape with flags. Overall, only annoying if you don't have a speed boost active while the enemy does. Self-Destruction: You brought it on yourself. Also, funfact: EMP is the only status effect that literally deletes your crystals (because the supplies you activate are technically consumables that have monetary value)
  2. Tanker-Arthur

    Summer Sport Games

    OHHHHH I just realized "Summer Sport Games" is supposed to be a reference to the Olympic Game happening this summer.
  3. Tanker-Arthur

    Episode 306 of the V-LOG!

    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).
  4. Tanker-Arthur

    Episode 305 of the V-LOG!

    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.
  5. Tanker-Arthur

    Episode 305 of the V-LOG!

    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.
  6. Tanker-Arthur

    Tesla

    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.
  7. Tanker-Arthur

    Is Tanki Online worth returning to?

    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.
  8. Tanker-Arthur

    Bonk

    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.
  9. Tanker-Arthur

    Tesla

    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.
  10. Tanker-Arthur

    Bonk

    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
  11. Tanker-Arthur

    4 Slot module

    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. :(
  12. 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.
  13. Tanker-Arthur

    Tesla

    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.
  14. Too bad the United States navy is giving up on making one: :(
  15. Tanker-Arthur

    Visual effect colors for over drives?

    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.
  16. 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.
  17. Tanker-Arthur

    Ideas for Turrets!

    Lol you predicted Striker and kinda predicted Juggernaut.
  18. 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.
  19. 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?
  20. Tanker-Arthur

    Summer Sport Games

    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.
  21. Tanker-Arthur

    Episode 305 of the V-LOG!

    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
  22. Tanker-Arthur

    Episode 305 of the V-LOG!

    True And don't forget the numerous Ultra Container Augments that they'll probably release for Tesla as well on that day.
  23. Tanker-Arthur

    Tankers biggest pain?

    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.
  24. 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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