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Everything posted by Tanker-Arthur
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No one likes the Micro-Upgrade update.
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How long have you been using Vulcan and how much of that time was spent with Heat Immunity on your hull? Also, you can't really call Vulcan "useless" when you realize that a Vulcan with Heat Immunity on a hull is literally a Twins but with infinite range, higher DPS (Yeah, Vulcan has higher DPS than Twins), and has much faster projectile speed. So between the following items, which is more useless? A Vulcan with Heat Immunity or a stock/default Twins?
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The Electra Professional: Requirements: - The Electra Paint
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Same here. It's why we have 14 turrets to choose from and not just one lol. We just use the ones that fit our playstyles the best. I actually feel ya. Hammer (and Striker) are probably the two hardest turrets in the game to use. Hammer's actually really simple. You just point and shoot. But enemies who use repair kits or have extra protection against the Hammer will be able to null the three-shots that Hammer normally needs to perfectly kill someone (medium hull) without having to reload. And the clip reload is somewhat punishing for Hammer because unlike Ricochet, it can't fire until the whole clip finishes reloading. And it can't reload until the clip is empty. Also, you must make sure you hit all the pellets on the target or else you can't kill them if you miss a few pellets. So I think that's what makes Hammer one of the hardest turrets. It's still playable. It just needs skill due to many limiting factors that turrets like Smoky don't have. Yeah in the recent DM mode we had (last week? I think), a lot of people at our rank were using Hammer lol. Umm... Well, Hammer is basically a short-ranged turret, like Firebird, Freeze, and Isida. Yes, it can damage enemies at farther ranges but you won't be getting any kills unless you land all the pellets. When fighting the three actual short-ranged turrets, try to keep a bit of distance though. I'd say Hammer still has a 10-20 meter range advantage compared to Firebird before it's pellets start wildly missing the target. In fact, just think of it as a Firebird/Freeze that shoot solid projectiles. All three turrets have a similar cone-shaped spread to their shots. I guess the best ways to use Hammer are... Prioritize targeting players with Light Hulls. They are usually an easy two-shots and if unarmored, you can one-shot them very easily with Double Damage. Also, Hammer's impact force is it's main advantage when compared to Firebird, Freeze, and Isida, so Hammer is actually very potent against players with lightweight tanks. Steal Kills. Hammer is actually one of the best turrets to steal kills with because it does a relatively high damage and unlike Railgun, it doesn't need to warm up the turret before shooting. Thus, you can just follow a teammate around and time your shots and insta-fire when you think the enemy is weak enough. Use obstacles. Since Hammer has less DPS than Firebird and Freeze and especially Isida, it's best to make sure you are combating such turrets in areas with high amounts of buildings so that you can run and hide behind once you've fired your shot. Hammer has the advantage in situations like this because things like Firebird need to continuously shoot you in order to do big damage, but Hammer can simply just fire a blast, do all the damage it needs to in a split second, and run and hide while the shot/clip is reloading. Avoid open ground. With Hammer, it's weak to anything that basically has longer than like 30 or 40 meters of range. Which means any turret between Twins and Shaft can easily take it out due to it's poor range-damage ratio. So if you wanna combat longer-ranged turrets, make sure you sneak around in areas with lots of cover and gradually make your way to the campers. Use Viking. Viking is the best hull to pair with Hammer. First things first, Hammer has poor range, so you'll need a fast hull to catch up to your enemies. Second, Wasp and Hornet are fast, but they are too weak because Hammer doesn't have a good enough firing rate to combat Firebirds, Freezes, Isidas, and to an extent, Twinses and Ricos and as such, you'll want the 50% extra health that comes with Viking in order to somewhat stall your destruction and reload the clip if you ever need a fourth or fifth shot, depending on your enemy. Because of this, Viking, being a medium hull with decent health and having the fastest speed for a medium hull, is arguably a perfect choice. But, if you're on a map with lots of cover and cramped areas, for example, Dusseldorf, I suggest you'd use Hunter because in maps like those, you'd want better agility and speed isn't as much as a deciding factor. Viking works fine there too, but Hunter can easily slip between the buildings and such. Get rid of unneeded shots. After you kill an enemy or if you are alone and there's no one near you to shoot, then if you still have one or even two unused shots left in the clip, just fire them off into the void and force the clip to reload, so you'll have three shots available when you encounter your next target. Use Hammer's bouncing effect. Hammer's bouncing effect is actually one of the more reliable non-Ricochet bounces in the game, mainly because (1) your target is pretty close to you anyway so accuracy is much better and (2) the bouncing effect works no matter what you shoot at and what angle you shoot the object at (like Ricochet), unlike Smoky's bouncing effect (which honestly is pretty useless cause it barely works anyway). Tip: If you are near vertical surfaces, and a enemy sneaks up behind you, than while you turn your turret/hull around to fight them, you can technically shoot the wall near you at an angle and have it bounce to the enemy behind you and save yourself 1 or 2 seconds of having to fully turn the turret 180 degrees. So yeah, that's all the tips I have haha.
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That's because before, the reload penalty helped keep it balanced with Default Hammer. Of course we all prefer to use good stuff, but before, it was more considerate with the game balance.
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Same here. Actually, I kinda want them to be... F R E E But knowing the devs, they'll probably put a big paywall behind the skins.
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Ohhh, I forgot about that.
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WAIT! Look..... Your Mk7s are only 130,000 crystals. My Mk7 Twins is 150,000 crystals.
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Actually, you can still burn.... But once the Freeze cools you to a temperature of "0" then that is when you are unable to burn.
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True lol. Actually, they're a lot more potent then Thunder and Smoky are because of their higher rates of fire, leading to better impact force, so you're right. Ahh not to brag , maybe I'm just a Vulcan Pro cause in the past year, I've barely had to rely on using Heat Immunity to carry my weight when I'm using Vulcan. Everyone else who used Heat Immunity with I-Band probably ended up losing their skill with the alteration after they've had infinite ammo for a year.
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It actually still has faster Projectiles than Ricochet lol. At Mk8, Rico has 100 m/s projectiles while Vulcan's bullets travel at a speed of 125 m/s. For some reason, when I tried Heat Immunity-less IB Vulcan in battles, these two turrets were the guys that I killed the most lol.
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How to make Premium Accounts be more worthwhile and provide a source of income for the developers without breaking the game: Premium Accounts unlock "Premium Skins" for turrets and hulls. Basically, these skins have the same design as the normal M3 and HD skins, but the Silver metallic plates and parts are recolored with Gold. Essentially, it's similar to an XT skin, but without the fancy design that comes with the XT. Premium Accounts grant access to a Spectrum Protection Module while they are active. This Spectrum Module has three versions. Spectrum PA-1 is the module you unlock if you are between the ranks of Recruit and Second Lieutenant. It provides 1 to 10% protection against all turrets and mines, depending on your rank. Every time you rank up, the module automatically gets upgraded for you, free of charge. Spectrum PA-2 is the module you unlock if you are between the ranks of First Lieutenant and Generalissimo. It provides 11-25% protection against all turrets and mines, depending on your rank. Every time you rank up, the module automatically gets upgraded for you, free of charge. Spectrum PA-3 is the module you unlock if you are Legend. it provides 30% protection against all turrets and mines.
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Honestly, the only map I find where supply boxes are reliably easy to collect is Highways. Mainly because (1) the map is big and has numerous levels and (2) a lot of boxes drop in the bottom area towards middle but no one gets them cause most people either camp at their base with Shafts or they traverse the bridges.
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It's basically an OP Trooper. There's really no reason at all to use Trooper if your Hyperion is well-upgraded and you have near-unlimited supplies to spare.
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Typically, making a skin for something like Juggernaut or an Ultra Skin that costs money will increase the amount of time the average player will have to wait for an update with something they can actually obtain, such as the Tesla turret or an HD skin. Longer waits > Agitated Players > Players Leaving Tanki > Matchmaking Wait Times Increasing and Ranks are all Jumbled Up Cause Each Rank Doesn't Have Enough Players Online for a Fair Match > More Frustrated Players Leaving > Cycle Repeats
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valid Protection modules minor tweak
Tanker-Arthur replied to LOLKILLERTOTHEDEATH in Ideas and Suggestions
Plot Twist: This was how protection modules actually worked for the past decade or so. Smoky Module would block Smoky's critical. But the devs decided to remove it and put it behind a paywall that also requires extreme luck to break through. -
review Alterations and Augments: Then and Now
Tanker-Arthur replied to Person_Random in Newspaper Archive
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My birthday is actually on August 27th But my friend's birthday is on June 9th, so no offense, but I don't really care for Tanki to be honest. Me only take advantage of sales.
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That's really great to hear. You just saved yourself at least a few weeks of suffering :D I KNOW Bruh, at the very least, they should've reduced the price of the next modification to compensate. For example, if Smoky Mk2 costs 5000 crystals, and you already upgraded Smoky Mk1 to 9/10, and the last upgrade costs 500 crystals, then they should've reduced the price of the Mk2 Smoky for you by 4500 crystals, which means it'll only cost 500 crystals (the same as you were buying the micro-upgrade) and boom, you're not getting ripped-off.
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I pray that you didn't have any equipment on your account that was at 9 out of 10 micro-upgrades.
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In June, I won't be celebrating Tanki's birthday.
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I honestly don't care anymore.
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Still waiting for Firebird HD And Tesla too. It's literally almost a year. I get that it's mechanics are pretty unique and new and it requires an ample amount of time programming, but I feel like it would've been released sooner had we not had a bunch of random new status effects and Augments and the game-changing updates that came with balancing said new Augments which, honestly, we didn't really need.
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What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Useful Information you guys will need to know about the New Incendiary Band Alteration: Assuming you are the one using Incendiary Band in battles, there are four points of information that you'll need to know: If your ammo bar is not empty and a Firebird or other Heat Source (Dragon Breath Hammer, Incendiary Rounds Smoky and Railgun, other Incendiary band Vulcans, Wasp's Bomb and Hopper's Overdrive) inflicts afterburn on you, your Vulcan will inflict the Incendiary Band's afterburn onto enemies, even if you are not overheating from self damage and running out of ammo. If the burning effect on yourself wears off while you are still firing the Vulcan, and you do not stop firing and you continue shooting, no matter what, your shots will always inflict afterburn, even if you have stopped burning. If you stop firing and you are no longer being burned, your ammunition will be reset and when you shoot again, your shots will not inflict afterburn. However, there is an exception to this effect, which I will describe in point number 3. Freeze, whether it be an ally or enemy, will disable your afterburn effect when it fires onto you and removes the burning from your tank. The same applies for Repair Kits and other sources of anti-burning. Going back up to point number 2. If you are being frozen by an ally or enemy. Even if you continue to fire your Vulcan, your afterburn ability will still be removed and you can no longer inflict the effect on enemies. Meaning, the freezing effect will auto-disable your burning once you reach normal temperature. You don't even need to stop shooting to disable the afterburn by yourself. The burning effect that you inflict with your Vulcan will always have the same heating rate and the same maximum duration of ten seconds, no matter how hot your tank is burning at the time your afterburn is triggered. -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
I said "a bit" because both teams had two people with 8k GS and the rest were a relatively equal mix of 5-7k GS players lol. But yeah, the 8k players will do some major damage in battles like this.
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