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Everything posted by Tanker-Arthur
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This was a sad update.
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Yeah, but if it has the same critical chance as default Railgun, it still means default Railgun will have higher DPS than Large Caliber Rounds lol.
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What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Isn't that what balanced equipment does? It doesn't suck nor it doesn't overpower everyone else? Yeah, so I'm using average skill. I'm not a noob nor I am a pro (Or I'm not a mult nor I'm the only one carrying my team). Although, I think right now, having OP equipment is more powerful than being a pro, so the scoreboard isn't accurate cause of Tanki's horrible game balance. Did you not read my post? The teammate above me was using Heat Immunity with his Incendiary Band. He was able to utilize his unlimited ammo and burning. I on the other hand, had the default drawback that come with all Vulcans, that being the punishment of self-damage if I use all my ammo bar. My teammate was spamming his Vulcan non-stop. I only fired long enough to get 1 or 2 seconds of burning and then I stopped to avoid excessive self-damage. The point is, if a person with a 6k GS Incendiary Band Vulcan with Heat Immunity can do very well against a team who has several 8k GS (enemy team has like two of them), than either they are just very lucky, the 8K GS enemies are total noobs (which, they are not cause if you look at the screenshot, one of the 8k GS enemies managed to get a massive 21 kill count), or the equipment they are using is Overpowered. It was underpowered in 2019, yes. But in 2020, around 4 months before Heat immunity, it got a massive rework, which was more of a buff that basically tied it with Gauss as the best turret in the game. And in that rework, Incendiary Band was changed so that instead of reducing base damage, it reduced projectile speed. I honestly find it to be a bit better than it was before because now you are no longer losing damage, and Vulcan itself wasn't doing too well in long-range combat anyway. Then why are you saying I-Band needs a buff? Also, nice job getting the 3.0 K/D! My Vulcan account has a 2.8 K/D and it's dropping cause of poor matchmaking at the general rank. I'd consider Incendiary Band Vulcan for smaller maps like Polygon and iran because range doesn't matter much in those maps, and the extra 300 DPS when I exhaust my ammo makes this far superior to normal Vulcan. I'd consider Reinforced Aiming Transmission for maps like Desert and Dusseldorf. I'd consider Shooting Speed Regulator if I'm fighting the annoying mouse control side-strafing hover hulls and I need instant firing. And Rubberized Rounds is best on maps like Scope and Industrial Zone, due to the large vertical surfaces. If I can't make up my mind, I'll just use default Vulcan. Basically, it's an alteration, so it, as one forumer once said, supposed to be a "situational upgrade". Meaning, it's not supposed to be good everywhere. Or else, that would make it unbalanced and it would just be an upgrade to the turret. No reason to use the other Alterations of the default version. That's because @Tanker-Arthur is just my main account where I use Firebird and Striker the most. Everything else was only bought after I maxed my main equipment and finally had a few crystals to spare. (And if you're wondering about my Railgun, it's only because I bought it back when the M0-M4 system was a thing and I was tempted cause it's M2 unlocked very early in the ranks. I actually barely use it much today). Also, I have several alt/mini accounts I work on, one of which literally only uses Dictator/Vulcan, and is currently at the General Rank (rank below Marshal) But yeah, I can't blame you for this. The ratings page doesn't let us link accounts. I'm not. I'm just saying I-Band doesn't need a buff. More like, it's stuff like Gauss, Magnum, Shaft, and Railgun (and their alterations) that all need nerfs. And Isida, Hammer, and Striker nerfed slightly as well. In one of my battles with I-Band Vulcan and no Heat Immunity, my entire team was constantly being wiped out by a camping Armor Piercing Magnum-Viking with a Defender Drone. So yeah, I would rather we nerf the overpowered things than buff the not-overpowered (I'm saying "not-overpowered" because I'm including both Underpowered and Balanced equipment) things to match the overpowered things. This is so that we'll all do less damage in battles and we won't keep dying so easily from one-shots, AP effects, EMP effects, and such. -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
I also 100000000% Agree to this. -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
100000000% Agree -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Haha..... In this battle, I decided to try using Incendiary Band without Heat Immunity. Although my team lost (because Attacking team on Assault mode doesn't usually win much anyway), I still did pretty decent with Incendiary Band. You could say it was an average performance, which is pretty "balanced" in my definition. In this battle, I did pretty good with Incendiary Band without even using Heat immunity. That being said, the GS scores are a bit unfair. But you see the guy above me with the username "Godzilla_Eminem"? He was using Incendiary Band WITH Heat Immunity and he performed a bit better than I did, even though my equipment has 2000 more GS than his. Just shows how much the nerf is needed. Overall, Incendiary Band doesn't need a buff. If you can't use it, it's most likely you don't have the skill to use Vulcan with slow bullets, or it's just not your favored playstyle to shoot a Vulcan with slow bullets. In that case, just use default Vulcan or one of the other alterations. I honestly have no complaints about Incendiary Band's raw power. It's fine and the only reason why it would suck is because it's facing more OP things like AP Magnum and EMP Gauss, those of which should also be nerfed. -
The Jamming effect could disable a turret's reload. Like jamming a gun. You will still move and turn the turret like normal, but you just can't shoot if you have the single shot turrets such as Twins, Smoky, Striker, Thunder, Vulcan (maybe...idk about this one), Railgun, Magnum, and Gauss. And if you have Firebird, Freeze, Isida, Hammer, Ricochet, and Shaft, you'll still be able to temporarily shoot but once you run out ammo, you won't reload anymore and that is when you stop shooting. Idk, it's just my theory.
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Wasn't Gauss Ultra already released a year ago or something? I'm pretty sure the new skin that's being showcased isn't a second Gauss Ultra lol.
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But I can't understand the tone of someone's voice if it's just words I see a screen hehe. Sorry.
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You can probably still ignite with Heat Resistance though, as it doesn't completely remove overheat.
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They're probably gonna bring M0, M1, and M2 skins as Exotic Drops in Ultra Containers cause....yeah lol. XD I honestly like the recoil animation. Even though it doesn't actually affect gameplay at all, it makes Gauss feel and look more "unique" because currently, Gauss is just an OP mash-up of turrets such as Thunder, Railgun, Shaft, and Striker.
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What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Incendiary Band Vulcan's burning should match the temperature that the Vulcan is at. So if the Vulcan is using Heat Resistance and is at 0.5 temperature, it should only heat enemy targets up to a max of 0.5. (Enemies will only burn for 5 seconds) And without any heat protection, it can heat enemies up to a temperature of 1. (Enemies burn for 10 seconds) -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Plot Twist: SInce Incendiary Band Vulcan now only inflicts afterburn when the Vulcan itself is burning.... Then when a Firebird that's not using Incendiary Mix, a Dragon Breath Hammer, and a Incendiary Rounds Smoky inflict the burning effect on an Incendiary Band Vulcan, than it will trigger the Vulcan's burning effect. Not complaining though. I think it will make Incendiary Band one of the coolest and most unique alterations we ever had. Also it seems pretty balanced unlike the Vulcan + Heat immunity we've had for the past year, which was essentially an infinite ranged Firebird with infinite ammo. -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
:D We must celebrate! -
My theory is that it's to force people to buy the 15,000 tankcoin special offers (bundles) that the devs release during a special event. Rather than have people pay cheap prices like only a few bucks for stuff like the 400 tankcoins bundle.
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Yeah, I'm sorry but I'm not gifted with 500 dollars to get this.
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They should add a building/platform with corridors in the middle of the map.
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valid Remove the "Melee" Range Class and Rework some Turrets' Range Classes
Tanker-Arthur replied to Tanker-Arthur in Ideas and Suggestions
Idk, I mean 20 meters isn't really melee. Also, I looked it up online and "melee" means "A disorganized hand-to-hand combat in battles fought at abnormally close range with little central control once it starts". The key words are hand-to-hand, but I don't see hands in Tanki. All I see are guns (turrets). If there were hands (or at the very least in a tank game, robot arms), they would be grabbing something. If we turn it to Short-Range and add Hammer in....than it's technically using one word lol. Ricochet and Twins can be bumped up to medium range. In fact, all the Tanki guides I read all refer to them as either mid-ranged turrets or turrets that do good in medium-ranged combat or turrets that do good in medium maps. Or just put Twins and Rico in their own class.... "Semi-Medium" or "Semi-Short" range. I mainly exclude Hammer from these classes because its damage isn't as sustained at further ranges as Twins and Ricochet's are. -
The only time when MM is competitive is if everyone in the battle has 9500 GS or higher.
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Me too :) Let's just hope they don't give it the same treatment as the Crisis Drone and Armadillo Protection Module and make Tesla only available as Exotics in Ultra Containers.
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Nani's Return to Sender reduces the damage she takes. As for Jackie's Counter Crush, it's a melee ability lol. It doesn't work on snipers that are standing far from her XD
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Aren't those "melee"? lol. Ohh, in that case, yeah, I don't have infinite supplies to fuel. I believe my 18k double damages would be fully depleted in 2 or 3 months if I used 3 at a time.
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valid Decrease the number of mines in the game
Tanker-Arthur replied to r_Fish.tank980 in Ideas and Suggestions
This would honestly make earning 125 mines from a container more depressing than it already is. I like your idea by the way, I'm just saying it'll make the 125 mine drops from containers even less desirable now lol. -
Bruh it sucks! Funfact about the nerf.....Gauss is now actually even more potent against a Striker now. Even though both turrets have a 0.7 aiming recovery time, Striker has the harder blow because one shot from a Gauss (whether it be a random Gauss or a Gauss that the Striker is 1v1-ing) is enough to knock the aim of the Striker out long enough so that the Striker will lose its target acquisition before it can ever fire a salvo. Gauss locks on faster. Gauss shoots first. Gauss' impact force knocks the Striker's aim off. Less then a second pass, and Striker loses it's lock-on.
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Agreed. Actually, it didn't even need the recent buff with the even faster reload and double critical damage. It's way too strong right now. Only reason why people would ever say it's "balanced" is because it can now somewhat compete against Railgun and Magnum and Shaft., but those turrets themselves are overpowered anyway. All four need nerfs....as well as Gauss.
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