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Posts
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Everything posted by Tanker-Arthur
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Tanki Online V Log: Says that we wanted new Ultra Skins Also V Log: For evidence, they show a random forum post about "Titan Vs Mammoth" where no one talked about Ultra Skins. We just were discussing the balance between Titan and Mammoth. That's what the forum post was in the background at 2:12
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Yeah but what if you have Mk5 10/10 and you forgot to claim the Mk6 modification for free? When the update happens, do you still get Mk6 for free (cause it was Mk5 10/10) or do they force you to buy Mk6 for full price with no discounts?
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I wanna learn Bengali. My best friend is from Bangladesh and she can speak three languages fluently, so I'm a bit behind on the multi-lingual aspect of life.
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On my first day of school, I don't remember exactly what happened but mom said I cried so much, they had to call her to come and bring me home.
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Yeah, I want kids.
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Yeah but if you got Adrenaline and Default Shaft, using Default Shaft is even more high-risk and less-reward cause your damage will remain the same no matter your health. Yes, but Default Shaft's downside is that it's sniping shots have no AP effect at all XD
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Not gonna lie, I think this Augment is a really cool concept. it's unique for an Augment/Alteration, and I honestly think it could've been my next "must-get" Alteration/Augment ever since Railgun's Death Herald Compulsator was released three years ago. But the way the developers have made it is just too broken and overpowered. I don't see any reason at all except Deathmatch mode for why I should use Default Shaft or Short-Band Emitter or Light Capacitors or Rapid-Firing Mode or AP-Sight when I own Healing Emitters.
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Even JonTron himself hates that if you upgrade something to Mk6 9/10 and suddenly you reach marshal, than the final Micro-Upgrade button for 10/10 disappears and now you're forced to buy Mk7 at full price, effectively wasting all the 100,000+ crystals you spent on Micro-Upgrading the equipment to Mk6 9/10. He also hates that since exp is earned 4 times faster, than now we rank up so fast, we can probably never micro-upgrade lots of equipment in time before we reach the next rank and "lose" all our progress on the MUs and is forced to buy the next modification for full price.
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Because it has no downsides compared to Default Shaft. Using Healing Emitters is a pure upgrade because your sniping shots on enemies are just as effective as before. But now you can also fully heal your teammate to full health from across the map, which is pretty broken especially when you snipe-heal someone carrying the flag. When you obtain this Augment, there's no reason for you to use default Shaft anymore. Or maybe even Adrenaline as the team healing provides way better value. Also, it's way more useful than other Augments such as Short-Band Emitter and Light Capacitors. And even though Armor-Piercing Sight also has no downsides, I find there's no reason to use this if you have Healing Emitters because there's no reason to AP enemies when it can one-shot most of them, so Healing Emitters is much more useful than AP Sight. Rapid-Fire Mode is fun, but this augment is still on par with Default Shaft in terms of relative power, as it's a big boost to arcade mode but sniping firing rate is heavily reduced. Don't get me wrong, Adrenaline and AP Sight are "OP" too cause they're augments without downsides. But overall, the only Augment I see that can compete with Healing Emitters in terms of utility (usefulness), is Heavy Capacitors, as it allows you to one-shot most hulls and players in the game.
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I find healing allies fun lol. Not gonna lie, if done properly, Healing Emitters would be a very interesting and unique Alteration to play with, considering it's the only one of its kind for any of the turrets. Smart. Then you can still earn partial exp and battle score by shooting the enemy once XD
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>:( I honestly think Healing Shaft should grant battle points, like 10-20 per heal, but in exchange, sniping shots do 0 damage to enemies.
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At this point, the forum is 100000 times more fun than the actual game itself.
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I would use it even if it didn't score battle points lol. Mainly because it's basically default Shaft but with literally zero downsides to it. If no enemies are in your field of view, just waste a shot on a teammate and find a new camping spot.
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So recently, this got released. I propose that this Augment needs a rework. Here's my proposal of changes that should be done: Healing allies now grants you battle points and experience Sniping shots no longer damage enemies Arcade shots no longer heal allies This is done so that Healing Emitters will not outclass other Shaft Augments. Currently, Healing Emitters provides way too much utility for a single augment. You can one-shot medium hulled enemies or you can fully heal your teammate from across the map to full health, instantly. I also changed it so that Arcade shots no longer heal allies, because, if I'm gonna be honest, this is extremely overpowered when you compare it to an Isida and it's low range and weak healing. Having Shaft's sniping shot heal is already a "broken" concept because as stated above, you can heal teammates to full health (unless they have a heavy hull) no matter your range. Thus, this is why it's arcade shot doesn't need healing, because it provides too much utility and it outclasses Isida users. There's really no real reason to use Isida to heal anymore. My rework focuses Healing Emitters to be more of a support augment, similar to Isida's Support Nanobots, in which offensive power is greatly reduced for extra healing. So if you wanna support teammates without buying Isida, use Shaft's Healing Emitters. If you wanna provide more offensive power to your team, use Default Shaft or any of it's other Augments.
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No thoughts at all. As long as I have a chance of passing away before I can ever obtain the skin, there's no real reason for me to think about it.
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Only because the devs jacked up the durations so much lol
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Yes Will you not answer this question?
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This actually won't be very negative at all if it was reworked properly. As in, make it NOT force-drop balls and flags. And limit the stun durations to only around 0.1-2 seconds, depending on what is inflicting the stun. Hunter's Overdrive: 2 seconds. Maybe a bit more, cause it's a long-charging overdrive, instead of a constant turret shot. It'll be the only exception to the rule above. Smoky's Paralyzing Rounds: 2 seconds or so. Only because it's damage and chance are reduced by 50%, which I believe deserves a fairly long stun. Hopper: No stun. But if it does stun, I guess the 1 second stun it has now is fine-ish? Railgun's Stun Rounds: Delete, because how does Railgun stun enemies with it's rounds? At least Smoky was accompanied by an electric effect around the enemy tank whenever you shoot a critical hit. But if it does stun, the stun only lasts for 0.5 seconds, cause of how reliable pre-critical damage Stun Rounds was at stunning. Smoky's Stunning Missiles: It either stuns for 0.5 seconds or 1 second, or it gets reworked entirely and the salvo takes much longer to lock on, in which it can keep it's current stun. Tesla: Not sure if this will get a stun alt or not. It should, because it's pure electricity, and electricity is associated with stuns in a lot of games. If it does, due to the turret's rapid-fire, each stun should only be 0.1 seconds long or something. And the Ball Lightning should not stun because that would be immensely broken.
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So.... Flying Monkey I assume you mean Hopper. Yeah, it's a very negative thing in the game. There's only two ways to 100% fix it, and it's to either delete, or rework into a tracked hull. AP Effect Negative thing. I mean, it's a cool idea, but it doesn't make sense. Why does your armor get destroyed, than it randomly comes back after a few seconds? It should've been done as "Armor Piercing Ammo", in which AP guns will always pierce through armor. Or, when your armor is destroyed, you lose armor until you die and respawn. Tanki is based on science fiction, not fantasy and magic where armor disappears and reappears after a while. Also, it would've been much better as an "Armor Weakening Effect", in which enemies who have been AP-ed don't lose armor, instead they take more damage from enemies than they would normally. EMP Super negative. It must be deleted. EMP makes no sense at all and it is OP in matchmaking battles. Also, EMP should've been used as the name for a turret's stunning mechanism, not a supply removing effect. Changes to how Protection Modules work on how Upgraded Your Drone is I'm assuming you're actually talking about supplies, cause protections aren't affected by drones. But yes, it's negative, because the power gap between players who don't have a drone/low level drone and those with a high level drone is insanely far now. You'll need to wait at least a year if you wanna catch up to those players who have upgraded drones, unless you're willing to pay 3x extra for speed-ups. New 4th Module that requires Tankcoins Negative. Super buyer-friendly. Also, lets not forget, if you're a new player, the 2nd slot costs 50 tankcoins and the 3rd slot costs 500 tankcoins now. So no, this update truly sucks. All four module slots should be 100% free. And if possible, the 4th module slot should be temporarily deleted and returned to the game once we have around 16-20 turrets. Overdrives I get that the developers wanted to make the hulls more unique, but in reality, they just make us die so much faster in battles, that you can't really do anything before some guy randomly one-shots you with his overdrive. So it's a negative thing to the game. That being said, overdrives (all of them) should have their strengths decreased to the point where every overdrive is easily counterable....or at the very least, avoidable. That way, we won't keep dying so fast. Critical Hit Effect Ultra-negative. Not only is Smoky no longer unique in any way, but it has severely messed with the game's balanced. Turrets like Railgun and Striker, which were actually very balanced turrets before, have become extremely overpowered. Turrets like Isida and Hammer are broken now. And numerous Alterations have had their stats unnecessarily reworked to the point that they're almost no longer identical to their original versions. Many are buffed and many are nerfed for no reason at all. And now, Protection Modules have lost an extreme amount of value. And yet, we still gotta pay stupid tankcoins to unlock the slots and the crystal prices for each module has remained the same. What are the devs even thinking??? MatchMaking It's alright. We all hated it back in 2017, and yes, it's still not 100% ideal even today, but it's needed for a game whose player count is so low, Pro Battles won't be able to hold enough players for long, uninterrupted battles. Also at least the multing has gone down. Rank spreads are still bad though. THE DEVELOPERS INABILITY TO WANT TO ACT UPON GENUINE SENSIBLE PLAYER FEEDBACK They almost never do this. And even if they do, they never 100% listen to the player. For example, when they removed alterations from the garage, we all wanted it back. Well, they readded them, but now the crystal prices are jacked up to the extreme. And Vampirism for Isida has returned, like the players ask. But now you must be extremely rich or lucky or both to obtain it. And it's extremely overpowered, especially since Isida itself does way more dmaage than back in 2016, when it last had vampirism. So overall, bad. Developers almost never listen and when they do, they add a "trick" up their sleeves to make the game to ruin it and make it the way they want it to be, not how the players originally intended. Yes, it's true that it is technically the developers' game and they can do whatever they want with it. But if they want the game to survive, they're gonna have to actually listen to the players because without us, there's no reason to work on Tanki unless the developers want to play with one another or with the 1000 or so buyers in the game. And I'm not gonna lie, a bunch of the players have way better and more rational ideas than the developers do. Hardcore Buyers Not that much a problem at all. Literally. In fact, buyers aren't the problem, it's the game that's the problem. The only reason why buyers are bad is not because they spend money to buy, but because of the stuff they are buying. So the developers giving buyers OP Augments are bad. But if the developers decided to make OP Augments available to all, and they decided to just make, idk, cosmetics like paints and skins available to buyers, or booster packs like extra cryatals for buyers, than game balance would be far better. Because the buyers will simply be "speeding" up their progress, rather than getting access to exclusive equipment that is guaranteed to make them win. Augments Turret Alterations = AWESOME They make the game so much more dynamic and fun, and instead of buying and upgrading multiple turrets, you can just buy one turret and it's alterations and you've basically got yourself 2 or 3 different playstyles to choose from, and at the while, you save crystals because alterations upgrade along as the default turret is upgrading. Alterations are really catered to F2P players. For example, the cost of buying a burning alteration (Dragon Breath) for Hammer is cheaper than buying and upgrading Hammer and Firebird to max. Additionally, Alterations try to be balanced with the default turret, so those without alterations can still make a difference in battles. Hull Augments = BAD They just ruin game balance, what can I say. Hull Augments protect against status effect, but guess what? Firebird depends on it's status effect to make a difference in battles. Without burning, it's DPS is very low for a short-ranged turret and it cannot do much, especially if the enemies also use Firebird modules. Freeze is the same, but to a lesser extent, because Cold Immunity does not remove any of Freeze's damage output at all, so Freeze is faring better than Firebird in this department. Turret Augments = Bad By this, I mean the turret "Alterations" that are not alterations at all. They are pure upgrades. And most of them are ultra-container only, making it horrible for game balance. Obtaining a turret augment gives you no reason at all to use a Turret Alteration, or the default version of the turret. XP/CRY Ratio Alright. I mean, it was bad before because XP was boosted by four times but crystals was only boosted by 2 times. That effectively cut everyone's crystal earnings by half. Luckily, Shards and the free containers that came with them have compensated for this now. So we're good here.....somewhat. However, 4x xp is too fast for ranking. Not only are inexperienced players jumping ranks too fast, but it gives very little time for you to micro-upgrade your equipment. And with an upcoming update coming for the MU button in the garage, this will be a huge problem for MU-ers. Boosted Battle Funds Zero problems at all. I have no idea why people wouldn't want a few extra crystals. Shop Prices I don't care cause I don't buy. But, shop prices being too high will make "Super Buyers" be extremely powerful because "Casual Buyers" will be discouraged to buy things to compete, as they don't want to spend much money in the game. Battle Time Duration Increase it to 8-10 minutes, and it should be fine-ish. But 15 battles would be cool. With 15 minutes, missions and such will have to have their rewards either doubled or the requirements to finish them be sliced in half. I prefer the second option as it helps casual players who don't have much time to play tanki each day. The Challenge I got no problems with it ever since stars was added to missions. But it would be nice if our 1-day grace period for not doing daily missions was extended to like 2 - 4 days. That can be accomplished by..... Increasing star rewards Giving us a fourth daily mission Giving us easier special missions that award stars Also, it would be nice if the tankcoin reward was increased. Garage not user-friendly I don't care for now. We need to fix stuff like economy and game balance first. Mk7 At Lieutenant Colonel Rank I'm assuming this is cause of kits. Simple solution - just delete kits. Sales are pretty frequent nowadays so there's no need for 15-25% discounted kits. Also who here is coughing up 7700 tankcoins for an Mk7 kit? I'd rather buy several battle passes and a clan pass or something like that. Not Being to Choose Map and Battle Mode Lol we can choose the battle mode. But yeah, it would be nicer if we could choose our map. Like have the players in queue vote for a map out of a small selection of maps that are randomly generated for each game.
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X Yes, none of them are Legend, but two of them are already battling Legends and are nearing that rank. Additionally, my close friend sometimes lets me use his accounts, all of which are Marshal, so I have a pretty good idea on how Viking, Titan, and Hornet fare in Legend battles. What if the Hopper is using Magnum and is hiding on an unreachable and unshootable spot? Such as the cliff on the Highland Map, if you know what I'm talking about. Also, Hoppers on unreachable spots are practically immune to the short-ranged turrets, so that basically gives it immunity to 25% of the turrets in the game. Also I edited my post but I'll say it down here again... The jumping will confuse enemies who don't utilize the camera controls to pan around, and you can jump directly above enemies and drop a mine on them while they are stunned.
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Just sigh a breath of relief that Electromagnetic Accelerator "Scout" doesn't inflict the EMP effect :)
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Hopper can still abuse the mouse controls and side-strafe like a madman. And yes, the 1 second stun is a relief, but I still think it's overdrive has way too much utility, due to the burning effect doing heavy damage to unprotected hulls, and the jump allows players to camp on buildings, and keep the flag/ball away. Not to mention, it is probably the fastest hull in the game, due to Wasp and Hornet being affected by terrain, which slows down the two hulls. Also, the jumping will confuse enemies who don't utilize the camera controls to pan around, and you can jump directly above enemies and drop a mine on them while they are stunned. Half the hulls on @Tanker-Arthur are Mk1. But I got 6 other accounts with different hulls on them. So yeah, I know all the hull interactions.