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Tanker-Arthur

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Everything posted by Tanker-Arthur

  1. Tanker-Arthur

    Changes

    FunFact: Hunter's overdrive was God before Hopper was added. Hunter could literally stop or pause every other hull's overdrive. Viking's overdrive is satisfying and probably the easiest one to use.... But I personally hate it because... Viking is the most popular hull so a lot of times after I respawn, someone always one-shots me with the overdrive. Every time I wanna lock my Striker's salvo onto someone, they use Viking's OD and one-shot me. It's too "useful". Killing a horde of enemies with Viking is arguably much better than firing some Icicle with Crusader and not even one-shotting your targets. Not saying Crusader's overdrive is bad by the way. In fact, I actually think it has the "best" overdrive, along with Dictator. This is because those overdrives are, (a) - easy to counter and (b) - they do not insta-kill your enemies very easily, nor do they make you almost invincible to all enemies, like Titan's shield. Overall, in my opinion, Viking's overdrive needs a nerf. So far, I would suggest removing the damage boost from the overdrive unless you are using Firebird, Freeze, Isida, Vulcan, or Ricochet's Plasma-Torch and Smoky Autocannon. That way, the overdrive only boosts reload. To compensate, I guess they can increase the charging speed of the overdrive so players won't be too unhappy. It's actually tough to use in every map except Archipelago and Iran. In most other maps, a medium-ranged turret can easily null the effect of the overdrive. Not to mention stuff like Viking's overdrive, as mentioned above. Crusader and Dictator are great. But Hopper needs it's burning effect and stunning effect removed. They're just lazy tack-ons made so that Hopper can be OP with such an easy to use overdrive. Because unlike Hunter's stun and Wasp's bomb, the stun and burn of Hopper activates instantly. No need to charge. Ares on the other hand, is...alright I guess. But it's super annoying when an Ares sneaks behind you and fires the ball. Overall, I would change it by greatly reducing the lightning ball's damage, but to compensate, it would travel slightly faster. Or nerf all the other hull overdrives to be equal with Hornet's (and Dictator's and Crusader's) strength, So we all don't die as fast in battles from people one-shotting us with overdrives constantly. Actually this overdrive is super strong right now. Before, if you were like a bit far from the bomb, you'd survive with only a little damage. Now you must be 100% clear of the blast radius, or else you will be stunned, EMP'ed, and burned for 10 seconds, which is basically instant death and makes no difference if you were at the epicenter of the blast.
  2. Tanker-Arthur

    What's Going on Here?

    I am highly surprised his most used drone is Trooper, even though there's so many better drones.
  3. Tanker-Arthur

    Ideas for Augments!

    This idea is way better than Adrenaline cause at least it has a downside :)
  4. Tanker-Arthur

    A Crew System For Tanki (Idea)

    This is a really cool idea, and it's a really good rework for the Adrnaline Augment as well cause as long as that thing is an alteration choice, there's no reason to use most of the other alterations for each turret. But I seriously hope all players, regardless of whether they're buyers or not, will have an equal chance to utilize the crew system, or else if it's restricted to one group of players (like buyers for instance), the power gap between non-buyers and buyers will be increased even further than it is now.
  5. Tanker-Arthur

    Let's discuss Tesla!

    I hope it's as balanced as Thunder is and not overpowered like Gauss is.
  6. Tanker-Arthur

    Let's discuss Tesla!

    It's actually just a Hunter's Overdrive lightning gif image XD But yeah, it does need improvement upon. Actually I don't like the hull overdrives, so in my opinion, overdrives don't exist and the lightning ball effect is unique to Tesla, and when compared to the other turrets, it's pretty cool.
  7. Tanker-Arthur

    Let's Discuss Hopper!

    It'll help because it at the very least, allows the enemy team to fight back and try to shoot the Hopper while it flies away, without the team being burned to death or being stunned.
  8. Tanker-Arthur

    nicknames for weapons

    Firebird: The Dragon Heat Immunity: Dragonslayer Freeze: Not Cold Enough Isida: Ms. Ironic Hammer: Hammy_The_Hammer Twins: The Bad Autocannon Ricochet: Rico Smoky: Nothing about Smoke Striker: Nerf Gauss Vulcan: Vulcan Heat Immunity: Vulcan, The God of Fire Thunder: Why is it still here? Just to suffer? Railgun: The Unnecessary Buff Magnum: Reload Abuser Gauss: OP Shaft: Mr. 3300 Tesla: Our Best Friend
  9. Tanker-Arthur

    Let's discuss Tesla!

    Actually, Tesla's one of the coolest and most unique-looking turrets in my opinion. If you wanna talk about true "Trash" designs, look at Magnum. Or look at Hopper and Crusader.
  10. Tanker-Arthur

    Let's discuss Tesla!

    God, I hope Tesla's Alterations will be the 245,000 crystal alterations and similar in style to the ones we got from 2016-2018 and the Smoky Alterations. Let's pray that they're not gonna all be "Ultra-Container-only-stupid-status-effect-tack-ons" like the ones we got for Gauss or the ones we got for Railgun that also messed up everything we knew about Tanki for the past decade.
  11. Tanker-Arthur

    May 7 Developer Q&A Summary

    Where is Tesla?
  12. Than people who own more then 3 modules won't be as overpowered compared to those who only have 3 modules.
  13. Tanker-Arthur

    Isida

    If your teammate has lost no more than 180 health, than you will only heal 180 health in one tick, with Support Nanorobots, or Double Damage Or, it's probably just lag. Are you always healing 180 per tick or is it 200 than it sometimes changes to 180?
  14. Tanker-Arthur

    Isida

    The last time it got a nerf was in 2019, when the healing was reduced by around 50%, down to the current version. Otherwise, Isida has mainly got buffs to damage.
  15. Tanker-Arthur

    Drone and Supply changes

    Is this a good nerf to the drone? <It only destroys tanks of players who spend more than 5 dollars in the game since 2009. Whoever spent 5 dollars or less will be immune to the effects of the drone>
  16. Tanker-Arthur

    tankion to crystal conversion

    Here are the conversions: One (1) Tankcoin is equal to Forty (40) Crystals. This is based on the cheapest offer for crystals, in which you can purchase 6000 crystals by paying 150 tankcoins. 6000 divided by 150 equals 40. One Tankcoin is worth 0.009975 dollars in United States currency, based on the cheapest offer for tankcoins on PC, which is 400 tankcoins for 3.99 dollars. Because of this, if we divide 0.009975 by 40, we would get 0.000249375 dollars, which is how much one crystal is worth in United States dollars. So basically, one of the Mk7 product kits that normally cost 7,700 Tankcoins would cost 308,000 Crystals if they used crystals. As for real monetary value, each kit would be about $76.81 in United States currency, which is basically the equivalent amount of money you'd need to buy 7 or 8 large pizzas, depending on who is selling the pizzas.
  17. I didn't make an overdrive rework idea...yet... But I did make a "New Supplies" idea. The idea converts all the drones, overdrives, Tanki X Modules/Supplies, and the EMP and AP status effects into "Supply Alterations" that you can equip. (I also threw in some new supply ideas too) Basically, with the idea, instead of having a Repair Kit, Double Armor, Double Damage, Speed Boost, and Mine supply, you would have a... Primary Supply (Ex. Repair Kit) Defensive Supply (Ex. Double Armor) Offensive Supply (Ex. Double Damage) Support Supply (Ex. Speed Boost) Special Supply (Ex. Mine) And you would buy a new supply and equip whichever supply you would want for each type of supply. As for bonus boxes, if you catch the Speed Boost box (which is a Support Supply Box), it would activate whatever Support supply you equipped on your tank, same goes for all other bonus boxes and their respective supply types. Here's the New Supplies doc: https://docs.google.com/document/d/1KRc7K1jRT3vDniGL1QGwsvAQM1PX8wQaTir8v9f-MqY/edit?usp=sharing Obviously, this idea only applies if drones and overdrives and such get deleted lol. But feel free to read through it cause I don't have an overdrives rework yet.
  18. Tanker-Arthur

    Sandbox SGE

    Sandbox Siege is one of the best maps for Siege ever. it's not as big like the monstrosity that Highways and Berlin SGE is.... And all turrets work relatively well on Sandbox, unlike maps like Parma which favor Gauss and Railgun.
  19. Tanker-Arthur

    Uranium alteration

    Honestly, in my opinion... Striker should lose it's critical hit for ALL Augments and the default turret. (Preferably, the same goes for all turrets except Smoky) And revert Uranium back to the two missile salvos. And then it'll be balanced to Default Striker without Striker also outclassing turrets like Thunder. So then you use Cyclone to take out heavy tanks and Defender/Lifeguard users Hunter for accuracy Uranium for improved arcade shots at short ranges And Default Striker for the jack of all trades if you can't decide which alt to use. Striker is a cool turret but so is it's cousin Thunder lol. And it's other cousin, Twins. It doesn't matter that Uranium got it's critical damage removed. It still shoots 1 extra missile and does 50% more damage than it normally did for the past two years. Compared to the non-buffed turrets (Firebird, Freeze, Twins, Ricochet, Vulcan without Heat Immunity, Thunder, Smoky), this is extremely OP. And I don't want the non-buffed turrets to be buffed so that they'll equal Striker in power because if they buff all the turrets' attack power, we'd all die faster because we get no buffs to defense....for free that is (I hate the 5000 tankcoin 4th module). So it's rather better to nerf Striker back to what it was in March. (And then nerf the other buffed turrets; Isida, Hammer, Railgun, Magnum, Gauss, Shaft). Cause if you buff all turrets for them to be balanced with each other, we'd all die too fast. And it looks like the developers wanna do that in exchange for four modules, but it's a pathetic idea because the fourth module is nonexistent for most F2P players so, yeah. Striker was perfectly balanced before. It was probably only because of 9 year olds complaining about it being too hard to use and Gauss outclassing it that the developers made the dumb idea to buff Striker and give it a critical hit that does double damage, rather than nerfing Gauss, the game's premium cash-grabbing turret.
  20. Tanker-Arthur

    Uranium alteration

    The current Uranium alteration is too OP. It needs its salvo reduced back to two missiles.
  21. Tanker-Arthur

    Experience

    Play the Siege or Assault game modes and use Gauss and Titan. For Assault though, it's better for you to be on the attacking team so that you can snipe the group of defenders and take out more enemies at once.
  22. Tanker-Arthur

    What are the stupidest things your team mates do?

    When my Juggernaut teammate always goes for the Nuclear Supply Box, even though he has overdrive ready AND he's at full health.
  23. We should also make some missions easier to compensate. For example, missions like "Finish 2 CTF Battles" should be changed to "Finish 1 CTF Battle", because of the doubled time.
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