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Everything posted by Tanker-Arthur
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valid A Crew System For Tanki (Idea)
Tanker-Arthur replied to 1VeryPointyShrub in Ideas and Suggestions
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. -
I hope it's as balanced as Thunder is and not overpowered like Gauss is.
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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.
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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.
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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
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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.
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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.
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Where is Tesla?
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Than people who own more then 3 modules won't be as overpowered compared to those who only have 3 modules.
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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?
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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>
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1000 IQ move.
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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.
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What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
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. -
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.
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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.
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The current Uranium alteration is too OP. It needs its salvo reduced back to two missiles.
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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.
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When my Juggernaut teammate always goes for the Nuclear Supply Box, even though he has overdrive ready AND he's at full health.
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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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valid Cheetah Drone / Trickster Drone.
Tanker-Arthur replied to DestrotankAI9 in Ideas and Suggestions
Exactly XD -
valid Remove the "Melee" Range Class and Rework some Turrets' Range Classes
Tanker-Arthur replied to Tanker-Arthur in Ideas and Suggestions
They should've called it "Very Close Range" instead because "Melee" doesn't really fit. Melee is used for close-ranged, hand-to-hand combat. Magnum? XD I know Tanki's not realistic but it should be based on definition at least. Ricochet isn't realistic but we can know based on it's name that it shoots some bouncing objects. Meanwhile I don't get how a flamethrower is classed as a melee weapon even though most flamethrowers in real life and even the one in Tanki will outrange someone using a knife or sword. And Hammer seems to have a more similar effective range to Firebird and Freeze than it does with Twins and Ricochet, I honestly think it should be put with Firebird and Freeze due to this. -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
My changes: Firebird: Afterburn damage reworked back to pre 2018. It now starts off high, but as your enemy burns, the damage will decrease by 10 DPS. For example, 10 seconds of afterburn would look like 100, 90, 80, 70, 60, 50, 40, 30, 20, 10 damage for each burn tick. To compensate, Firebird's afterburn can last longer than 10 seconds now. Freeze: Freezing effect now slows down turret rotation speed a lot more than it does now. (Like a 60-80% slowdown) Isida: Damage reduced to 800 DPS. Healing increased by....I'm guessing 50%. (Basically, the pre 2019 healing) The current version of Isida will be changed into a new alteration called Assault Nanorobots. This alteration removes the healing ability and lets your Isida do 50% more damage, equalling 1200 DPS at Mk8. Hammer: Clip reload is increased by 1 second. Twins: Increase projectile speed for more accurate hits. Ricochet: Increase range by 10 or 20 meters. (It's projectiles fly faster and hit harder than those of Twins does. Why do they have to have the same range?) Smoky: Congratulations, no change is needed here.....yet. Striker: Reload increased by 0.1 or 0.2 seconds. (Basically revert the recent reload buff) Vulcan: Make the overheat burning use a different code than Firebird's afterburn so we can change one thing without changing the other and messing up the game. Thunder: Increase range of maximum damage a bit. (It's got bigger and more potent shots than Smoky, I don't see why the two turrets have the same range) Railgun: Make it do enough damage so that it requires 2 hits to destroy a Wasp, 3 hits to destroy a Hunter, and 4 hits to destroy a Mammoth. Magnum: Reduce the reload. Preferably for the higher leveled modifications. Gauss: Reduce aiming recovery time to 1 second. Increase lock-on time, or reduce damage, or increase reload. Reduce the sniping splash radius. Or Give a better indicator to the target so they know a Gauss is aiming at them. Shaft: Reduce sniping damage so that a fully charged shot only has enough to destroy an equal-leveled Hunter. Nothing else higher. All turrets except Smoky: Remove critical damage -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
The best Augment ever.
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