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Tanker-Arthur

Tanker
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Everything posted by Tanker-Arthur

  1. The reason why Paralyzing Rounds seems weak compared to other augments is because when the developers made Paralyzing Rounds, they had flashbacks of turret alterations from back in the day and so that is why Paralyzing Rounds isn't very OP.
  2. Yeah, if I recall, Thunder's explosion grew bigger and Smoky's explosion changed color slightly.
  3. Tanker-Arthur

    [Issue 30] [Guide] The Ultimate Guide to Shaft

    So when Gauss gets nerfed, people will quit the game.
  4. Tanker-Arthur

    Let's Discuss Striker!

    I knew buying Striker back in 2020 would finally pay off. It was the only turret I ever spend crystals to speed up Micro Upgrades on.
  5. Tanker-Arthur

    Let's Discuss Striker!

    True lol I also barely see anyone use Striker too lol. Only like 1 or 2 every other match. And this is at legend rank too. Almost every legend profile I visited has a Striker Mk7 in it....
  6. Tanker-Arthur

    Let's Discuss Striker!

    Striker's OP but I barely see anyone using Orka Modules. What's up with that? XD
  7. Tanker-Arthur

    Episode 296 of the V-LOG!

    Yo, did anyone here ever confuse the Micro-Upgrade button with the Buy Next Modification button? Or rather, did you guys ever confuse the two buttons with one another on Flash?
  8. Tanker-Arthur

    Episode 296 of the V-LOG!

    Good-Hearted Tanki Developers: Keep the game as it is now and add a confirmation pop-up to the micro-upgrades so you don't actually micro-upgrade things by accident. Pure Evil Tanki Developers: Let people micro-upgrade. Suddenly, when you reach the unlock rank, all micro-upgrades are essentially "lost" and you basically have to buy the next modification from scratch. To make matters worse, EXP gain is permanently increased 4 times so you can't even take advantage of too many sales to Micro-upgrade before you reach the unlock rank. And if you don't wanna rank up and thus not play the game juts to keep yourself from ranking.....than you won't get any new crystals to fund the micro-upgrades.
  9. Tanker-Arthur

    Episode 296 of the V-LOG!

    I hope it's Tesla Or the HD skin that we were supposed to have for April.
  10. Tanker-Arthur

    Which gun or guns do you think need a nerf?

    Thank goodness! I thought even the arcade shots stunned lol. #NERF Yeah, same fire rate as Smoky
  11. I could've owned the Striker Ultra skin and it's stunning alteration.... But the lack of a wallet and credit card prevented me from getting them. I was so close. The ultra container purchase was literally a button away.
  12. It's just an alteration that allows you to fire lobbed shots like Magnum.
  13. Tanker-Arthur

    Which gun or guns do you think need a nerf?

    So the stunning only occurs with the salvo missile. And the arcade missiles are basically regular missile with no status effects?
  14. Tanker-Arthur

    Remove the "Melee" Range Class and Rework some Turrets' Range Classes

    I don't get why Firebird, Freeze, and Isida are "Melee Turrets" even though they have 20 meters of range at max level. I understand they "cut like a sword" but.....why? In real life, 20 meters is very far. You can't even stab someone with a knife or melee weapon at a distance of 20 meters. And things like flamethrowers in real life are usually considered as ranged weapons. So I'm thinking we should rework the turret classes. Note: I'm not saying we should change their parameters, at least not now. The turret's actual ranges will stay the same, for the most part. It's only their class that changes Here's my idea: Short-Ranged Turrets - Turrets that work amazingly great on small maps like Island, Zone, or OG Sandbox, or on cramped maps such as Dusseldorf and Iran. Firebird Freeze Isida Tesla Hammer - Hammer may have the same maximum range as Twins and Ricochet, but let's be honest. After a certain distance, it greatly loses damage cause of the pellet spread. Most Hammer users tend to use Hammer only when they're relatively close to the enemies, unless they have Slugger or they have High Capacity Ammo Clip in which they can be a bit more lenient on their shots and accuracy. Since you must make sure you get all 3 hits to perfectly kill a medium hull, it's best to get up close to your enemies to ensure you get all the hits, or else you are forced to reload the clip. Medium-Ranged Turrets - Turrets that are pretty versatile in all the Matchmaking maps we have now. Twins - It may not have "infinite projectiles" but it can hold it's own in medium sized maps such as Polygon, Cross, and Aleksandrovsk. Plus, in exchange for lower range, it has a much higher DPS than most of the other turrets down this list. Ricochet - Same with Twins. But in my opinion, I think Ricochet should get a range buff to emphasize the fact that it's projectiles travel faster and have higher impact force than those of Twins. Smoky Striker - Striker further emphasizes the fact that Twins and Ricochet are medium ranged turrets because a Striker only works effectively when enemies are somewhat closer to you and you have a clear line of sight. Usually, a Ricochet is on even grounds with a Striker. Otherwise, good luck getting rid of camping Smokies and Thunders with this turret. Vulcan Thunder Can either go in Medium Range or Long Range....whichever one is nesseccary. My opinion - I prefer for it to get a small damage range buff and be put into the Long-Range category (I'm not saying it should get a 1000 meter range though, just like 20, 30, 40 extra meters of range). The reason being is that Thunder feels like a long range turret. Compared to Smoky, it's got a bigger caliber (more damage, bigger explosion) and slower reload. And it works way better at long ranges than Vulcan and Striker can, especially since Thunder's projectiles move much faster than a Striker's and it can camp and take out Vulcans that have to chase down their targets in order to do sustained damage. Long-Ranged Turrets - Turrets that do extremely well on maps like Stadium, Lost Temple, and Highways. In fact they kinda dominate these types of battles and unless you one of the long ranged turrets or at the very least, have a Smoky or Thunder, you can't play these maps. Railgun Magnum Gauss Shaft Overall, we will have just three range classes. These classes are based on a turret's maximum effective range (and for obvious ones, their maximum ranges). So even though some of the turrets in the same class have vastly different ranges, I put them in that range class because it's when they work most efficiently. Hammer gets booted down to the same class as Firebird, Freeze, and Isida because it just can't compete against a Ricochet or Twins utilizing their maximum range, and Twins and Rico themselves get booted up to t eh same class as Striker and Vulcan because....they're not "short-ranged" at all. Sure, they work good in smaller ranges but get this - they have like 3 or 4 times the range of a Firebird. That's pretty long if you ask me. Also, nothing in Tanki is "melee" except Mammoth's Overdrive. That being said, we can maybe bring the "Melee" class back when tanki developers release a true melee turret in the future, like, I don't know, a turret that's basically a chainsaw or something like that.
  15. Tanker-Arthur

    Which gun or guns do you think need a nerf?

    Wut??? This is new - so Striker's Stun Alt stuns with every hit? Not just the salvo missile?
  16. Tanker-Arthur

    Which gun or guns do you think need a nerf?

    I know.... But what if overdrives, premium augments, and OP Drones were also nerfed so we all do less damage? Also with tanki as it currently is - having new status effects such as Armor Piercing, EMP, and Supercharge, and giving hulls the ability to too many status effects with their overdrives (Wasp, Hornet, Hopper, Dictator) we all die too fast in battles anyway. Oh, I was talking about the Railgun of 99% of Tanki's history - the one where it didn't do critical damage until March 2021.
  17. Tanker-Arthur

    Which gun or guns do you think need a nerf?

    Lets see....... Gauss' Supplies Remover Salvo (Have no idea why it's called EMP....EMP is a more fitting name for the stun effect) Just too OP = BIG NERF Hammer's Armor Piercing Shot Has no downsides = NERF Hammer's Blunderbuss Turns out its reload was reduced by 25%, not increased by 25% as I originally thought (yeah, the devs really word things weirdly in the patch notes) Now the clip reload is almost exactly the same as a shot reload of Default Hammer. And with 66% more damage per shot? NERF Ricochet's Super Lazily Named Smart Minus Field Has no downsides = NERF Striker's Stunning Missiles Missile Launcher "Electra" (A far better and cooler name) This needs a rework, actually. Increase the stunning duration to 2 or 3 seconds, but in exchange, the lock-on time reduction is completely removed. Now you'd need much, much, much more skill to lock on to stun enemies but in exchange, you will be greatly rewarded if you manage to pull it off. Otherwise, a 1 second stun after only 1.4 seconds of locking on is a bit strong because of the fast lock-on. Magnum's Armor Piercing Core Has no downsides = NERF Gauss' Armor Piercing Salvo Has no downsides = NERF Shaft's Armor Piercing Sight Has no downsides = NERF This isn't a premium augment but Hammer's High Capacity Ammo Clip has no downsides, so it also needs a nerf. There's more non-premium alterations that need nerfs, but I mainly just listed the premium ones and the only non-premium augment that is truly an augment. Sold it for me - Yes. True XD But hey, at least if lost of people people end up using a Gauss module because so many Gausses are running around, smart players have the choice of 13 other turrets to choose. My first priority would be to equip the module I invested the most crystals and time upgrading on. So if I have an Mk7 Shaft Module and everything else is Mk3, I'd use the Shaft Module. But if my modules are equal leveled, I'd then choose the Striker Module, because it would protect me against my own self damage in battles. Same goes if I had any of the other splash turrets. But if I'm not using a splash turret, I'd go with the module that counters the most used turret.
  18. Tanker-Arthur

    Ideas for Hulls and Overdrives!

    So if you equip this hull, you'll only have a maximum of....6069 GS
  19. Tanker-Arthur

    Titan Vs. Mammoth

    I would rather move 8% faster all the time. That 8 percent can be a difference maker. Yes, but all the matchmaking maps are... So large that you cannot reach enemies so easily Are closed up so unless you are on Archipelago, you cannot utilize your weight to push enemies off the map. Sitting on the flag? A Gauss can just snipe you away and the rest of your team. Lets just hope the Titan and/or their teammates don't see you coming.....or else... They will shoot you and snipe you off if they have enough firepower With speed boost, a Titan (and without, any other hull in general) will just back up out of the way. And still shoot you while doing so. Hooray! But I guess like 75% of the damage sources in Tanki have no status effects. There's a reason why most people use Titan or Ares, and not Mammoth. Titan's overdrive makes you and your teammates literal Godmode over a distance of like, 35 meters or so. Ares' overdrive has infinite range. And even if enemies move out of the way, the healing provided by the ball can potentially benefit your entire team if they use it correctly. Also, both hulls are faster than Mammoth. While Mammoth's overdrive is literally, the only "Melee" thing in Tanki. And the speed boost it gives Mammoth is negligible when it's still not fast enough to outrun half of the hulls.
  20. Tanker-Arthur

    What Do YOU Want in TO 2020?

    Yep. EMP Gauss has barely caused any problems so far. Downsides: It doesn't do much against Juggernauts Upsides: In exchange, you're OP against other players with normal equipment.
  21. Tanker-Arthur

    What Do YOU Want in TO 2020?

    You posted it in the forum lol.
  22. Tanker-Arthur

    Ideas for Missions!

    Be in the top 3 of the winning team 15 times won't exist anymore.
  23. Tanker-Arthur

    Which gun or guns do you think need a nerf?

    Yeah, I guess that's pretty good. It should go like this: Default Shaft: Kills Medium Hulls and Light Hulls, but not medium hulls at higher levels Light Capacitors: Guaranteed to kill only Light Hulls in one hit You can shoot more rapidly though. Heavy Capacitors: Kills everyone in one hit. But you can't shoot as rapidly...and you're slower and more sluggish. Before the critical update, the damage spreads were pretty consistent. The only things that ruined consistency are Protection Modules and things like Smoky's Supercumulative Rounds and Railgun's Destabilized Rounds, but they did it because that's what they were meant to do. Just delete the critical hit from every turret except smoky and revert the game back to where it was before March. Then nerf Gauss Then nerf the Railgun status effect augments we got. And then nerf whatever premium augments need nerfing. I can't. Or at least, I can't without forcing the affected turrets to become super overpowered. There's really nothing we can do if 95% of the players buy the protection module that protects against the turret that has the most Alterations, Skins, is involved in the most tournaments, has the most custom format battles based on it, been the oldest long-ranged turret in the game, and is popular with the players. (aka, Railgun). Now one thing we could do is remove two of the protection module slots. Meaning, you can only choose one module to use in battles. So you'd have to choose between the Mk7+ Railgun Module you've owned for years or the Mk6 Gauss Module to survive against the overpowered Gausses. It probably isn't a very good idea, but at least players can't always use a Railgun or Thunder module in tandem with modules of turrets that are overpowered. You gotta choose - protect yourself against the favorite turret or the most overpowered turret?
  24. Tanker-Arthur

    Which gun or guns do you think need a nerf?

    Yeah, that could work XD But to compensate, the rotation penalty it used to have should be added back. Oh yeah XD Yeah, but most of the time, it was pretty consistent. You'd know that against a medium hull, Railgun would usually require 3 shots to kill it, and Striker and Thunder needed four shots. Hammer was an easy 3 shots, Smoky was around 5-6 shots. Gauss and Magnum needed two shots, and Shaft could either 1 shot or 5 shot it. Everything else was just point and shoot (the rapid-fire turrets) Nowadays, Railgun can sometimes 2-shot a medium hull with it's critical hit and Striker can sometimes 3-shot a medium hull with it's critical. And the damage spread gave us some nice alterations for Railgun.....but too bad those alterations got messed up now due to the critical hit. And when the developers removed the damage spread, I honestly didn't see any reason on why they should give stuff like Railgun and Striker drastic critical hits, or any turret getting a critical hit for some reason. Would it be way better if all the turrets (except Smoky) had one damage and no critical hit? Like Railgun doing 1000 damage (or like 1100) at Mk7+ so that it guarantees a 3-shot to a medium hull like it did before?
  25. True - Vulcan with it's no-reload hack :((((
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