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Tanker-Arthur

Tanker
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Everything posted by Tanker-Arthur

  1. Tanker-Arthur

    Alterations and Augments: Then and Now

    :D Same here XD I miss those days.
  2. #NerfGauss I honestly don't care if it was nerfed to the ground, I'm sick of this turret XD
  3. Tanker-Arthur

    Ideas for Turrets!

    It's actually not a laser lol. My theory based on research is that the bullet of a Railgun travels so fast through the air, that the friction between the bullet and the air particles is high enough that it heats up the air around the bullet to extreme temperatures. This in turn, transforms the air particles that touch the bullet into a state of matter called "plasma" for a short period of time. This plasma is the same thing that occurs when a lightning bolt happens (lightning is plasma by the way). So basically, the "laser" we see with Railgun is actually artificial lightning created by the friction of the hyperspeed bullet rubbing against the air particles in the air. And because plasma requires extremely high temperatures to remain as plasma, once the bullet passes, the plasma molecules are quickly cooled down due to the ambient temperature in Tanki's atmosphere and thus they transform back to normal air, which is why the "laser" disappears after a second or two.
  4. Tanker-Arthur

    Ideas for Turrets!

    Like @wolverine848 said, Striker's technically immune to the effects of gravity because the missiles actually have a force that's constantly acting on them all the time (as in, the rocket that flies the missiles). Therefore, unless the missiles run out of fuel for their rockets, than they will always be able to fly straight. And yes, the single firing missiles are still immune to the effects of gravity because.....well....both the single and salvo missiles all have rockets to push them forward.
  5. Tanker-Arthur

    Let's Discuss Hopper!

    Yeah, the space mini-game thing we got can be further worked on to be it's own Hopper-only game :D
  6. Tanker-Arthur

    Episode 295 of the V-LOG!

    If they do decide to do that, they must make sure they keep Tesla's base damage as low as what it was in the v-log, or else the crazy amount of enemies you can hit at once with the lightning balls will be truly insane.
  7. Tanker-Arthur

    Episode 295 of the V-LOG!

    According to the footage we got, you can only fire ONE lightning ball per clip, afterwards, you will need to fully reload the clip to fire another ball.
  8. Tanker-Arthur

    Ideas for Turrets!

    And Gauss is a Coilgun that uses coils for it's acceleration XD
  9. Tanker-Arthur

    Ideas for Turrets!

    I don't think Shaft will need it. Mainly because of the weird shot effect, and because it's unfair that Railgun will have insta-hit whereas the turret that's literally welded to become Tanki's "Sniper" doesn't. But...... I would love any nerf for Gauss.
  10. Tanker-Arthur

    Ideas for Turrets!

    Quick Question: Does Shaft even shoot projectiles? Or is it just some kind of ultra-high-tech energy cannon, based on what we can observe from the shot effect thingy? Because it truly looks like some kind of energy weapon that fires a weird oval-shaped thing on the enemy tank.
  11. Tanker-Arthur

    Let's Discuss Augments

    Best Augments for each turret: Firebird: Adrenaline Has zero downsides. Works great in any situation. Freeze: Adrenaline Has zero downsides. Works great in any situation. Isida: Adrenaline Has zero downsides. Works great in any situation. Hammer: Adrenaline Has zero downsides. Works great in any situation. Twins: Adrenaline Has zero downsides. Works great in any situation. Ricochet: Super Smart Minus Field (I bet you were expecting Adrenaline, were you?) With a bit of skill, you can constantly deal full damage to all of your enemies, no matter what. Be advised, this Augment does not work good on maps with few linear structures, such as Massacre. Compared to Adrenaline, you're better off doing full damage to your enemies than waiting till you're low on health just for a blockable 30-something percent damage boost. Smoky: Adrenaline Has zero downsides. Works great in any situation. Striker: Adrenaline Has zero downsides. Works great in any situation. Vulcan: Reinforced Aiming Transmission Makes Vulcan incredibly versatile in most situations due to the rotation penalty while firing being removed. However, be advised to avoid confrontations with enemies that are located at vastly different elevations than you. *Incendiary Band is NOT the best Augment for Vulcan, as in order for it to actually work, you're forced to sacrifice some of your health. So most of the time, it's a relative downgrade until you begin overheating and you have the sufficient defenses to survive the overheat. And no, I am not including interactions with Hull Augments on this list because it is an unfair comparison due to none of the other Augments/Alterations being affected by Hull Augments* Thunder: Adrenaline Has zero downsides. Works great in any situation. Railgun: Super Armor Piercing Rounds, Stun Rounds, and EMP Rounds All are annoyingly OP, especially due to the critical damage update inadvertantly buffing Super Armor Piercing Rounds, as well as the status effect durations of Stun and EMP Rounds. Magnum: Mortar You can essentially double-hit enemies if you splash near them and they also drive on the mine that spawns. Armor-Piercing Core would've been the best Augment for Magnum, but the recent critical damage update makes it so now it only pierces when critical hits occur. Gauss: Electromagnetic Salvo Go around the forum and find posts of people complaining about it. Shaft: Adrenaline Has zero downsides. Works great in any situation.
  12. Tanker-Arthur

    Alterations and Augments: Then and Now

    Well..... Kinda ironic that today's alterations cost 145% more expensive than the 100,000 alterations of the olden days XD Also, yes, we were pretty poor back then cause there was no Container to help us out with crystals XD
  13. Tanker-Arthur

    Alterations and Augments: Then and Now

    Me and my friend can't be the only ones who actually liked the 2016 Alterations, right? We had our eyes set on a bunch of them, most notably Compact Fuel Tanks (Firebird), High Caliber Ammo (Railgun), High Capacity Drum (Hammer), and Support Nanorobots (Isida). High Caliber Ammo and Compact Fuel Tanks were the first alterations I ever bought and they were awesome.
  14. Tanker-Arthur

    Turret Uniqueness Tier List

    I personally fully agree that Railgun is indeed, dull. And what's up with Striker? XD
  15. Tanker-Arthur

    Why is My K/D getting worse???

    In order to prevent your K/D from decreasing, you need to have a K/D of 1.23 or higher in every battle you participate in. Meaning for every 5 times you die, you should kill 6 or 7 tanks.
  16. Tanker-Arthur

    Ideas for Hulls and Overdrives!

    It would be nice if all the Turrets, Hulls, and Protection Module modification levels all unlocked at the same rank instead. The only things that wouldn't unlock at the same rank would be Alterations and Drones (Although, if you guys decide to balance the drones, it would be nice for them to also unlock at relatively the same rank as each other).
  17. Tanker-Arthur

    Episode 295 of the V-LOG!

    Should've turned the Ultra skins into HD M1 skins. Then make HD M0, M2, and M3 skins to finish it off.
  18. Tanker-Arthur

    Episode 295 of the V-LOG!

    If you're using Hopper, you're better off just camping and helping snipe off enemies with Gauss, to clear a path for your teammates. Otherwise, grab another hull and play fair in CTF and RGB XD
  19. Tanker-Arthur

    Episode 295 of the V-LOG!

    How to make this update perfect: Make all drones use 0 batteries. Also make them more balanced with each other. Also make them not consume extra supplies. Make Hopper be 1-shot in any mode. Not just in XP/BP Keep up the good work that was done with Tesla and apply that same quality of work to future turrets.
  20. Tanker-Arthur

    Episode 295 of the V-LOG!

    Tesla is cool lol. It actually has near-unlimited shoot distance if you utilize it properly.... And it can damage more enemies at a time than any splash damage turret can.... And it has unlimited ammo.... In exchange for those seemingly OP things, tesla's damage is really, really low (it may have the lowest DPS in the game). Overall, I don't think it will be OP at all. And this is mainly due to it's low DPS. But don't think the low DPS will make it underpowered. While it lacks the damage, it makes up for it by the sheer fact that when you use it properly, you can potentially damage every enemy on the battle at once (by shooting multiple balls of lightning then firing one of the balls to cause a massive chain of electricity around the map) It's probably gonna feel like a support turret when you play it and thus, it will be bad in DM mode, but in team matches, the area-denial you can cause as well as the ability to deactivate repair kits of multiple enemies is really gonna help your team. The ball lightning when used properly can block off critical choke points to the base and force enemies to go around, or else their health will slowly wither down.
  21. Tanker-Arthur

    Turret Uniqueness Tier List

    500 IQ move
  22. Tanker-Arthur

    Turret Uniqueness Tier List

    Ahh, I seem to have overlooked the fact that Magnum could do that. Honestly, for me at least, the main selling point of it was it's vertical rotation, making it a true artillery turret. Time to bump it up a tier then. Technically, the four long-range turrets also do full damage (or power), no matter their range But yes, Isida's the only healer. (Although ironically, it also does the highest DPS in the game, contradicting it's stereotype as a healer). Ohhh yeah, I forgot it's projectiles moved faster over time. Since Gauss came after, I'll have to agree the lock-on mechanic is very special for Striker. True. But seeing as how no one seems to object to Hammer having a proto-bouncing ability, I felt like Ricochet needs a point taken off for that. Yes. Also, Shaft would've been lower in tiers had the developers not removed it's piercing ability many years ago. I understand how you rate each turret XD. But for my tier list, I actually ranked them based on Tanki Online alone lol. I have no regard to outside games. So if Firebird is the only flamethrower that inflicts afterburn in Tanki, it's pretty unique cause none of the other 14 turrets inflict a burning effect (at least not without the help of Alterations and Augments).
  23. Tanker-Arthur

    Episode 295 of the V-LOG!

    Complicated, but interesting and never before seen :D And I love how unique it is. Makes Gauss look like the devs didn't even try. Gauss is cool......but to be honest, that turret is more of a win for the Art Department. The design for it is awesome but the mechanics are....lacking. Tesla on the other hand, is an ultimate win. It's so "new" and "fresh", and it's design is just awesome. It's doesn't look like a conventional tank turret, but still awesome because it's "different", yet it still fits the theme of the game.
  24. Tanker-Arthur

    Turret Uniqueness Tier List

    A Tier List Based on how Unique each Turret is in the Tanki Universe: Edited with Feedback from fellow Forumers Note: These are based off the default versions of the turrets and do not count Augments and Alterations. Also, this does not take into effect the lame Critical Damage update we had recently, so in this tier list, I consider Smoky to be the only turret with Critical Damage. Note: I also based this off the turrets' mechanics, and not their playstyles. Meaning, if a turret's default version is the only one in the game that has a certain mechanic associated with it (such as Firebird's afterburn), than it is considered "unique", or if they were the first of their kind to introduce a mechanic that isn't widely used (such as Striker's salvo abilities). S-Tier Turrets (Turrets with multiple distinctly unique features) Striker: Only turret whose projectiles have a homing ability and can follow their target. Additionally, the projectiles are the only ones in the game to gain acceleration while traveling (moves faster over time) and it introduced the target acquisition (lock-on) mechanic. As a bonus, it is the only infinite-traveling medium ranged turret whose projectiles still do full damage no matter the distance. Tesla: Note: This is based off the footage we have received from the official video-blog. It may change, but I'm honestly considering the stuff we were shown as official because....let's be honest...it's ultra cool! It is the only turret with chain lightning, only turret with ball lightning, and the only turret which utilizes the ball of lightning to further increase it’s effective range via the chain lightning. It's also unique cause it chains lightning off of non-player objects (meaning it's the first turret that can truly interact with non-player entities besides a wall or obstacle). And finally, it's the only turret with TRUE unlimited ammo. A-Tier Turrets (Turrets which have a distinct unique feature) Firebird: Only turret with afterburn. Freeze: Only turret with freezing effect. Isida: Only turret that can heal (Would've been in S-Tier if the vampirism and range extension abilities were still in the game). Hammer: Only turret that fires multiple projectiles per shot, in a spread-like manner. Railgun: Only turret that has projectiles that can penetrate through multiple tanks. B-Tier Turrets (Turrets that are a bit unique, but other turrets also share a variant of their unique ability) Smoky: Besides the critical hit, nothing else is really special about this turret. Vulcan: This turret is technically an overpowered Twins, however it is the only turret that self-inflicts a status effect on itself, and it’s the only turret that needs to power down after firing. Shaft: It was the original sniper, and is the only turret to be immobilized when utilizing it’s secondary firing mode. However, we also have 2 other turrets (Striker and Gauss) and one future turret that share its ability to have two firing modes. Ricochet: It can fire bouncing projectiles, but for 4 years, Hammer also has a weakened bouncing effect. Magnum: Only turret that could rotate up and down. Or at least it used to before October 2020. Now you have to pay 245,000 crystals for something that was previously free. Anyways, at least it's still the only turret whose projectiles are affected by gravity. C-Tier Turrets (Turrets that don’t have anything truly special about them, yet they still act special) Thunder: This iconic turret was the first turret to introduce the splash damage effect. Nowadays, we have a bunch of other turrets that do the same, but because Thunder was the original, I put it in C-Tier instead of something lower. Twins: The turret known for its “infinite ammo”. However, in reality, it just reloads fast with no real downside, so there’s actually nothing at all unique about it except the illusion that it has infinite ammo, which none of the other turrets really possessed. F-Tier Turrets (Turrets that never introduced any new game mechanics when they were added to Tanki) Gauss: Nothing is truly unique about this turret. It possesses the splash effect of Thunder, the lock-on abilities of Striker, the sniping physique of Shaft, the damage of Railgun, the arcade shots are very similar to a Smoky with Explosive Rounds, the impact force comparable to a Hammer, and the splash radius of a Magnum. In fact, I guess the only thing unique about it was that it was the first big-caliber turret to have tracing projectiles, but as it turns out, it was intended that Smoky, Thunder, and Vulcan would also receive the tracing projectiles as well (No more insta-hits). Original Post:
  25. Tanker-Arthur

    Ideas for Augments!

    I am highly surprised that Gauss EMP bug was fixed extremely fast while the Magnum no-damage bug and the Hammer Adaptive Reload bug have been in the game for months.
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