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Tanker-Arthur

Tanker
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Everything posted by Tanker-Arthur

  1. I wish we have a Striker HD. Ultra skins are cool but I prefer the HD designs more.
  2. Tanker-Arthur

    Episode 294 of the V-LOG is live!

    OMG BRUH Out of all the turrets, I always thought the turret least likely to get an Ultra skin would be Striker XD Letssss gooooooooooooooooooooooo Oh wait, I don't have any real money.
  3. Tanker-Arthur

    Let's talk about ourselves.

    Arthur Brozek Do 17 Decatur, Georgia (United States) Yeah, I'm finishing up my last year of high school. Gonna go to work afterwards because college is too expensive for now and I don't want mom to be homeless. I'm not a good person.
  4. Tanker-Arthur

    LOVE♥

    Yes, I actually love someone but please don't tell her.
  5. They should make it visible. Yes, there is no "buy" button (even though I honestly wish we could buy them for crystals), but hey, it makes looking at the Augments screen less empty. And dreamers can see the Augments without needing to visit the wiki.
  6. Tanker-Arthur

    HD skins option

    I don't crave the M3 skins because much of them are being converted to near-identical (hopefully) HD versions..... But I do crave the M0, M1, and M2 skins. There was no real reason to remove them. I would gladly wait 20 years for the devs to eventually turn all M0, M1, M2, and M3 (and maybe XT) skins to HD.
  7. Tanker-Arthur

    HD skins option

    Nah they should be 100% free.
  8. Tanker-Arthur

    Ideas for Augments!

    Or, it just instantly removes all your supplies..... But....it doesn't apply a cooldown. Meaning people affected by EMP will be able to start reactivating their supplies again immediately after getting shot. The downside is that they won't have all 3 supplies active at a time. They can spam repair kits, but they won't have a double armor to protect them from being one-shot.
  9. Why does it even stun? Lol, I'm pretty sure Railgun's Uranium projectiles have no electrical mechanics with them lol. It's just a hunk of metal that flies really fast.
  10. Tanker-Arthur

    Ideas for Augments!

    If the Smoky Augments aren't good enough, you might as well use Default Smoky :) Either that, or nerf the augments of the other turrets :)
  11. Tanker-Arthur

    Tanks in Space

    I like how all of those seem to be irrelevant compared to the following words: Luck and Money it should've been like this: "Each station gives you different prizes. Hopper XT is somewhere in the middle of your journey. And only the most lucky and rich tankers will earn the super-prize - powers Crisis drone, which helped many tankers dominate in battle." I feel like it's just easier for the developers if they made a shop offer that lets you buy the Crisis drone for 100 dollars or something. Makes life much easier for the buyers and the devs can be more lazy yet still earn relatively the same amount of money. Cause either way, F2P people don't seem to be having that much of a chance at getting Crisis for free anyway (based on what I read above about people being knocked back multiple spaces and such).
  12. Tanker-Arthur

    Toxic Turret/Effect

    Actually, I was thinking an Acid effect would weaken a tank's armor and turn it soft. But instead of being a cheesy "Armor-Piercing" effect, it's basically a new effect that when an enemy's tank is covered in acid, all opponents' weaponry can easier penetrate the armor and do increased damage, due to the softened and compromised armor. So if you are covered in acid, all of your enemies will do...say, 20% more damage to you when they shoot you, as long as the acid effect stays.
  13. Tanker-Arthur

    Ideas for Hulls and Overdrives!

    We really need this in the game because I am tired of people just spamming overdrives over and over again to win. Especially with Viking, which can instantly one-shot everyone with no real limit.
  14. Tanker-Arthur

    Ideas for Augments!

    That's the thing.... These "augments" were originally designed as "Alterations". They were supposed to change the way how the turret works, but keep it in the game's overall balance. That way, players can essentially "try out new playing styles" with their favorite turrets, without having to buy a brand new turret that they don't like or aren't used to yet. And if they don't like the new modification, they can simply just revert back to the default version of the turret. Actually with Firebird, it greatly changes your strategy. With Afterburn, you can light enemies on fire, than move on to the next enemy because the afterburn should do the damage for you. But without Afterburn, you are forced to use all your turret's raw strength and whatever damage and ammo it has just to kill an enemy. Additionally, if the enemy moves out of range, there is no afterburn to continue damaging them, thus you are forced to try to keep up with the enemy or find cover and avoid them shooting you. Actually, my idea of a "Splash Immunity" would only affect Thunder. Otherwise, you'd be getting way too much value out of one hull augment. If you want, you can call it "Thunder Immunity". Basically one separate hull augment to counter each turret's special ability....unless their special ability isn't too "special" or it can't be used on enemies (Like Isida's healing). Yes, because they really don't have any special effects when attacking enemies. So I had to compromise and give them hull augments that countered the only thing they had - direct damage. (Also, Heat Immunity actually blocks 45% of Mk8 Firebird's damage, due to it having up to 7500 damage output and 3000 of it comes simply from the afterburn) Same goes for Cold Immunity. You block the freezing effect yet the enemy freeze still does FULL damage to ya. Unlike Heat Immunity which blocks so much of Firebird's damage output via the afterburn, Cold Immunity only functions as a deterrent to defending Freezes, as you will see you said below..... I know, but since Heat Immunity and Cold Immunity are direct counters to "unique" aspects of Firebird and Freeze, I thought Bounce immunity would protect against Ricochet's semi-unique feature of bouncing projectiles. That being said, since so many turrets use splash damage nowadays, Thunder and Twins don't really doesn't have too many options for immunities, as if you take away the reload and range differences, a Thunder and Twins basically have the similar attributes. Honestly it should've been a hull augment called "Critical Resistance", granting 50% resistance against critical hits. And I'm also not a fan of all turrets stealing Smoky's unique feature. I don't like Hull Augments, but I would much prefer a Hull Augment for a special effect, rather than a whole Protection Module. What's next? The Dragon Module? Protects 50% damage from burning effects? Isn't that what "Alterations" are for? (Just FYI, half of the turrets' so-called "Augments" aren't upgrades at all. They're entire modifications that change the way the turret....is...well....being used) Yes but Firebird lacks the base DPS to actually destroy enemies and compete against Freezes and the abomination that is Isida's 1150 DPS today. I know the Incendiary Mix is a thing....but the other thing is..... Firebird is a flamethrower. For 9 years, people have associated it with the burning effect. Not everyone wants to use a fire-less Firebird, like me for instance. I'd rather get Twins and benefit from the extra range to be honest. The devs should stop making it so that buying Incendiary Mix is mandatory if you want your Firebird to be "good", at least for MM battles. Well, "Altering" turrets was a thing that lasted for four years - from 2016 till 2020 (then it took a pause in 2020 but luckily it came back for Smoky's alterations and Hammer's Blunderbuss this year) and it honestly worked fine to me. It helped add "New" turrets to the game, without the devs having to work so hard to actually make "actual new turrets" for the game. if the game gets too complicated, just add rank restrictions to the Augments/Alterations, so that players will slowly learn about them as they play, rather than having all of them shoved in their face at once from the very beginning.
  15. Tanker-Arthur

    Tanks in Space

    Well......at least we an enjoy 500 extra crystals a day.............. It's enough to buy 10 mines or other supply. O_O
  16. Tanker-Arthur

    Tanks in Space

    Yes, but in the big picture, without a computer or working internet, there's no way to get the 100 and 1000 crystal "free" rewards. Of course, you can walk/drive to your local library or something, but you'd still need to pay for food to provide nutrients to your body to walk there, or pay for gas to power your car to drive you there.
  17. Tanker-Arthur

    Tanks in Space

    You still have to pay hundreds of dollars to buy a device in order to log onto Tanki and claim them. Also internet bills and electricity bills (for powering your computer or charging your phone) O_O
  18. Tanker-Arthur

    Tanks in Space

    #Yes #OnlyComeBackWhenMostUpdatesFromThePastTwoYearsAreDeleted #KeepShards
  19. Tanker-Arthur

    Ideas for Augments!

    But before Heat immunity, Incendiary Band people have to make sure they check up on their own health or else they end up killing themselves. In fact, Incendiary Band was only "overpowered" back then when it was used in tandem with an Isida that actually had decent healing at the time. If that's the case, then we need the following be added to the game: Nanorobot Resistance (For Isida's damage) Pellet Resistance (For Hammer's damage) Plasma Splash Immunity (For Twins's splash damage) Smart-Minus Field Immunity (For Ricochet's bouncing effect) Critical Immunity (For Smoky's critical hit) Salvo Immunity (For Striker's salvo) Splash Immunity (For Thunder's splash effect) Penetration Immunity (For Railgun's piercing effect) Shell Immunity (For direct hits from a Magnum) Sniping Immunity (For Gauss' sniping shots) Scope Immunity (For Shaft's scope shots) Or any other similar things. Because it's 100% unfair that Firebird and Freeze are the only turrets whose DEFAULT versions are affected by Immunities.
  20. Tanker-Arthur

    Ideas for Augments!

    I didn't mean Incendiary Band, I meant delete Heat Immunity lol. XD
  21. Tanker-Arthur

    Gender in Tanki friendship

    Lets randomly revive this topic by posting something in it so it goes to the front of the forum.
  22. I want new turrets lol. It gets boring if you're left with the same options for years on end.
  23. I know, at max, it allows you to use supplies after a 5 second cooldown when the previous supply wears off. That being said, I never survive long enough in order to actually utilize that. Boosters and Blasters and Gausses always snipe me off. Hyperion is simply a better Trooper and Camper but more buyer-friendly XD.
  24. Tanker-Arthur

    Tanks in Space

    Plot Twist: We had to wait until April 12th, 2022. Bigger Plot Twist: The space game would take a year to be done because it's actually a brand-new separate game of its own.
  25. It can be used as a measuring stick....but it's arguably pretty inaccurate sometimes..... 0.00 - 0.50 K/D: You are a parkour-only person, an healing-Isida only player, your favorite turret is Magnum even though you never manage to master it, you deliberately try to not get kills, you unqisely spend your crystals and are left with underleveled equipment, or you're just a total noob at the game. 0.51 - 1.00 K/D: You like using "melee" turrets, you're decent at the game, or you would've been a good player with a higher K/D had there not been so many buyers killing you. 1.01 - 1.50 K/D: You are a relative pro or a decent sniper. You could also just be a decent player at the game, but you got somewhat lucky with the Matchmaking system and either got easy targets or you don't fight against too many buyers. 1.51 - 3.00 K/D: You are a pro player who only uses one combo and maxes it out way before the next modification unlocks, you are a heavy buyer, or you're a skilled sniper. Either that, or you're just simply really pro and good at keeping yourself alive. 3.01 and Above: You abuse the "Leave Battle" button and leave the battle before someone manages to kill you. Either that, or you're just a really skilled and lucky sniper (emphasis on Gauss). Or you're the ultimate buyer and is basically immortal in battle. Like I said, it's pretty inaccurate, but those are my best guesses at which level of K/D can infer about the player.
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