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Everything posted by Tanker-Arthur
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If he's on a browser like Google Chrome, he can simply reduce the size of the site in the settings and that's how he gets so much empty space on his screen.
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valid Release Critical hit resistance modules but not the way they are from Ultra containers
Tanker-Arthur replied to LOLKILLERTOTHEDEATH in Ideas and Suggestions
Idk, it seems like we're now forced to dedicate double the number of crystals to Protection Modules, and the Modules are already one of the most expensive things in the game. And since they're so expensive, the people who get all 6 Modules first will have a massive advantage cause many other people with fewer crystals would most likely be working on their 3 original modules. (Like me, I'm a Legend 5 and I still haven't maxed my three modules). If this ever gets added, then we should only unlock these critical module slots at the Legend Rank. That way, lower ranked players can focus on maxing out their main equipment first..... And buyers who purchase crystals to won't have so much of a greater advantage in battles. -
Agreed. People got too used to Gauss being OP than now they suffer withdrawal symptoms when it gets nerfed. The now hate Gauss for being "bad", yet they should realize that Gauss is now closer in power to the other 10 turrets that tend to get their behinds kicked by Gauss when Gauss was OP.
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What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
@asem.harbi, looks like you were right. Gauss is HORRIBLE now. I was on my Gauss account and it looks like they completely removed all of Gauss' damage as well. Changes I noticed: All damage reduced by 100% -
Ohhhh, okay. I asked cause once, we were ahead in points, and when I tried to get my team to do it, everyone seemed angry at me lol
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What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
True.. But honestly, now that Gausses can get closer a bit, they have a larger window to ram enemy Strikers and Magnums and force the turrets to self-destruct. -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Doesn't matter, Gauss is still the most OP turret. You see, it still can wipe out it's enemies fairly easily. None of the actual damage or reload was nerfed. At all. it just makes it less powerful in modes like Siege, CP, and attackers in ASL, but it's still a killer turret that can win in most 1v1 situations, provided it keeps a medium range. ACTUALLY, GAUSS may be STRONGER THAN BEFORE. It can now shoot enemies at closer distances without risking self-damage!!!! -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Yeah, but it's just the radius. Meaning against groups of enemies, it's nerfed.... But its still strong enough to outclass a Thunder, Striker, and maybe Shaft in a 1v1.... Along with every other turret with limited range. Nothing about the actual damage and reload and aim time is changed, so Gauss is still OP in 1v1 scenarios and such. It's still the same as before, but it's just not as good at team-wiping entire teams. -
Probably, but judging based on what we see with 12 of the turrets... Tesla's "Critical damage" will be the same numeric value as it's normal damage. Only difference is that it will Bypass the Tesla Protection Module. (Had the critical damage update not been released, Tesla would not have critical damage)
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April It was "hinted" to be April, because one of the newspaper challenges asks "What HD Skin do you predict will be released in April" or something like that. And if you correctly predicted the skin, you would win a reward.
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You said "Hi", on Friday, March 26th, 2021, at 2:58 PM in Eastern Central Time. I just said "Hello" back lol, as a greeting.
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@LOLKILLERTOTHEDEATH, looks like my less-smart younger self came up with the idea to make Juggernaut immune to all status effects.
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Either that, or restore the damage spreads. And make it so that only Smoky, as well as Cryo, Incendiary, EMP, and Stun Rounds augments for Railgun are the only ones with a "Critical hit" mechanic. Cause the universal critical hit thing messed up too much stuff.
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It's actually underpowered. Terminator always tends to beat it in a 1v1, therefore Gauss needs a buff. :(
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Smoky is the most balanced turret, or at least it's the closest. All of it's Augments have significant downsides, making them "Alterations", and thus making the Augmented versions balanced with Default Smoky.
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Hello :)
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Overdrives suck because they are too no-skill. I don't want my pro killing spree to be ruined by someone who can press shift and insta-kill me. If they wanna kill a skillful player, they need to match/outmatch the skill level, or perish.
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Opening 500 containers and getting the Electra Paint.
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What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Well, the game's gone full-circle. Gauss is OP because it's just too strong. Magnum is OP because you can abuse the quick reload of the Mk7 and 8 versions. Shaft is OP because it does too much excess damage on it's sniping damage. And now Railgun is OP because half of it's shots can pierce through Railgun Modules, as well as do massive damage. Congratulations, all four long-range turrets are OP compared to the other 10 turrets. (Gauss is still King, however) -
Here's one that many people will disagree with: @Tanker-Arthur says the HD skins are wayyyyy better than the Ultra Skins.
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Strategic "Multing" in Rugby
Tanker-Arthur replied to Tanker-Arthur in Strategic "Multing" in Rugby Archive
I know that if we prevent our team from scoring goals in Rugby, or helping the enemy team score goals against our team in Rugby, is considered multing and will get you punished..... But does the following scenario count as "multing", or is it allowed in the game as it technically helps your team win? Here is what happens in said scenario: Your team captures a ball. The score is 1 to 0, with your team having 1 point. When the next ball respawns, instead of trying to bring it into the enemy base (enemies have less points than you by the way), you decide to bring the ball to a secluded part of the map, in order to try to "protect it". (or you bring it to your team's base, where the mass of your teammates help defend the ball from the enemies) What I mean is, now that your team is ahead with one point, instead of making an effort to capture more balls, you (and maybe your teammates as well), decide to keep the enemies from getting the ball. Essentially, you guys play "Save the Gold", but with a rugby ball instead, knowing your team will win as long as the ball is out of enemy hands. The battle timer reaches 0:00, and your team wins with one point, and the enemy team has zero points. Overall, the question I wanna ask is does doing something like what is stated above actually allowed in Tanki? Or will doing it get you punished cause some people (like some of your teammates who don't know you/communicate with you) will think you are multing? I wanted to ask because in other games I played, a common strategy in their forms of Rugby modes is to score one or several goals and then keep the ball away from the enemy team until time is up. But in Tanki, I noticed people just go for the goals no matter what. -
Same thing happens to me. I'm not sure if it's a bug, it's probably just the internet? And this assumption comes mainly because my internet has a history of cutting off randomly sometimes, making me instantly lose connection to a Tanki battle, even though the cut-off only lasts for a second or two.
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category Ideas for Hulls and Overdrives!
Tanker-Arthur replied to Ilia.ArchangeI in Ideas and Suggestions
I don't want this......as we don't really seem to need it.... And we might as well call the game "Hovercrafti" because based on experience with Hopper, Crusader, and Ares, hovering is more OP than driving around on the ground, simply due to the fact that hovering hulls have less traction with the ground (meaning they can move around and avoid bumps and cracks in the terrain that slow other hulls down), and they can simply utilize mouse-controls to side-strafe like a pest. And so if all the hulls can hover, there's really no reason to use the tracked version.....unless you don't care about the competitive advantage that comes with hovering. Buuuut, I do want an option for Hopper, Crusader, and Ares, to turn them into Normal Hulls, Hopefully Permanently -
I feel like it needs even more stuff nerfed with it.
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Seems "boring", but i still like it. Back in the day, this augment would've only cost somewhere between like 35,000 and 100,000 crystals.
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