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Tanker-Arthur

Tanker
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Everything posted by Tanker-Arthur

  1. Tanker-Arthur

    Critical damage

    Lol, "Augment" means "To Upgrade". And that's what half the Augments do lol. They just tack on some random status effect or give you adrenaline. The rest of the Augments are Alterations. "Altering" something means "To change" it :)
  2. Tanker-Arthur

    Easter in Tanki Online!

    He's probably surprised that so many people fell for the April Fools Joke :)
  3. Tanker-Arthur

    Easter in Tanki Online!

    Probably the critical damage update that most people don't like.
  4. Tanker-Arthur

    Critical damage

    Marcus himself replied "Wow" on page three lol. So that could mean 3 things; He's surprised that so many people fell for the April Fools Joke. The update is real, but Marcus is beginning to realize that it's a bad idea. He's just randomly saying that for some other reason lol.
  5. Tanker-Arthur

    Critical damage

    It's actually a HUGE nerf to the mine. Cause 99% of the time, if your opponent has a medium hull upgraded to Mk1 1/10, they will survive the mine, provided they are already at full health.
  6. Tanker-Arthur

    Critical damage

    So basically less skill needed. Meaning, we all die faster in battles
  7. Tanker-Arthur

    Critical damage

    Same here. if it's still here by April 2nd, I'm quitting and I'm only logging on to get my free container per day.
  8. Tanker-Arthur

    Critical damage

    LOL If the devs literally say the new feature is "expensive", than they gotta not be taking it serious, and it may very well be an April Fools Joke...... I hope O_O
  9. Tanker-Arthur

    Critical damage

    Probably worse, cause for Smoky, it suddenly gets 13 critical damage turret competitors in one update.
  10. Tanker-Arthur

    Critical damage

    If I were the developers...... I would delete 90% of this update. I would release Tesla. And I would keep the Supercharge status effect. This is the only cool thing about the update and it would be very cool if it was implemented on a new Turret and 2 or 3 alterations. Like have a new support turret that inflicts Supercharge on teammates :) That is cool. This update is not cool. SMOKY IS NO LONGER UNIQUE IN ANY WAY.
  11. Tanker-Arthur

    Critical damage

    BOO The thing is.....what makes Smoky unique now???????????????????????? I buy Default Smoky for it's critical effect. Now there seems to be no reason at all to buy Smoky. Like why would I wanna use Default Smoky anymore??????????
  12. Tanker-Arthur

    All Augments Ranked: Smoky

    I have some feedback: Whenever you guys do one of these Augment comparisons, if you want, I would very much like to see where the Default Version of the turret compares with the Augments. Otherwise, it's a great article :) (although I do disagree on some of the rankings)
  13. Tanker-Arthur

    Ideas for Augments!

    Yes, Hopper would be balanced if it just hopped. But Hopper also stuns, burns, and strafes like a madman when utilized with mouse controls and mobile controls.
  14. Tanker-Arthur

    Ideas for Augments!

    Hmm, these are valid points. So perhaps increasing the lock-on time to around 4 seconds?
  15. Tanker-Arthur

    Ideas for Augments!

    Well, logically, Shaft has a lower impact force because it's "shot" doesn't even seem to be a "shot". It just looks like an "oval of energy" or something that appears out of nowhere. Gauss is supposed to logically have the higher impact force cause it's literally a superheavy projectile that comes flying in your face at lightning speeds. Keep in mind, I also increased the recoil so it makes it a bit harder for the shooter to retain their aim. Yes, I wanted it to be somewhat balanced with Striker. Both Striker and B-Rounds Gauss can 1-shot enemies, but Striker has splash damage (and it's supposed to lock on faster) and Gauss has a longer lock-on duration and can only hit one enemy at a time, as well as no laser.... If applicable, I can tweak the lock-on times and/or post-sniping reloads for Gauss to be longer and such. I believe it is 4 seconds, with a 3 second reload.....But the big downside is immobility. B-Rounds Gauss takes 3.4 seconds to lock on.........so I guess I can change it to be closer to 4 seconds? Keep in Mind, B-Rounds Gauss also takes 3.75 seconds to reload after Sniping. So it basically can only snipe enemies once every 7.15 seconds, when used at max efficiency.
  16. Tanker-Arthur

    [Forum Game] Avoid The Question

    Hopper needs to be deleted from Tanki. What will you say when you avoid this question?
  17. Tanker-Arthur

    Ideas for Augments!

    Guys, make sure you read the edits I added towards the bottom of the original post.
  18. Tanker-Arthur

    Ideas for Augments!

    Alright, so I guess the general consensus is that B-Rounds is OP So instead of a 100% damage boost, it'll be 50% for now. And impact force will be reduced from 70% to 50%.
  19. Tanker-Arthur

    Ideas for Augments!

    Actually, I did. If you go back up, and read closely, I put the following words in red: Sniping shots no longer do splash damage But anyways, I do believe you and @BloodPressure have a point with the Alt being somewhat OP, especially since it has no laser. Since it takes longer than Striker to lock on, I think it's damage is alright, especially since the alt removes splash damage from the hit, making it so that you cannot wipe out the whole enemy team in one shot. But perhaps a suitable nerf for it (at least for now) would be to reduce the aiming recovery time to one second, instead of two? Actually, keep in mind.... Not only is 0.4 seconds somewhat slower than 0.25, Gauss' arcade shots actually do less damage than Striker. Striker (as well as Thunder) can reliably 4-shot medium enemies, while Gauss needs around 4-6 shots with it's arcade shot, depending on how lucky you are. Also, the reload to charge all four shots back when you consume them all is pretty long. You'll probably only reliably kill 1 or 2 enemies before you have to hide and reload.
  20. Tanker-Arthur

    Ideas for Augments!

    You have a point.... But the reason why I made the stats as they are now is that it would take a bit longer for Gauss with my Ballista Rounds augment to lock onto an enemy, compared to a Striker. And unlike Striker, Gauss with B-Rounds would be unable to destroy multiple enemies at once, as the alteration removes Gauss' splash damage when sniping. I also increased the turret's reload after it snipes so that it can't land as many shots as Default Gauss can. True. The reason why this alt barely seems to do anything, was because I originally came up with the concept of this alteration back when alterations could cost as low as 20,000 crystals to obtain lol. As you can see, I was hoping this alt would be one of the 20,000 crystal alts. It was supposed to be a small utility alt that didn't help out much, but I guess I can edit it to have a more prolific effect. Ammo will keep reloading, so yeah, it's actually more like Shaft's Rapid-Fire Mode..... But instead of shooting 3 shots, you get to shoot 4 shots that do splash damage, in exchange for no longer having a Sniping Ability. :D
  21. I really Hope the incoming update is an April fools joke Plot Twist:
  22. Tanker-Arthur

    Tesla or Damage Spread Rework?

    I'll be straightforward, do you want Tesla in the game first or do you wanna see a rework to the damage mechanics of all turrets first (the universal critical damage update)?
  23. Tanker-Arthur

    Let's Discuss Vulcan!

    Here's a funfact: Vulcan is the only turret in Tanki that is also a real turret in real life! (Striker in real life is a "missile carrier", which is essentially a tank that carries a missile launcher) Introducing the M61 "Vulcan": And as a bonus, here's it's close cousin, the GAU-8 "Avenger": (Boy, imagine if we got a second machine gun turret named Avenger lol. Both the M61 Vulcan and the GAU-8 Avenger are produced by an American company called "General Dynamics". In real life, the Vulcan and the Avenger are not conventional tank turrets; rather, they are mounted on fighter jets. However, people have retrofitted them onto tank hulls numerous times. Real life Vulcan has an effective range of 1,000 meters against air targets and over 2,000 meters against ground targets. It fires bullets at a max speed of 6,000 rounds per second, the equivalent of 60 bullets per second. In comparison, Tanki's Vulcan only fires around 14-16 rounds per second. The Avenger on the other hand, has an effective range of 1,220 meters and a maximum firing range of 3,660 meters. It fires bullets at a max speed of 3,900 rounds per second, which is basically 39 bullets per second. Unlike the Vulcan, the Avenger was designed specifically as an anti-tank weapon, and its rounds deal more damage than the Vulcan's can.
  24. Tanker-Arthur

    April Fools Day 2021

    After seeing what I saw on the test server today, I really hope this is an April Fools Joke.
  25. Actually, the Jump is really useful. Magnum camping abuse. Jump onto side walls and avoid mines. Jump above enemies and place mines to instantly do heavy damage to them. Jump above an enemy defense to score goals or take flags. Jump onto bridges so the enemy can't pursue you directly.
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