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Everything posted by Tanker-Arthur
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Lol, Incendiary Band was originally created for players who don't like to check the ammo bar every 10 seconds or so and just fire non-stop, like a beast. And the afterburn from the burning effect is well worth the hitpoints being taken away from you. You can also easily heal yourself with a Repair Kit; those are relatively more common nowadays due to Shards. So if you don't have Heat Immunity or Heat Resistance, Incendiary Band is still good in battles. The main thing you'll notice when you don't have Heat Immunity or Resistance is that you're more balanced with non-buyers and everyone else, rather than being a darn Firebird with infinite range.
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What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
I agree that it helps counters protection modules but.... A pro player like me (or, I think I'm pro....am I?) would get frustrated in battles due to there being so many ways to easily end my killstreaks. We already have one-shot overdrives, Booster Drones, Gauss, AP, EMP...... And now we're making all turrets get a chance to mega-kill someone randomly. Yes, I get it helps the less skilled players, the Railgun players who are annoyed with modules, and the non-buyers...... But if I want to play well yet people just one-shot me left, right, and center, than my frustration would surely dissuade me from playing further. I remember sometimes joining battles and the enemy would just use their Viking overdrives and snipe me with Gauss or Magnum every single time I respawn. It's super annoying. And since matchmaking is a joke, I'm too tired to leave and find another battle. (Also since my internet takes 1-2 minutes to load battles, I'm annoyed if I leave and join a battle where it only has 2 minutes left remaining when I finally manage to load it) Idk, maybe I'm just weird like that. -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Yeah, I know lol. Still though, I'm bothered cause literally 95% of the current parameters in real Tanki have nothing wrong with them. There's like no need to overhaul everything.....just for the sake of some status effect augments that 99% of the players probably don't even own. -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Yes, and that is why Gauss is so underpowered. It takes 3 critical hits for Gauss to 3-shot Hunter. That could take like....at least 15 seconds or so. Vulcan, on the other hand, can wipe out Hunter in just a second. Because the critical hit damage, is the same for all turrets (10,000-something damage). Oh, and the critical chance is too. -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Pretty much. Gauss, along with Thunder, Smoky, Railgun, Magnum, Striker, and Shaft are all underpowered......severely. Yep..... But it turns out every turret has the same critical hit damage AND critical hit chance....... Which means, the faster the firing rate, the more critical hits you can inflict..... And the turrets that shoot the fastest (in order from slowest to fastest) are: Twins, Isida/Freeze/Firebird (they technically have a firing rate of one shot per 0.25 seconds), and Vulcan. And because the critical chance is like, idk, probably 1 in 5 or 1 in 10 shots or something like that, you can see how the aforementioned turrets are gamebreaking. They have "shot reloads" that are only a fraction of a second. Heck, Vulcan shoots like 14-16 shots per second! Oh, and the critical damage is like over 10,000 damage per shot. (I'm telling the truth btw, not lying) Actually, only Hunter has the increased health. All other hulls remain the same as they are in real Tanki, so I guess the devs just wanted us to test it out with Hunter. Still though, Hunter has a little over 30,000 hitpoints. Critical damage is 10,000 per shot. Vulcan fires a max of 16 shots per second. Around 2 - 4 of those shots will do over 10k damage each. As you can see, Vulcan turned on GodMode. -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
That's true lol. @E_polypterus, on the test server, the faster you can shoot, the more powerful you are. -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
On the test server, Gauss will no longer 2-shot medium hulls. It's non critical sniping hits only remove around 3 to 5% of a medium hull's health on the test server. Gauss's Critical Sniping Hits remove around 33% of a medium hull's health. I don't know the critical chance, but you'll most often die before you can inflict a critical hit with Gauss. In comparison, current Gauss in the actual game does around 50% damage per sniping hit to medium hulls. You can go on the test server and see what I mean lol. Gauss is pretty trash. It's damage stays the same like in normal Tanki....but the health of a medium hull has been increased to over 30,000 hitpoints or so. -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Yes, I really hope so too!!!!!! ??? -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Okay sooo..... Pros and Cons of Critical Damage update, based on what is on the test server: Pros: A "somewhat nerf" to the status effect Augments. A MAJOR NERF TO GAUSS. REJOICE??? Oh wait, what comes up next is no time to rejoice. A nerf to the Lifeguard Drone. Because it only heals a small portion of your hull's health at max level now. Cons: Ultra confusing gameplay. Ultra confusing statistics. Messes up with the game balance by a whole lot. Most interactions we came to know by heart is practically erased. Anything that is not Vulcan, Twins, Isida, Freeze, or Firebird is absolute trash. Like seriously, all the single shot turrets are ULTRA TRASH. Actually, the single shot turrets are only ULTRA TRASH because everyone, literally everyone, will be using Vulcan, Twins, Isida, Freeze, or Firebird. You need to spend more crystals on a random new Protection Module that barely has any effect on Vulcan, Twins, Isida, Freeze, or Firebird. Actually, it may have no effect at all given that it protects at a max, 40% of a shot that does over 10,000 damage at MK8. Repair Kit is absolute Trash. The massive amounts of hitpoints the hulls get makes the repair kit healing so......underwhelming. Isida can barely heal anymore. Juggernaut will die to Vulcan....in less than a second. No one speaking English seems to genuinely love, or even like, the changes. Smoky has lost everything unique about the turret. Like all of it's specialties is GONE. Well, it's critical hit ability is still in the game, but EVERY TURRET USES IT NOW! The burning effect is absolutely horrible. It barely does anything to the super high health hulls. Vulcan's Shooting Speed Regulator Alteration is ULTRA OP. The cons outnumber the pros. Lets all hope this is some big-time April Fools Joke ??? Please! Developers! I know I'm sounding too overdramatic, but do not implement this update, at least the current version of it! If you wanna change Railgun's augments, ONLY CHANGE THE AUGMENTS. Don't bring everyone else into the fray. If a kid in school is misbehaving, you shouldn't punish or change up the whole school just for that one kid's wrongdoings! -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
I just edited my post so it's gone now :) -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Next thing you know.....I deleted what i was gonna say so the devs won't get some horrible ideas. -
What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
I like how the one thing everyone wants, Tesla...... Keeps being delayed cause of stuff that people never asked for (Hopper, Crusader (people only asked for Crusader cause Hopper was released), AP Augments, Railgun status effect Augments, and now some random critical damage mechanic that's really broken). -
Exactly :)
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"Multing" in DM special modes to complete special missions
Tanker-Arthur replied to DestrotankAI9 in Archive
Oh okay, so basically if you use a bug and don't report it, you're banned. Ahhhhhhhh. Smooth. -
"Multing" in DM special modes to complete special missions
Tanker-Arthur replied to DestrotankAI9 in Archive
Oh geez, I never knew that! It's just, other games I played don't ban people for using bugs to their advantage. I always though game devs banned people for hacks, not using bugs lol. -
I'll get straight to the point. We need cooler Gauss Alterations. Currently, all Gauss has are some boring status effect Augments. Don't get me wrong, these Augments are not weak, they're very overpowered, but like..... They're so boring. All they really do is tack on some random status effect for Gauss. Gauss is in dire need of some Alterations that change it's gameplay mechanics, similar to the Alterations that got released in 2016 through 2018, and maybe the new 2021 Smoky Alterations. So here are some of my Augment Alteration Ideas for Gauss. I hope you'll find some of them interesting....O_O Ballista Rounds Heat-Seeking Rounds Sharpshooter So that's all the ideas I have for now. If these were ever implemented into the game, It would be nice if they were garage Augments that require crystals to be obtained, instead of being ultra-container only. This is due to the fact that these Augments are similar to the Alterations of 2016-2018, and they don't really provide an overall "upgrade" in battles; just situational ones, and thus are relatively on the same level of strength as Default Gauss. Also, Gauss doesn't have any crystal Alterations/Augments except Adrenaline, so it really needs some to fit in more with the other turrets. Edits based on Feedback:
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This would be so cool to see in the game :D Also, there should be a setting added where you can disable it, in case anyone has performance issues or if the number blocks some of their vision and they can simply turn it off.
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Yes it smells worse; my feet smell like nothing, and I actually love the smell of stir-fried garlic/onion. Do you agree with Tanker-Arthur in the fact that this forum game is fun?
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Interesting....I never knew that lol. (I remember my friend tried so hard to see if Destabilized Rounds could do 1 damage in the test server, but it never happened lol) For me, I always thought the Railgun modifications should've went like this: Default Railgun: A jack of all trades Large Caliber Rounds: High damage but slow reload Destabilized Rounds: You can be lucky and do big damage, or be unlucky and do little damage Scout: Low damage but fast reload (At least back in the day, it was) And for the rest... Hyperspace Rounds: Bad against single targets, great against groups of enemies Death Herald Compensator: Rewards you for kills Stabilized Rounds: Predictable 101
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Yes.... But I'm annoyed that that Augment's stats are toooooo similar to Large Caliber Rounds. Both have the same reload and damage :(
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The Smoky Augments were dope XD. Two of them in fact, Explosive Rounds and Paralyzing Rounds, were things I had wanted the devs to add since 2017 or 2018 :,) - A splash and stun alt :) I mainly like the Smoky augments cause they're like Alterations, having drawbacks to the effects, and thus people who can't get them and only use default Smoky still have a good chance at defeating those with the Augments. Yes, expect an Augment for Freeze that makes the turret BURN enemies......as well as Freeze them too! :( 1,000,000% Agreed. In fact, here's my views on the status effect Augments (or Alterations): The only turrets that should get burning Alterations: Firebird (Compact Fuel Tanks) Hammer (Dragon's Breath) Smoky (Incendiary Rounds) Vulcan (Incendiary Mix) Technically, all turrets except Freeze and Isida can have a burning augment, cause in real life, you could shoot flaming shells and bullets and whatnot and most of the turrets do that (plasma is also super hot in real life, so Twins and Rico can too), but like you said it'll be boring if every turret could burn and it would just make Firebird useless, so we should keep it at those four aforementioned turrets, for now at least. If any new Burning Alterations get added, they should only be for the following turrets: Striker (via salvo missile) Gauss (via sniping shot) Ricochet (Fire is yellow-orange. The plasma balls that Ricochet shoots are too) The only turrets that should get freezing Alterations (or can logically support a freezing alteration): Freeze (Shock Freeze) Smoky (Cryo Rounds) New alterations: Vulcan (Instead of overheating, when the ammo bar runs out, the turret will Freeze itself. (It won't freeze enemies however, just itself)) Striker (via salvo missile) Gauss (via sniping shot) Twins (Ice is blue.....Twins M0 and M1 shoot blue projectiles back in the day) The only turrets that should get stunning Alterations (or can logically support a stunning alteration): Smoky (Paralyzing Rounds) New Alterations: Striker (via salvo missile) Gauss (via sniping shot) Tesla (if the default version doesn't stun already) The only turrets that should get armor-piercing Alterations (or can logically support an AP alteration): Railgun (because the projectile literally penetrates multiple enemies) The only turrets that should get EMP Alterations (or can logically support a EMP alteration): None (because the EMP effect is the most annoying, suckiest status effect in the game) Agreed..... Which is why they should nerf Scout AND the Ultra-Container augments at the same time :)
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Default Railgun also works great.........compared to Large Caliber Rounds and Round Destabilization at least. But it's definitely overshadowed by Scout and Incendiary Rounds.
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For me, Scout, EMP, and Stun Rounds are my most hated ones. Scout needs the following changes: Reduce minimum damage. Reduce impact force. EMP needs the following changes: EMP duration reduced. Damage reduced. Alternate idea: Delete this augment. Stun needs the following changes: Reduce the stun duration back to one second. Reduce the damage back to normal Railgun. Make the warm-up time longer (to emphasize that it needs more electricity to charge up a "stunning" shot). To compensate, make it reload a bit faster than now. Alternate idea: Delete this Augment because I don't see how logic dictates that a turret like Railgun manages to stun it's enemies. Railgun shoots ultra dense uranium bullets that allow it to penetrate and hit multiple targets, not lightning or electricity.
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"Multing" in DM special modes to complete special missions
Tanker-Arthur replied to DestrotankAI9 in Archive
Since no one is directly hurt by this....it is not "multing". (Unless someone else also wanted to get last place in a DM battle lol) Rather, it is something called an "exploit", where you take advantage of unconventional game mechanics to finish your goals. A common "exploit" is using Heat Immunity to block Vulcan's self-destructive overheat. Exploits are not intended by developers, but you won't get in trouble for committing them, as it is a fault in the game mechanics, not you. Edit: Nevermind! Turns out, @Spy told me you can get banned in Tanki if you exploit bugs. I'm pretty sure the self-destructing in DM just to farm supplies for missions isn't a real bug though, so it's probably alright to do it.....? -
Keep in mind, many Augments were released back when Alterations were a thing, where Augments were meant to be balanced with the normal turret, so sometimes, the default version of Railgun could be the best. Or it's equally as effective as some of it's Augments (aka, Alterations). But you shouldn't use default Railgun if you own one of the following Augments for it: Electromagnetic Accelerator "Scout" Incendiary Rounds Stun Rounds EMP Rounds If you own one of the mentioned augments, definitely use them, because those Augments have been buffed to the point where they break the game.
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