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Tanker-Arthur

Tanker
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Everything posted by Tanker-Arthur

  1. Tanker-Arthur

    Smoky HD and new augments

    They just barely turned one turret and one hull into HD...... It's gonna take them a while before they ever reach XT skins. Based on the rate that they're refurbishing the default skins, I believe we'll have to wait until 2022 for the XT HD skins. Then again, the developers can be biased once again and just make HD skins for Thunder, Railgun, and Viking. Afterwards, instead of working on all the other turrets and hulls like they should, they'll skip all of them and go ahead making XT HD skins for Thunder, Railgun, Viking, and Hornet. And then the aforementioned equipment would have SIX skins in total, while stuff like Freeze only has 2.
  2. Tanker-Arthur

    Smoky's Explosive Rounds Augment

    Ohhh okay. Nice to hear it's consistent with other splash effects. ? Yeah I kinda figured XD Probably. I've noticed they went into detail with some of the other alterations, like Freeze's Corrosive Mix.
  3. The thing is....with the reduced critical rate, a Mk7+ Smoky would only stun enemies in 1 out of 10 shots. That is twice as low as Smoky's Cryo Rounds alt, which can insanely slow down your speed in 1 out of 5 shots. I honestly believe Paralyzing Rounds and Cryo Rounds are alterations of each other. Cryo Rounds offers better chances of a slowing effect, whether it be used defensively or to keep enemies in the line of fire, while Paralyzing Rounds is far more rare and lower damaging, but the debuff effect is more intense to compensate. Additionally, at longer ranges, sure, it is annoying to be suddenly stunned.... However the enemy Smoky who did it will most likely do relatively low damage to you. If you have double armor active, the critical hits would only do 200 or 400 damage per shot. Also, when you're stunned, you can still use Supplies. It's not as intensely hindering as Hunter's Overdrive. And, unlike Hunter's and Hopper's overdrive, the alteration's stunning effect only applies to one enemy at a time. It can't stun-wipe a whole group of enemies. Honestly, I doubt Paralyzing Rounds will become one of the most popular Smoky alterations. Of course, if it's the only Ultra Container augment/alteration that the player got for Smoky, of course they will use it... But from the looks of it, people who managed to get their hands on multiple Smoky Alterations will most likely use Autocannon or EMP Rounds (if they obtain it). Autocannon because it's easier to use and rapid fire is pretty satisfying (and cause it was given out very recently in a challenge so literally around one-fifth of all active F2P players have it), and EMP Rounds cause the EMP effect is just broken.
  4. Tanker-Arthur

    Smoky's Explosive Rounds Augment

    Hey guys, I know it's a bit early and the Explosive Rounds Augment/Alteration for Smoky has been recently released..... But does it do self-damage if you shoot an object too close to you? Because with every explosive thing in Tanki.... Thunder Striker Magnum Gauss Twins Ricochet's Destabilized Plasma Terminator's Rocket Salvo ...they all do self-damage if they hit an object too close to them. Below, it doesn't say whether or not Explosive Rounds does self-damage.... So I'm wondering if the info was just left out, or does the augment/alteration really do no self-damage? ?
  5. Nowadays, Heat Immunity has killed Firebird XD
  6. Honestly, the only Smoky augment (or Alteration as I call them) that is "strong" is EMP Rounds. It inflicts five seconds of EMP in exchange for a small 15% critical damage decrease, which is...kinda overpowered, considering once you have removed the enemy's supplies, you will do 100% higher damage than normal. Meaning, the alt will boost your damage by 85%. Unlike Gauss' EMP Salvo however, Smoky's EMP Rounds takes much longer to inflict, as at Mk7+. only 20% of your shots will inflict the EMP effect. Additionally, unlike Gauss' EMP Salvo, Smoky's EMP Rounds does not inflict EMP to a whole team at once, just to the person you shoot at. Otherwise.....the rest of the new Augments/Alterations are pretty balanced in my opinion. Paralyzing Rounds reduces critical damage AND critical chance by a whopping 50%! I'm assuming the stun duration will be 3 seconds, to be on par with the stuns received from Hunter and Hopper. Overall, this is balanced. This alt greatly decreases damage output....but in exchange, it's better off for defending flags and balls. Rubberized Rounds allows the shot to ricochet two times, and at a much higher angle than normal, but decreases projectile speed. Most of the time, you won't even need to ricochet your shots, so this alteration is only good based on which map you are on. Overall, this is balanced. On maps like Massacre, this alt will hinder you, but on maps like Industrial Zone, it may provide some benefits, particularly in the tunnels and buildings. Explosive Rounds will probably cause you to do self-damage. Since explosives in Tanki have a tendency of doing self-damage, I believe this alt will do so too. It's balanced cause you can damage groups of enemies at once....but if you get too close, you may hurt yourself. Additionally, it's splash radius isn't as big as Thunder's....so most of the time, it won't be a big help, especially in 1v1 battles. Sorted Ammunition is....balanced. Overall, it increases your critical chance to 25%, which is 25% higher than a normal Mk7+ Smoky. However......you must fire off 4 shots after respawning in order to have a critical shot ready. With a normal Smoky, there's a chance you can fire just 1 hit and you'll instantly get a critical hit with your second shot. Basically, this alteration is great when you survive for long periods of time, but if your team is being spawn-killed/team-wiped, you're better off using regular Smoky as it has an increased chance of firing off a critical hit right after respawning.
  7. Also, I like how when firing, Smoky actually emits smoke now. Finally, a reason to name it "Smoky" ?
  8. They probably are those weird players that are only satisfied when "old Madness map returns", or "Paints and Protection Modules are recombined". ?? Not to offend anyone here. Just saying.
  9. XD, in a week, you can earn up to 17 containers!! (If you do all missions ?) And that's not counting the bonus containers earned from challenges and special missions. Best.....Update.....by.....Far!!!! If Tanki devs keep this up, 2021 will be my favorite year of the game's existence (previously held by 2017 and 2018).
  10. I honestly wouldn't spoil it for free-to-play players. Tanki spent 2 years being almost pay-to-win, it's nice that the weekly container rewards are being increased by....up to 460%. Really helps pay back the free playing players who were still loyal to Tanki despite it having bad updates in recent years.
  11. Actually, you can earn two containers per day :D Just keep Tanki open, and you'll passively earn enough shards for a second container within several hours :D
  12. I changed my vote to Satisfied Game Balance is still an issue..... But earning 2 containers a day is frikking awesome. This is the most free-to-play Tanki has ever been since I started playing in 2014. (My Opinion)
  13. Tanker-Arthur

    Ideas for Augments!

    Actually, I don't mind if it's an Alteration..... But I am annoyed that default Smoky now has a bouncing effect - limited like Vulcan's, but still..... It makes Ricochet....obsolete now :(
  14. Reduce Penetration Power to 1% ?
  15. Yeah, I agree it's not as annoying as EMP Gauss and Fire Vulcans with Infinite Ammo... But it is very annoying for lower ranked players and pro battles where supplies are not as prevalent.
  16. Yes, but Hyperspace Rounds has three limiting factors: Much of the time, enemies won't line up for you. Unless in Siege or defenders on Capture the Flag or Assault. Or gold-hunters during a gold drop. Hyperspace Rounds doesn't have an instant-reload feature like Death Herald has. It is subjected to the same reload a normal Railgun has. It is very hard to pierce a shot through an ally for a damage boost. This is because vertical auto-aim doesn't work on allies. Now, if your teammates are all Mammoths or Dictators, great :D Yeah, I agree this is extremely annoying.
  17. Technically......you didn't say how long the damage boost would last if you didn't fire the turret immediately after reloading. So if you saved the instantly reloaded second shot, you could drive around till you meet up with an enemy, than unload a shot that does 100% more damage without even using double damage. And that would instantly reload another shot if you manage to kill them........which you could save and drive around till you meet up with another enemy, and shoot them with a shot that does 150% higher damage than normal, without the assistance of double damage. And that would instantly reload another shot if you manage to kill them........which you could save and drive around till you meet up with another enemy, and shoot them with a shot that does 200% higher damage than normal, without the assistance of double damage. And imagine this with Double Damage and/or booster XD.
  18. Honestly, I feel like this would make a skilled player be extremely overpowered in certain situations. It literally means in battles where enemies group up (like Siege or defenders on Assault), it would make the Death Herald user literally become an infinite Viking Overdriver. This is due to the additional 100% damage increase (which apparently scales up to 200%), making it much easier to destroy enemies, which in turn further reloads the turret, and allows you to kill even more enemies in a single shot. I understand that Death Herald isn't a "great" alteration (believe me, I tried it in the test server, and whenever I do manage to make a kill once in a while, I would always end up wasting shots cause I would always hold down the spacebar when firing Railgun....it's just the way I play with the turret) But I don't think this is exactly the way that it should be...."reworked". I propose an edit somewhat like this: When killing an enemy, next shot reloads instantly and deals increased damage (like 50% more, making it on-par with Large Caliber Rounds. Honestly, if it was doubled, players with Booster can abuse the alt very easily) But after firing the second shot, the reload for the third shot will be 50% longer. After the third shot is charged up, damage will reset back to normal, and reload will reset back to normal. Until you kill an enemy. Idk, I haven't had much experience with DHC in the actual game. All mainly due to me procrastinating when buying it.
  19. So basically....it nerfs Incendiary Band without nerfing Incendiary Band itself. And if you use Incendiary Band without Heat Immunity, nothing will change. I honestly love the idea :D
  20. Ohhhh XD Me and my friend were having a convo the other day, and I predicted the rest of the HD skins would be released in 2022 lol.
  21. Agreed. Ohh, it's just that with the rapid fire, I always thought of Autocannon to be akin with Vulcan.
  22. Amazing Idea!! I have "lost" numerous items to laggy Ultra Containers. I may even have some super rare skin or shot effect or alteration, but I'm too lazy to manually check everything one by one.
  23. An impact force of 0 is kind of illogical, as in real life, any physical object hitting another physical object will surely cause impact. I suggest keeping impact force, but making it much, much lower than it is today. Also, with the tracing projectile update coming for Smoky, Autocannon should reduce projectile speed, to emphasize the alteration's lack of high caliber ammo.
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