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Tanker-Arthur

Tanker
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Everything posted by Tanker-Arthur

  1. Tanker-Arthur

    Little idea to buff Isida

    If I recall.....Isida used to have an ability where its range would extend further than it's maximum limit if the turret were to fire on one target for a duration of time. I have no idea if this is still in the game today. Basically, shoot through dead tank bodies. ?
  2. Took them 1.5 years or so to change Smoky lol.
  3. Tanker-Arthur

    Let's Discuss Augments

    Ohhhhhhhhh. To be honest, the best solution would've been to add more turrets. Buyers would spend money to max the turret out quick, and Legends would also max it quickly due to the stockpile of crystals they have after not buying anything for a period of time. I know that there isn't much leniency for a new turret to be released rapidly, but around 1 or 2 per year should do. Yeah, to be honest, there isn't much room for new hulls. Also.....I would like to point out that some of the overdrives would've been dope ideas for new turrets. We could have a stunning turret (Hunter), a turret specialized for armor-piercing (Hornet), and/or a turret that shoots freezing icicles (Crusader). Well, it looks like Tesla will have Ares' ball lightning, so that's cool. I feel like the reason Alterations were added was to provide a cheaper alternative to buying a new turret. For example, rather than buying Twins and having to upgrade it, you can simply buy the Plasma-Torch alteration for Ricochet and it'll be a lot cheaper (before April 2020 that is). The alteration (aka "New Turret) would upgrade alongside the stock version of Ricochet, saving you many, many crystals. But you do have a point. Some people don't buy alterations cause they already have all their gameplay niches filled, or they're just comfortable using the turret's stock version.
  4. Tanker-Arthur

    Let's Discuss Augments

    Can anyone explain to me why the developers decided to change Alterations into Augments? I mean, Alterations were perfectly fine, they were balanced (for the most part), and if you didn't like the gameplay effects of some Alterations, you could always go back to the stock turret. And for the Alterations that were unbalanced, they quickly received updates to make them more in line with the rest of the game's balance. Thus, the game was interesting and fun to play, cause you got to try out different aspects of the turret you liked, but at the same time it wasn't frustrating if you were going up against someone with an overpowered Augment (Alteration), and especially if the Augment is buyer-only. Also, Alterations were much cheaper than today's Augments. It was nice cause non-buyers could easily afford them. Also, since they weren't meant for "overall improving your turret", it was fine wasting a load of crystals (but not too many crystals) on something that can only help you in certain situations, but hinder you in others. Honestly, the developers wasted 3 years of their time when they converted the Alterations into Augments. Spent three years balancing everything just to throw all that work and effort out the window one day.
  5. Tanker-Arthur

    Let's Discuss Augments

    Well this aged well.
  6. Keep in mind, when containers were added, none of the other forms of earning rewards were decreased to compensate. So the developers are practically making the game more free to play with the "casino".
  7. Tanker-Arthur

    OP setups

    Firebird: Dead Railgun: Weak Thunder: Obsolete We can rule those three turrets out of the list. None of them are "overpowered".....except Railgun's Electromagnetic Accelerator "Scout" alteration.
  8. Tanker-Arthur

    Episode 285 of the V-LOG is live!

    1,000,0000% agree with you.
  9. Tanker-Arthur

    Episode 285 of the V-LOG is live!

    Oh, I knew about that, I was wondering what Zek meant by "unique".
  10. Tanker-Arthur

    Episode 285 of the V-LOG is live!

    What did they take away?
  11. Tanker-Arthur

    Inconsistency that makes no sense Pt.4

    Idk, but I remember reading somewhere that when Tanki was first released, there was the "Engine". The Engine would control our hulls' speeds, and the more you upgraded the Engine, the faster you went, depending on which type of engine you bought in the first place. Of course, that was removed a long, long time ago XD Anyways, Drones require batteries because a Battery is worth 300 crystals. The Double Damage, Double Armor, Speed Boost, and Repair Kit cost 300 crystals altogether. Since most drones affect your supplies in some way, I assume that's the logic behind that.
  12. Well someone from the team should've said something then. ? Ohh yeah, I also remembered Large Caliber Rounds having a -20% reload last April. It literally said it in the patch notes for the Augments update.
  13. I didn't know this was a thing till now O_O Major surprise for me.
  14. Lol, normally, the devs would've nerfed an overpowered Alteration within 2-4 months of it's release (like Hammer's Duplet or Striker's Uranium), but since EMP was released during a time where only 5,000 - 10,000 players are active at a given moment, worst-case scenario, we'll probably have to wait more like 2-4 years for a nerf, or no nerf at all :( Oh technically, you can still buy the alt via Ultra Containers. Since Ultra Containers are only widely available in the shop as opposed to regular containers, it technically means you can still "buy the EMP alt with real money". I agree Striker isn't a very effective turret, but since literally no one uses Striker module, I manage to get quite a number of kills in battles. All it takes is skill. So technically....Striker is either the worst turret in the game...or it's the turret that requires the most skill to use. And I honestly don't want Striker to be buffed in the near future, mainly because it's stats make it perfectly balanced with Thunder (Striker has lower damage, but faster reload. Poorer accuracy, but has the ability to one-shot enemies if used skillfully).
  15. Tanker-Arthur

    Tanki Online Vs War Robots - Whose turrets are better?

    Parallels between two third-person MMO games, Tanki Online, and another game I used to play, War Robots: Tanki Online, as you all know, is a game based on futuristic tanks. War Robots, is a game based on futuristic mechs/walkers/robots. Whatever you wanna call them. Gauss Vs Gauss Magnum Vs Magnum Thunder Vs Thunder Which game do you think had a better concept? Additional Information:
  16. Railgun needs a nerf lol. Obviously, people will still use more Railgun Modules than Striker Modules, but the Falcon module most likely won't be used as widespread as it is today.
  17. That's why I use Striker lol. Since it sucks, almost no one equips a Protection Module against it cause so few people use it. Also, the big advantage Gauss has over Shaft is that it allows players to be completely mobile. It essentially combines the best of Shaft and Striker together in one turret; Striker's mobility while aiming, and Shaft's instant high damage per shot (granted, it's not as high as an actual Shaft shot...but double damage exists.....and so does the Booster and Crisis drones) Agreed.
  18. Tanker-Arthur

    Complaint Book

    Ohhhhhh, gotcha. Lol, I only paid attention to the 2018-2020 games XD
  19. Tanker-Arthur

    Invincible Combo

    I can back this up. I myself have seen a player using Smoky-Hopper and he/she was fly-hacking through the Magistral Map, capping flags with no effort at all.
  20. Tanker-Arthur

    Invincible Combo

    Actually, that's not "invincible" on it's own. More like...Vulcan + Incendiary Band + Heat Immunity + Defender Drone + Titan + a full set of 50% Modules. I use Heat immunity/Incendiary Band with my Vulcan, but since I don't have a very protective hull or drone, I tend to die long before I can charge up the heating effect. Or maybe I'm just a noob lol.
  21. It's called "Aiming Recovery Time" lol. And yes, Gauss wins because it's aiming recovery time is 2 seconds long. Striker only has a 1 second aiming recovery time. I feel like the splash damage effect should be removed entirely from the alteration. Only hits direct targets. Either that, or reduce the splash damage radius by half, as well as make the EMP only affect the direct target like you said.
  22. I feel like Gauss' sniping damage needs a nerf so that it will sometimes takes 3 hits to destroy a medium hull. However, the maximum damage is adjusted so that there is a small change of only destroying a medium hull with 2 hits. Additionally, it's reload after sniping needs to be increased. And finally, it's "Aiming Recovery Time" needs to be reduced to like 1.5 seconds (or even 1 second if the devs want), in order to make Gauss on par with Striker. Cause currently, a Gauss outmatches Striker in a 1v1. But to be honest, the easiest way to nerf the turret would be to give it a laser sight, like Shaft and Striker has.
  23. An impact force nerf and damage nerf would be greatly appreciated. The reload is fine, as long as the damage of each shot is proportional in power to a normal Railgun shot, or weaker, due to impact force happening much more often.
  24. Pretty sure, it's a self-explanatory thing lol. Everyone wants it nerfed, but I'm guessing the developers wanna keep it overpowered just for a bit longer so they can siphon as much money out of it's EMP salvo alt as they can.
  25. Tanker-Arthur

    Does anyone in Tanki still use this feature?

    Yes, I use it when I create mini accounts. However, I keep forgetting to use it so only one of my accounts have it. The other.......5 accounts or so are wasted away :(
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