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Everything posted by Tanker-Arthur
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Well, you can be the best Tesla player even with the weakest equipment if you somehow manage to have the best and most perfect skills in the game. Basically turn into an AI program :)
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There is.... Equip maxed Weasel Module (Tesla Protection) Use a hull that grants extended duration of supercharge Always have supplies active Use Booster, Defender, Trickster, Lifeguard, or Crisis Drones Unlock the 4th protection module slot so you have four protection modules active at once. Preferably, one of those modules should be the Armadillo module as it can block around 33% of Railgun's shots, 20% of Smoky and Firebird's shots, and around 10% of all other turrets' shots. Have one of the status effect immunity Hull Augments equipped Make sure your Tesla, Hull, Drone, and Protection Modules are all at max level (9999) GS. Equip the Adrenaline Augment for Tesla. This is because out of all of Tesla's current augments, it is the only augment that is a true universal upgrade that comes with no real downsides. Some other things you can try doing to be the best Tesla player: Equip a paint that allows you to more easily blend in with your surroundings Equip a skin that allows you to more easily blend in with your surroundings When 1v1-ing an enemy Tesla, make sure the enemy is distracted by something else before you fire your ball lightning, or else they will simply shoot your own ball lightning and do damage to you. Somehow find a way to equip the Demon module, which grants a near 100% protection against all turrets and mines.
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I don't understand why Protection Modules (aside from Spectrum and Armadillo) should have balance updates.... They al have the same stats anyway so its equal protection against every turret. Heck, they are more "balanced" now then they ever were when they were linked with Paints and when they had the confusing single-double-triple module update.
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Gauss Best Hull pairing? Dictator, Titan, Viking, Hornet?
Tanker-Arthur replied to PEW_PEW_YO_MOMMA in Archive
The title of this topic really looks and sounds a bit weird... -
If you had the capability of reversing a single update, which would it be?
Tanker-Arthur replied to cube3e in Archive
There are two updates I would definitely revert... The update where critical damage was given to all turrets and any subsequent balance changes and augment changes and new augments that happened afterwards simply because of critical hits. It honestly overcomplicated things and made the game a huge incomprehensible mess. The update where Alterations were changed in favor of Augments. Game balance was thrown out the window and Tanki stopped being genuinely fun after that point. -
@Toby @sensei_tanker @yellowghetto @featwasath You guys do know @x_.v was talking about Viking's Overdrive effect on Railgun, right? "Overdrive" is even in the title. O_O
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10 minute battles was alright in my honest opinion. Not too short and not too long.
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Some good ideas here but too many status effects.
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Drone changes look a bit promising.... But I honestly wished they just simply nerfed the strong drones.
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What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
I think the game is too messed up now and they should revert everything they did from 2019-2021 with the exception of the Vulcan rework. -
category Ideas for Hulls and Overdrives!
Tanker-Arthur replied to Ilia.ArchangeI in Ideas and Suggestions
The nerf it :) And make it unique by giving it a stun effect on its salvo. It practically shoots lightning in its shot effect lol. Of course, ideally, the salvo should be harder to utilize and the damage should be much lower with a short stun duration, like only 2 seconds. Yeah I agree, but what if Tesla got a stun alteration (because it is an electric turret) where each shot stuns you for 0.1 seconds but something else about the turret is nerfed to compensate? Would that be annoying or alright? -
category Ideas for Hulls and Overdrives!
Tanker-Arthur replied to Ilia.ArchangeI in Ideas and Suggestions
Well, Gauss and stun can stay, Mainly because turrets aren't toxic if they can be properly balanced and its nice to have a new gun, we kinda need more of them, one a year or two is really slow, compared to a lot of other shooter games I like. And the stunning effect is one of the most used effects in video games (commonly, and logically, associated with electricity lol), so Tanki should add a new (balanced) electric turret that stuns as it's special feature. That would be nice :) But yeah, EMP and AP can be deleted. We don't need them, and shouldn't EMPs be the explanation behind stuns, for mechanical tanks? Doesn't make sense why the two are separate lol. -
category Ideas for Hulls and Overdrives!
Tanker-Arthur replied to Ilia.ArchangeI in Ideas and Suggestions
Best solution is to turn the game's balance back to the 2018 stats. With the exception of Vulcan. That turret didn't get balanced until 2020 honestly. And delete Hopper :) -
Sadly, that's not a 100% chance :(
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If they don't have stun immunity equipped, then yes :)
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If you had to choose, would you prefer my idea or the stun augment Tanki devs added?
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You must have really good internet to enjoy Tanki battles that last the full 7 minutes. People like me with less than ideal internet need to have at least 1 minute of loading time. Then we have probably a 33% chance of being kicked from the battle halfway through due to the internet connection randomly cutting off. Then it takes 2 more minutes to reload Tanki and reload the battle.
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category Ideas for Hulls and Overdrives!
Tanker-Arthur replied to Ilia.ArchangeI in Ideas and Suggestions
The Elite Yellow Force needs to use something like Hunter with no burning and stunning augment as well as a weaker drone like Mechanic and a turret like Striker, Twins, Ricochet, and Vulcan (or something "melee) in order to truly see how annoying Hopper is in the game right now. -
What if Hull Augments and Certain Status Effects were Removed - Good or Bad?
Tanker-Arthur replied to Tanker-Arthur in What if Hull Augments and Certain Status Effects were Removed - Good or Bad? Archive
A repeat of a topic I made a while back, but with a big change... This is not an idea or suggestion, it's merely to discuss what would happen if Hull Augments and the EMP, AP, and Jammer status effects were removed. Some Pros of Removing Hull Augments and EMP, AP, and Jammer (My Opinion) Vulcan no longer has infinite ammo. Firebird is actually good again. The game is no longer determined by luck/chance, as battle outcomes will no longer be determined by the fact whether or not your enemy has a direct counter to your special weapon. (AP Immunity to Hornet Overdrive, EMP Immunity to Gauss EMP, Heat Immunity to Firebird) Players who cannot afford Hull Augments will now be closer in strength to those who once owned Hull Augments. Better chances of getting other types of loot from containers, as 80-something Hull Augments will be removed from containers. All default turrets will be effective. Firebird and Freeze will no longer be prejudiced upon because they are the only turrets whose default versions are directly affected by Hull Augments. More room in Challenge Tiers for other rewards. Unbalanced status effect augments have a major nerf/cease to exist. Some Cons of Removing Hull Augments and EMP, AP, and Jammer (My Opinion) Less income generation for developers. Parkour may be more difficult without Lightweight Construction. Players will need more skill to get used to and utilize Vulcan in battles - of course, this shouldn't be a problem for the f2p's who've been using Heat-Immunity-less Vulcans. Developers will need to spend more work on nerfing things such as Defender Drone. Fan-favorite (buyers that is) EMP, AP, and Jammer turret augments have a major nerf/cease to exist. Examples of Preventable Cons of Removing Hull Augments and EMP, AP, and Jammer (My Opinion) Things such as Defender Drone would have no Armor Piercing to counter them, but you can simply just nerf Defender and make it balanced :) Overdrives for example, Titan's and Hopper's, would have no Armor Piercing or Jammer to counter them, but you can simply just nerf these overdrives and make them balanced and less annoying to play against :) Anyhow, how would you feel if Hull Augments and the EMP, AP, and Jammer status effects were removed? And note: If EMP and AP get removed, hypothetically and ideally, it means that Hunter and Hornet's overdrive gets reverted back to their original iterations in which removing supplies and piercing through armor is a special ability that only Hunter and Hornet's overdrive can have. -
To be honest, with how fast Tanki changes the stats of the equipment and how drastic some of the changes are, these types of videos will go pretty outdated within a month or two XD
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If you read/remember my other posts, a couple times I said I also want Twins to get a small projectile speed buff. (Not as fast projectiles as Ricochet though, but a bit faster than they are now)
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Gauss was released mere weeks after they announced it. Honestly, Gauss as it is right now is a joke. It has no special mechanics of its own. Arcade shots are basically Smoky shots, has splash damage like Thunder, has the same splash radius as a Magnum via the sniping shot, and locks onto enemies like Striker. Overall, its really what if you combined a Thunder, Striker, and Railgun together. Terminator is a sorta "joke turret" because it's just a photoshopped Railgun, converted into a super turret and is an overall combination of Railgun and Striker... Gauss is pretty much the same - for two years it was the best turret in the game, so it could arguably be a super turret as well, and it is really just a combination of multiple exiting turrets and even the skin looks like what if Thunder had an M10 skin or something like that, in the hypothetical event that the developers made skins for more upgrades than just M0-M3, than Gauss' skin is really just Thunder but very sleek and more advanced.
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Oh yeah, I just said 10% as a quick visualization... But a 10 meter buff should be fine for the turret and the augments that don't affect range.
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Gauss