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Everything posted by Tanker-Arthur
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That honestly sounds a bit underpowered. (Unless of course, you pair it with Trickster/Crisis, but those things are another problem about the game) Especially considering B0-NK only has TWO meters of range ? And the fact that it already has 2.9 seconds of reload plus a 1.3 second duration/delay in which the hammer swings before it actually hits the target. By the time the 5 seconds have charged up, enemies would've already killed you or they would've saw you and ran away as fast as they can. Personally, I think the turret is 95% alright - it just needs a damage nerf to allow protection modules to counter it. (And its skin needs more silver parts and no perma-orange paint) Besides, a 2.9 second reload plus a 1.3 shot delay equals a 4.2 second firing rate, in which you can only land shots once every 4.2 seconds. If B0-NK hypothetically did 4,000 damage, than with the 4.2 second firing rate factored in, it would have a DPS rating of 952 damage per second. Which, is less than Isida and Tesla (both these turrets need damage nerfs anyway) and only slightly higher than Freeze's. Either way, B0-NK's hypothetical 952 DPS is balanced out by the very short range, and compared to Freeze, B0-NK can do all its damage in one hit and thus, it doesn't need sustained firing. However, Freeze's sustained firing allows it to easily kill groups of enemies if given the chance while B0-NK will unfortunately have too much "overkill" if it happens to whack a weak enemy and thus its shot is wasted when it could've been used on a higher health enemy. Either way, B0-NK will only excel against single targets and afterwards, will have a 4.2 second downtime before it can kill someone else. This is a lot of time for other turrets to try to take it down. Also, going back, B0-NK only has 2 meters or range anyway, which means even Firebird, Freeze, and Isida will have no trouble killing it if they are skilled enough to mind their surroundings and back away (the same always occurs anyway when a turret of a higher range class is fighting one with a lower range). So I don't think delaying its shot by a further 5 seconds will make B0-NK balanced - it'll just make it extremely weak. It's poor range and poor agility and sluggish reload is balanced by the fact that it can insta-kill anyone with every conventional shot, without needing to lose mobility or have to lock on for a period of time in order to activate a secondary firing mode, which is what Shaft and Striker suffer from for their insta-kill abilities.
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Calling it "Sledgehammer" makes it too similar sounding to "Hammer", the shotgun turret. "B0-NK" sounds way better and more distinct in my opinion. And also it's not "Bonk", it's "B - 0 - N - K" - an acronym name. What it stands for we have yet to know.
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30% is a bit too much... But i do agree that Ricochet does need a range buff. Not because the turret is weak, but because it annoys me so much that Ricochet has the same range as Twins even though its projectiles fly faster and hit harder. Makes no sense at all. So instead of a 30% buff for stock, I would suggest a 10% buff or something close to that, to make Ricochet more distinct from Twins while also keeping it balanced. Because Ricochet is honestly one of the most balanced turrets in the game right now - Not too strong but not unplayable either.
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category Ideas for Hulls and Overdrives!
Tanker-Arthur replied to Ilia.ArchangeI in Ideas and Suggestions
Just nerf every other overdrive then. I honestly prefer it being similar to this because it's really annoying when you wanna do something in battles but then all of a sudden your enemies activate a special ability that turns them GodMode and they either kill you instantly or they become unkillable unless you spend money/tankcoins/grind your life out unlocking hull and turret augments - the good ones that is. Otherwise, you gotta be lucky enough that your overdrive is charged up and not jammed. Not gonna lie, with the past two years of overdrives gradually getting massive buffs due to the introduction of status effects that everything seems to share nowadays being tacked on to every overdrive in an effort to persuade people to spend their money on hull augments, it has really taken all the "skill" out of the game. As stated above, if there's a "weak" overdrive, I'd honestly prefer it stay as it is and every other overdrive gets their power nerfed so the game becomes more enjoyable and much less annoying since it will then lower our chance of dying so quickly in battles before we can do much. -
A nerf for Dilatory Protocol: Shots chained off the ball lightning deal 33% reduced damage. *If the shot doesn't hit the ball lightning, it does full damage.
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They should also make it so that we earn tankcoins from normal containers. Like this: Common: 10 tankcoins Uncommon: 50 tankcoins Rare: 100 tankcoins Epic: 500 tankcoins Legendary: 1000 tankcoins Exotic: 5000 tankcoins
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Ohhh yeah. Whoops, I forgot his name had "spider" in it lol. Always referred to him as "Congo". XD
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@Spider @Spider_Wolf @spider-666 @spider-assasin @spider-man002244 @spider-ms @SPIDER-SENSE @spider-thebest2468 @spider.k @spider03bm Come
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I highly agree.
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The developers made this game too fast and annoying when they buffed, like, EVERYTHING thing this year. Was the game "too slow" three years ago? Because I'm basing my changes based on how the game was like in 2018. At the time, the game wasn't slow, but you didn't die within 10 seconds of spawning if you didn't own any exclusive, OP buyer equipment. Nowadays, we die too fast. If you own Defender Drone or have a 4th protection module, you won't understand what I mean.
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Is it weird that this game felt more balanced 8 months ago then compared to today, despite all of the developers "balance" updates this year?
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Oops, I got my thoughts wrong.. I meant something like a 30% damage nerf. Not exactly 30%, but nerf the damage down to 800 DPS Also, Vampirism needs a teammate healing buff :) But a massive damage and self-healing nerf.
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Firebird needs its range buffed back to 20 meters Freeze needs its range buffed back to 20 meters Isida needs its healing buffed to 500 HPS at Mk8 Tesla could have its normal shot range buffed to maybe 25 meters, either way, make it have over 20 meters of range in general Twins could use a small projectile speed buff Ricochet could use a small range buff Striker needs its aiming recovery time increased to 1 second Thunder could have its damage buffed to 900 damage or so at Mk8 Driver and Assault Drone needs their effects changed back to what they previously were before the recent nerf Anything I didn't list is fine as they are now, or they need a nerf and not a buff. Freeze, Isida, Tesla, and Striker all need "reworks" instead, where they get a nerf to another parameter, but they also need some things buffed. Freeze needs critical hits to be removed/do the same damage as a normal hit Isida needs an almost 30% damage nerf Tesla needs a massive damage nerf (preferably a 30% damage nerf) Striker needs critical hits to be removed/do the same damage as a normal hit and it needs a very small reload increase
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Isida Turret Tesla Turret Hammer Turret Striker Turret Railgun Turret Magnum Turret Gauss Turret Shaft Turret Hopper Hull Crusader Hull Wasp's Overdrive Hopper's Overdrive Viking's Overdrive Hunter's Overdrive Crusader's Overdrive Dictator's Overdrive Titan's Overdrive Ares' Overdrive Mammoth's Overdrive A LOT of Turret Augments. I'm honestly too lazy at this point to list them all. Defender Drone Booster Drone Blaster Drone Trickster Drone Lifeguard Drone Hyperion Drone Crisis Drone Saboteur Drone The Electromagnetic Pulse Status Effect The Freezing Status Effect The Burning Status Effect Those things should be nerfed... Also I didn't put stuff like Stun Effect because that's honestly fine right now - they just need to reduce the stun durations that can be inflicted, not nerf the effects of the effect itself.
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valid Add "change" button for weekly missions.
Tanker-Arthur replied to PirateSpider in Ideas and Suggestions
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At this point, nearly everything either needs a nerf or rebalance (as in, revert a previous balance update) except the following items: Twins Turret Ricochet Turret Smoky Turret Thunder Turret Mechanic Drone Supplier Drone Engineer Drone Miner Drone Sprinter Drone Camper Drone Smoky's Augments Firebird's Augments Tesla's Augments (because if you nerf Tesla's shot damage, these Augments will automatically be nerfed as well, so no need to change them...for now) Everything I listed honestly seems fine right now....and they seemed fine before this year's balance updates as well so no need to change them or rework too much stuff. The only small tweaks I would suggest is to buff Thunder's damage by a tiny bit and buff Ricochet's range by a tiny bit in order to better distinguish those two turrets from Striker and Twins. Anything I didn't list does need a nerf. Or in the case of certain things such as Driver Drone, Freeze, and augments like Hammer's Dragon's Breath, those need to be changed back to how they originally were like.
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My new phone (Android) never ran battles well at all. By "new", my mom bought it for me in 2020 lol. Not sure if the developers know that LG Aristo 4's exist but the game definitely isn't optimized for my phone at all. I get like, at the very most, 10 FPS, but mostly just unbearable lag on the android version on my phone.
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HAHAHAHAHAHA You guys are acting like the Android and supposed iOS versions didn't exist. Kinda ironic that they keep saying "If Flash is no longer supported, we can release updates faster" even though at literally the same time they discontinue Flash, they released the Android mobile version and are reportedly working on the iOS version and thus, updates will really take just as long as it was before to be released... Oh, and gamepad :( The game performed better on Flash honestly. My HTML5 version has weird visual glitches all the time. And like 33% of the time when I'm on the main screen of the game and do something like view my garage, whenever I exit the garage, the whole screen turns gray and I'm forced to reload it. Oh and the scrolling of the battle mode selection screen is really rough and not smooth at all, at least that's how it's like for me.
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valid Add "change" button for weekly missions.
Tanker-Arthur replied to PirateSpider in Ideas and Suggestions
Or just quit the game like I did and play other games where the missions/quest system isn't so toxic and annoying. I agree, weekly missions do need a change button. I already know what the developers will probably do if they add the button, but I don't wanna say it out in public, just in case the developers haven't thought of it yet and when they see my idea, they get the idea to use the bad idea in the game. -
I have to disagree here.... Tesla is the more original turret. B0-NK is original too as it is a melee turret, but if you took out the melee nature of the turret, all B0-NK really does is do damage and reload. It has no unique affects with it's actual attack on the enemy. It's attack is original, as it swings a hammer in order to do damage, but besides the damage done to the enemy, nothing else really happens. While Tesla has a bunch of unique, original things about it: Uses chains of lightning that zap between multiple enemies Chains lightning through allies Fires a ball of lightning that allows you to shoot at it to chain your normal attacks Enemies can also shoot at your own ball lightning to chain their attacks Damage is equally divided between multiple enemies hit by a single normal attack Things that B0-NK has that are unique: Melee weapon
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Simple... Mk1 Bonk Deals 2,000 damage per shot Mk8 Bonk Deals 4,000 damage per shot Mk1 Heavy Hull: 2,000 health Mk8 Heavy Hull: 4,000 health Overall Solution: Reduce the damage from 9999 down to 4000 at Mk8 :)
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Well, it does cost nearly 5,000 tankcoins but yes, it's essentially a free module for equipping a fourth protection module... And with the 5,000 tankcoin 4th module slot, you can technically use Heat Immunity and have 5 turret protections at once.... Or Heat Immunity + 3 single turret modules + Armadillo module O_O ? Ohh, I never noticed the price increase lol. But the flexibility makes it really worth it. Although, I still think modules do need a price decrease and/or Micro-Upgrade time reduction. Pretty much. Also, Assault may need its previous strength along with Driver too. Yep. Oh yeah, I remember when I was playing in 2018, the turrets all had mostly distinct ranges and other stats. Then when I came back in 2020, I learned they've been grouped to four range classes with the same range in each class. Also, now that you said it, I do recall some changes to Thunder and Magnum in 2019. The big change for me was Isida losing all its healing lol. That's all I remember for now but thanks for the heads-up. I was thinking the exact same thing :) Also, 900 damage doesn't really buff Thunder too much - its interactions with each hull class essentially remains the same, but it provides slightly harder hits than a Striker, so in the case some guy has 900 health remaining, Thunder can kill them while Striker cannot :) Maybe... I can see the developers changing the critical damage for sure... They may also do something random and stupid and give Twins the same projectile speed as Ricochet. Might as well make the two turrets "alterations" of each other, considering Thunder and Smoky are like that now lol - both are exploding shell turrets that can do critical hits and have no real unique abilities in the game anymore. I would rather have the critical hit removed from Hammer entirely. One, I think critical hit should only be a Smoky thing, you know, to make the turret special somehow. If it gets put on other turrets, it should be added via augment/alteration. Two, keep in mind, before the critical hit update, Hammer never had any damage spread. All its pellets did consistent damage, and the only fluctuations was caused by missing a few pellets or shooting enemies at the maximum possible range for the turret. Otherwise, since the turret had no damage spread, it doesn't justify the critical hit doing different damage than the normal hit. I would keep it at 800 damage and make it not pierce through modules. Just like how it was like before, because before, it was fine, and no one really had too many complaints about it. If it seemed weak, it was probably not because of Smoky, but because of other things like other turrets being overpowered (Gauss) or overpowered augments. Should've just nerfed the OP stuff instead of buffing the fine stuff. Now we all die faster cause offense is buffed a bit too much. That's a good idea...but honestly, due to B0-NK's incredibly short range, slowing the firing rate even more will hinder it too much for MM battles. Unless you changed something else, like make it reload in 1 second but without charging up, it only does like 1,500 damage per shot. Charging the shot for several seconds would then boost the damage to the point where it can 1-shot heavy hulls. My personal change to B0-NK would simply to just reduce the M4's damage down to 4,000 per shot. Keep every other stat we saw in Arms Race the same. That way, one hit will destroy any conventional hull in the game, like how it was before... Using Double Armor would prevent you from dying in 1 hit, but the B0-NK can use Double Damage to mitigate that. But mainly, the main reason why I say it should do 4,000 damage instead of the 9,999 damage it did previously (even though B0-NK's melee range, inability to rotate horizontally, and delay when firing the turret honestly makes the 9,999 damage kinda balanced) is so that if you buy a B0-NK Mk1 protection module it could actually do something and prevent you from dying by taking off 5% damage from the 4,000 damage per shot so your heavy hull can survive one hit and thus, you won't be wasting crystals upgrading a module that literally does nothing, as 5% of 9,999 still means you die in 1 shot. In fact, a 50% B0-NK module won't protect you at all unless you equip other types of armors like supply or overdrive armors. I agree with the 1,200 damage but I honestly prefer if the critical hit was removed entirely. Just bring back the damage spread. That would insta-fix Round Stabilization and Destabilization. Yes, it is "unpredictable" but that was the main nature of these augments - destabilization is pure luck, stabilization removes all luck. And Default Railgun would just have a small enough damage spread that its interactions would still be somewhat predictable. I suggest make it do 1,000 - 1,400 damage. It's still guranteed to 3-shot medium hulls, like how the turret's always been. In my opinion, I don't see too many problems with that. I know, but keep in mind, Round Stabilization's main purpose for existence is to reduce the damage spread and make shots more predictable. The penetration power boost is honestly just an add-on to persuade players to buy it, because without that, alterations like LCR and Scout would be far more popular simply because their mechanics are more "interesting" than making shots consistent lol. I honestly wouldn't worry about it. Hmmmmm
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That should honestly be a thing for ALL Tesla balls. Originally, I thought the ball lightnings being "neutral" projectiles, meaning enemy Teslas can also use them to chain shots, was a cool idea. And it is a cool idea, and it originally seemed balanced cause, first hearing about the idea, you get the feeling it evens the playing field because both Teslas get to use the projectile equally. Now, I have witnessed it is an extremely annoying feature when I have Tesla but I am battling an Enemy Tesla with equipment such as Booster Drone, or their Tesla is just simply higher leveled then mine. I shoot my ball lightning and they also shoot my own ball lightning and kill me because they have higher damage, higher armor, or are higher leveled than me, or vice-versa and the other person is annoyed. Also, it is a bit annoying when your teammate Teslas are lazy kill-stealers and they just wait for you to shoot balls of lightning so they can chain shots off it and potentially kill someone.
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What Is Your Opinion About the Current State of Tanki Online?
Tanker-Arthur replied to Maf in Game Discussion
Probably was running low on batteries/double armors.