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Everything posted by micah3
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They sound edgy.
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Obviously HammerGod, I don't trust him. I'm just guessing lol.
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You don't beat Freeze or Firebird head on with an Isida. Freeze will slow and circle you, and Firebirds burn damage will further shove it in your face that Isida no longer has self healing.
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There's no reason to choose Isida over Freeze or Firebird. Isida's DPS doesn't compensate for how uninteresting it is now and how much Freeze and Firebird surpass it.
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Gives me conniptions.
- 169 replies
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- 1
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- New Feature
- Turrets
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Selecting maps A lot of players were fond of the old system where you could specifically select the battle you wanted to go into. So I propose that an aspect of that old system be implemented into the newer system. When you select a game mode, you should be able to select a map and the game will attempt to place you into a battle on that map. And if the game cannot find a battle within a certain amount of time, then you will be placed into a battle on a random map. I figure it would be a nice update because nearly every player enjoyed the freedom of choosing which map to battle on, and without this choice players are often placed in maps that do not suit the playing style that they desire.
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When Isida's self healing feature was removed it made the turret completely useless. There's absolutely no reason to use Isida in DM because it has nothing that makes it viable. Even its healing characteristic is no where near as useful as it once was with players getting repair kits for free each day through missions. There's not really anything that makes Isida a good turret anymore, which is a shame because back in 2013 it was the turret I was most excited to get, and grinding the 1,800 crystals for it was actually worthwhile.
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How are you going to make me?
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This game was better in 2013, honestly. The last update that I actually liked was the addition of Vulcan and Hammer. Those two turrets were unique and had their own play styles. I guess Magnum is a decent concept, but it's stats are a bit broken. The splash radius is absolutely massive and the damage is painfully high at any range. Striker is far, far worse. Striker deals massive amounts of damage, and with Double Damage in effect can deal damage so high that there's nothing you can do to survive it. No thanks to it's lock on mechanic. I'm sure a lot of people like the idea of a lock on mechanic, heck I do, but Striker just seems to be a mistake. It outclasses Railgun and Shaft in damage, has the splash damage of Thunder, has the two barrels of Twins, and on top of it all a lock on mechanic. It makes so many turrets obsolete. It's a perfect example of power creep. I really dislike that Isida's self healing mechanic was removed. It makes Isida the only close range turret that doesn't have a special effect. Firebird's burn damage is what makes Firebird Firebird. Freeze's freezing effect is what makes Freeze Freeze. Isida's healing/self healing mechanic is what made Isida Isida. They took part of what makes Isida Isida and removed it. And because Isida lost it's self healing, it is completely outclassed in the DM game mode by Freeze and Firebird. It's teammate healing feature isn't useful, at least not anymore. Back in 2013 those who used Isida were a large factor in having a successful team, but now players have so many ways to heal themselves that players with Isida can't really contribute to the team like they used to. And why does M2 Wasp have more HP than M2 Hornet...
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Game Balancing Errors (Don't deny the truth kids) Last time I ever posted about the problem that Rank has domination over game balance was in January 2017. Of course, this was about M2 Wasp having both more speed AND durability than M2 Hornet, the hull specified by the developers themselves to be meant to have more HP than Wasp. Nobody had a good argument so they tried to complain saying since M2 Wasp costed more and was at a higher rank that it should have more HP as well. I hate to break it to you children, but you can't justify anything being out of line with the game principals with rank and cost. I suppose if they think it's fine that M2 Wasp has more HP and speed than M2 Hornet because it's a higher rank maybe I should lose brain cells and use their logic: M2 Smoky should have better rate of fire and higher damage than M2 Railgun because it's a higher rank and costs more crystals. M2 Mammoth should have more HP and be faster than M2 Wasp because it's a higher rank hull.
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Just to clear this up here are the lowest to highest damage potential for each tier of Striker respectively: Striker M0 1,560-1,920 M1 2,124-2,608 M2 2,452-3,012 M3 3,160-3,880 Striker is broken, fix it. Also, anybody know why I can't drive around and turn my turret while firing. It won't let me turn my turret when i'm firing my gun. RIP Firebird, Freeze, Isida, Vulcan, Twins, Ricochet...
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Smoky: Not overpowered, only performs well if it is used well. In the right hands it is a powerful turret. Railgun: Powerful, but not overly powerful. Has high piercing damage which is balanced by long reloads and a charge up before firing. Thunder: Powerful, has splash radius and high damage. When fully upgraded it rivals the reload speed of an M0 or M1 smoky making this turret arguably imbalanced. Also seems to be a favorite for druggers. Shaft: Balanced. Has great damage and pin-point accuracy which is balanced by lengthy reloads and mediocre damage while firing in arcade mode. Vulcan: Balanced. Has unlimited firing duration and best rate of fire of any turret in the game, it is also very hard to throw off aim. However can take self-damage and deals very low damage per shot. Hammer: So-So. Is weak at range as it can only deal very minor damage. And the reload of the entire magazine is fairly long. However, if all pellets hit the target the Hammer can deal an unbalanced amount of damage three times over. And with Double Power activated Hammer can 1 hit kill full HP enemies. Twins: Debatable. Twins can fire unlimited amounts of time and throws off the aim of your opponents. However twins has very poor firing range and targets hit near the max firing range will take barely any damage. Also Twins received splash damage for no reason at all, which only makes it more questionably overpowered. Ricochet:Inconclusive. While Ricochet has a very limited firing time, it deals about the damage of smoky for each orb which it fires quickly. Its projectiles also Ricochet off buildings (which isn't really a balance issue). However, the problem is that Ricochet can damage enemies its projectiles even go near by. Isida: Underpowered. While Isida used to be able to self-heal while doing damage which made it a very capable turret of defending itself. This feature was removed for no reason at all and now Isida has no special effect to use to its own advantage in battle. Now Isida is useless compared to Firebird and Freeze. Firebird: Variable. Firebird is capable of dealing massive amounts of damage within short amounts of time and can deal burn damage after the attack ends. But the burn damage done by the M1 is rather minimal, and non-existent at M0. But at M2 and M3, firebird's burn damage is broken. Freeze: Questionable. Can slow down targets to prevent them from escaping, the freezing process is rather slow however. Striker: Please kill me now. Striker has massive damage, large burst radius, projectiles that lock on, a 4 round magazine that can basically vaporize anything. And when it has a Double Power bonus in effect, it can clip entire M3 Heavy hulls from full HP to nothing. Magnum: [insert Meme Here] Has massive damage and undeniably broken splash radius and can damage anything remotely close to where its shells land. It can also fire over cover. Has no horizontal turret traverse and you can be obliterated by anything smart enough to flank you. To get a direct hit in this tank you must master physics, each aiming process is an algebraic equation.
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Yep, the developers are trying to deny that Magnum and Striker are broken turrets. Please bring back Semyon Kirov and remove these trash staff members.
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kiddo all targets have lock-on and auto-track. I'm not sure if you know the mechanics of this game. But if an enemy is in front of you, it can be under you or above you, you fire your gun and the shot hits the tank.
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I have played Tanki Online since 2012, I've seen the game change and grow. One thing that keeps players playing is new turrets, the introduction of the Hammer and Vulcan turrets was arguably one of the most anticipated updates ever implemented. I even tested the turrets myself in their experimental stage (I still prefer the old aesthetics for Hammer and Vulcan). So the concept of having new turrets is a great thing, but fast forward a year or so and you have a new turret in development, the failure that would be named Striker. Striker, practically the WT auf E100 of Tanki Online, is a turret basically broken in all aspects. It also made other turrets obsolete, because unlike the others, Striker didn't have its own unique feature, it just stole a bunch of features from the others. It has massive splash radius which allows it to hit tanks behind cover that even Thunder, a turret with splash as its specialty, cannot hit. It has the massive damage output of turrets like Railgun and Shaft, but fires several projectiles like Ricochet or twins. So why use Twins, Thunder, Ricochet, Railgun, or Shaft when you can have a rapid-fire sniper with massive damage that does splash damage. I shouldn't have to mention that if all four projectiles collide with the target it can instantly annihilate almost anything. You'd think Striker would be the absolute worst turret idea possible. But it is now being challenged for that title by the second failure in a row named Magnum. Magnum was put together based on the ideas of many players in the suggestions for turrets forum. I, myself, had suggested a direct fire Howitzer with high damage and splash with the downside of slow moving shells. But while Magnum could of been a great turret with balanced pros and cons, it quickly became a favorite for many for many reasons. It has horribly unbalanced splash radius, it can deal catastrophic damage to tanks nowhere near where the shell impacted. It's splash radius is so broken in fact, that if you are being circled from the sides of from behind, you can simply shoot right in front of you and severely damage tanks that aren't where you're aiming. So that pretty much makes the no horizontal turret traverse not even a con. Basically the Magnum is a Striker but single-fire and with even more unbalance damage and splash damage mechanics, and with little to no 'drawbacks'.
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Who's Mr. Nives lmao
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Turret description: An 8 shot turret based on the successful design of the Smoky. The Conqueror has been used by many nations as a turret for light vehicles being deployed to front lines. The Conqueror features an 8 cartridge magazine which loads new rounds automatically after firing. As a result the Conqueror has high rate of fire once loaded, but the reload time of the turret is rather long, at around twice the reload time of the Railgun. However, it lacks Smoky's critical hits and constant barrage of fire. As a result the user must pick a target and use the 8 rounds to his/her full advantage before retreating to reload. Conqueror: M0 [Damage: 180-270] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 14 Seconds] [Turret Rotation Speed: 31.5] [impact Force: 65] Rank Unlocked: Undecided Cost: 5,000 M1 [Damage: 210-320] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 13.5 Seconds] [Turret Rotation Speed: 32.0] [impact Force: 80] Rank Unlocked: Undecided Cost: 43,900 M2 [Damage: 250-370] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 13.2 Seconds] [Turret Rotation Speed: 33.5] [impact Force: 95] Rank Unlocked: Undecided Cost: 115,550 M3 [Damage: 290-400] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 12.5 Seconds] [Turret Rotation Speed: 34.2] [impact Force: 110] Rank Unlocked: Undecided Cost: 298,000
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There already is a minimal time required.
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The issue is the fact that if the shell hits an object right in front of its target that does not fully cover the tank silhouette even then the burst radius is simply nonexistent. Rip.
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I could give it a shot editing it but it's likely you read the post wrong. I, myself had a very hard time wording this post
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What's up with people thinking rails are lasers :lol:
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If somebody knows you are a female or male it's because you told them so. Therefore they bring it upon themselves then fight about it. Tanki Online logic B)
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Conquest mode: Setup: There are 3 capture points and 1 neutral flag that is isolated until a specific objective is reached and 1 flag for each team. An example of a match (in straight forward style): Red team and Blue team capture and defend points until they reach 300 capture points Blue team reaches 300 Capture points completing the first objective Blue team must now bring the Blue flag to a Neutral flag in the center of the map Red team must prevent the Blue Flag from Reaching the Neutral flag for 5 minutes A red player kills the Blue player holding the flag with automatically returns it to its normal position (No flag return required) and Blue players receive a message that says: Flag Returned. The player that killed the enemy with the flag gets a +100 Exp reward for Defending (No Drugs are allowed so the defense timer for Red team is not undermined by a Blue team drugger) (No gold boxes either because if there was a gold box dropping everybody would completely forget to defend the flag and Blue Team would just sneak past the Red Team, rip) 3 different possible endings: If the 5 minute defense timer times out then the battle ends and the result is a victory for Red Team If the Blue Flag reaches the Neutral flag then the battle ends and the result is a victory for Blue Team If Neither team reaches 300 Capture points before the 60 minute battle timer expires the result is a draw (The battle timer is 60 minutes until 300 capture points is reached then adjusts itself to 5 minutes for defense) Rewards: The losing team gets a crystal reward of: 10 crystals for each kill (20 if owner of an active premium account) 250 crystals for each kill of an enemy holding the flag (for defending team only) (500 crystals if owner of an active premium account) 100 crystals for each capture point (if any) that the player captured (No premium bonus for this) 50 crystals for each kill while possessing the team flag (for offensive players only) The winning team gets a crystal reward of: a 2000 crystal winning bonus (3000 if owner of an active premium account) 10 crystals for each kill (20 if owner of an active premium account) 100 crystals for each capture point (if any) that the player captured (No premium bonus for this) a 1000 crystal bonus to the player that brought their flag to the Neutral cap (Offensive players only) (1500 crystal bonus if player is the owner of an active premium account) 250 crystals for each kill of an enemy holding the flag (for defending team only) (500 crystals if owner of an active premium account) a 1000 crystal bonus to the player with the most Defending Kills (for defending team only) (If there is a tie in Defending Kills those players still all receive 1000 crystals) (1500 crystals if player is an owner of an active premium account) Teams that ended the game in a draw get the crystal reward of: an automatic 500 crystal prize (750 if owner of an active premium account) 10 crystals times the number of capture points your team ended with (20 if owner of an active premium account) 100 crystals for each capture point (if any) that the player captured (No premium bonus for this) Game mode access requirements: 1. Pro Battle Pass 2. Rank of Warrant Officer one or higher 3. No previous bans for Hacking, use of 3rd party software, or Use of System bugs for advantages (that way all players don't have to worry about players cheating the game mode to receive extra crystal and experience bonuses while unbalancing the battle) 4. A 1000 crystal battle entrance fee (That way players can't just join these battles over and over and make unlimited profit, that would basically cheat the game currency system) Layout: Maps should be very large (that way if the game does change to Defense/Capture the capturing team cannot almost instantly get their flag to the Neutral Flag).(A map may need to be made specifically to meet all the layout requirements). Spawn points should be placed symmetrically across the map with their Team Flags Behind them. The three capture points should be placed in areas equally distanced from Spawns. The Neutral flag will be in the exact center of the map blocked by an untraversable wall until the 300 capture points are reached by a team. A battle needs auto-balance teams (There will be much rage if a game they bought Pro Battle pass for and payed a 1000 crystal fee to enter was unbalanced in the enemy team's favor) (Probably a good idea to limit the amount of Isidas allowed on a single team that way there is not an entire enemy team of Isida impossible to kill because of never ending self-healing and healing team (Forum will get much nasty messages if Isidas take over the universe)
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Rails are not lasers in any way possible, but I see what you are getting at. B)
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