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Everything posted by alkyng
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If we took Augments into consideration with the turret general performance also my list will be S. Tesla - Freeze - Striker (with old stun) A+. Railgun (too much augments) - Isida (Vampire = immortal). A. Hammer - Gauss - Smoky B+. Magnum (AP) - Twins - Shaft B. Ricochet - Vulcan F. Thunder - Firebird (before buffs).
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Yes I use it for killing Juggernaut with my Viking OD, but it can never be better than the ultra augment blunderbuss in this.
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LOL this picture would like to be changed to.. ?
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Yes it's one of the most controversial updates, but not the most one. MatchMaking update was the most controversial one with 100+ pages. But maybe number of players in that time have affected the result.
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But developers can steal your crystals at anytime, whether you collected them or not. Your example is very wrong, players are paying thousands to the game, not sure why not to trust!
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As a stock turrets, I see every turret in the game is within game balance and as the power of Thunder except the three intentionally buffed turrets Tesla - Freeze - Striker. But I agree with you all of Thunder augments are trash except Adrenaline. I believe that Striker is way stronger than Thunder, and this is why I don't use Thunder, Striker is stronger even without salvo mode. Sorry I wronged when I wrote "critical damage" I meant splash damage. And I believe that Smoky critical-damage is way stronger than Thunder critical damage, because it have way better average rate + way too strong damage. You right here. I believe Thunder Augments are trash. But I think you're very wrong here, Thunder with Adrenaline and Booster any of them can two-shot light hulls. I don't see how we can buff Thunder more, if we increased its damage to 1000 in example, it can two-shot light hulls. I may see we can buff its reload rather than buffing the damage, 2.00s reload or 1.9s. And I believe that SCCM is very weak, because I always have a belief that the damage nerf should be lesser than the reload buff in any turret, so it may be -20% reload & -15% damage. BTW, I talked alot. In conclusion, I see Thunder as a turret is balanced. But its augments are very weak, I'm really with introducing a new interesting augments for it.
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I meant by mediocre as being in the middle. Honestly if you looked at low ranks, you see thunders can two-shot hornets, because many of hornets are having it in low upgrades, while thunder players are mostly buyers /or one combo playing. In the past, Thunder M1 can two-shot Hornet M0 - Thunder M2 two-shot Hornet M1 - Thunder M3 two-shot Hornet M2 - Thunder M3+ two-shot Hornet M3. And this is happening alot in low ranks, so Thunder is considered alot as an OP turret in the low ranks. Wrong, it's very similar to Smoky. Especially after Smoky get a nerf that made it have a projectile speed, Smoky now is missing alot of its shots. And Thunder have a critical splash damage. I believe that Smoky is stronger, but Thunder is nowhere to be a very weak turret.
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wow , honestly lesser than what I've expected. Though it looks very good, but it's not constant and not well blended with Tanki interface. Seems unfinished yet
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The previous pages were too huge because too many players are quoting the full topic or quoting the Person_Random post.
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Guys I want to say a thing, that alot of players consider Thunder us UP. Thunder is a mediocre turret, and seems like a standard. If we buffed it, it will one-shot Wasp-Hornets with DD, and if we nerfed it - no need. For being a mediocre, yes that made it boring, not giving you an interesting advantage or somehow. Players who chose it, that's their decision of playing with a not OP or at least interesting turret. I mean Thunder is in the middle
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What Is Your Opinion About the Current State of Tanki Online?
alkyng replied to Maf in Game Discussion
True, players used to call 2014-2015 the best times of Tanki, though they were a very good days, but I think they're overrated. True they was way more balanced than now, but not PERFECT. You had a very little amount of crystals, supplies. I remember in 2014 there was a 50% sales, and I wanted to upgrade my Hornet to M2, it was costing 35,000 with the discount, I worked all the day for hours and even with some help of others till I get this amount, though we were in grindy days and the fund was better. -
Ok as you assume, I will also assume. Let's assume they putted all of 23 turrets/hulls in Exotic rarity(assuming Exotic still exist), and they gave us those 23 containers. Do you think they're a good compensation for you when you see red light from container then it turned to be Mk1 thing you have?
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Me too ? I just think and assume
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Nope, hacks of increasing reload speed or turret damage have been patched before 2015 with a long while, I don't know how TS assumed that such a thing exist in 2022.
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Better than some games who offer unbanning yourself with $$ Which shows their dishonesty about banning them
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Wasp and Hornet are MORE 1 shot click bait, first all of them have the same HP, but Hopper have smaller hitbox and a huge advantage of strafing left-right which make the probability of getting hit exponentially lower.
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Guess what if you came in Mammoth 7.5m range? ? So the correct is to criticize the range of Paladin in comparison of Mammoth
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Mammoth OD with its current state is OP. But it's lesser OP than Paladin due to its range + and it lasts lesser. So there is no problem to criticize Paladin while Mammoth exists
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I think you guys exaggerating above After HTML5 I have rarely seen a hack, I voted for seldom. Most of the hacks I see are just testers, or ones who don't have a constant perform that gives them a pure advantage. Mostly I see a normal player with constant gameplay have better advantage over hacks. Most of hacks don't go over than a flip hack - a not constant speed hack - a bad no recoil/impact. But damage-health hacks are IMPOSSIBLE. If you seen, please send prove, as you see them almostly always. If the strongest hack in the game can make a F2P with 9699GS beat a buyer with 9999GS, then I can take a look and change my opinion at hacks.
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Most of the players in the forum have an alternate account, so VIC2000 most probably have a higher account. Also higher rank don't give your post more value, if his post is correct it still correct even if he have less than month experience in the game. It's very wrong also to assume that players of a hull as a skilled than others. Even though if I will assume, I will say .. . Hopper was immune to flip, so Hopper players are noobs, because they flip alot so they used this hull.
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As seemingly containers are working by starting the pool of categories first then the starting the pool of items in the chosen category. If your roll have chosen Rare, then after it started again it have chosen a turret you have, there was a probable of getting another RARE item than that turret. So the compensation must be of the same tier, or at least if we take it mathematically it must be 180 containers instead of the 23 for all of turrets/hulls . Also you haven't answered about the ultra containers part, or you agree with me in that?
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So you mean if I get in the future a turret/hull that I have, those 23 containers are considered as more than a compensation for what will happen? Ok, the Mk1 turrets/hulls are in Rare, are those containers all in Rare? Definitely no. As Rare requires 10 containers, so they must be 230 containers compensation, not just 23. And if we will substract the possibilty of getting Rare or higher from them, I say lets substract 50. So they must give us 180 containers compensation. Also what if I get a turret/hull from ultra container? Have those 23 containers took this thing into account. Definitely they're not more than enough
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Though yes it's a good example on how containers have lesser value than it was. But for real calculations, this isn't a good proof. Maybe he just have a bad luck this time. So I will do my accounts to estimate the new value of containers, compared to rank up rewards. Let's start straightfully Chance for Common is 50%, and it have only 1000 crystal, so 1000*50% = Add 500 crys For Uncommon, we have to take their summation their number (average) because you will only take one item, so (23000/5)*34% = Add 1,564 crys * For next tiers it's hard to take average because they're alot and there is no obvious value for paints, so I will take the range of seemingly most/least worthy items and will estimate their price. For Rare, adrenaline augment cost 245K and there is 10K crystals (least worthy). So (245000-10000)*10% = Add 23,500 crys For Epic, I estimate Immunity cost 400K and there's 25K crystals. So (400000-25000)*5% = Add 18,750 crys For Legendary, I estimate the most OP augment as 400K and there is 100K crystals. So (400000-100000)*1% = Add 3,000 Summation = 47,314 Honestly I was believing that the result will be lesser than 10K, and that what I made my assumptions on. But for my scientific honesty I will publish the result. Though I still on my previous opinion that new containers have lesser value than 10K, and I believe there is a mistake on my calculations. Like that I took the Range, which is affected strongly by extreme values.
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noice 12. if you get from container a turret/hull you don't have slot for, you will pay a tax
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9. you need to pay for your tanks being rested in garage 10. vampire isida suck your crystals also
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