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alkyng

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Everything posted by alkyng

  1. alkyng

    Invincible Combo

    First why you gave me "Confused"! And Smoky Autocannon with Viking isn't a viable combo, Autocannon is really quick, Viking couldn't buff this quick shoots a lot. Stock Smoky is way more better than Autocannon with Viking, as the Viking will increase its shoots speed a lot. Maybe you can say Hunter or Titan instead of Viking. Confused also
  2. Hi, first you came here with a direct contradiction, you want to apply heavy nerfs in Gauss but you don't see it's OP. Also Protection modules that used against Gauss aren't in our discussion, it's not a valid argument because it's an act by players not determine the game's balance. And for your info, Protections used against Railgun are way more than that used against Gauss. Yes, it's a demanding thing, strangely they added laser for Shaft that many Shaft users complain, but not in Gauss. And yeah the Lock-on time recovery in Gauss it's 2s and in Striker it's a 1s. Above of that Striker has a laser that opponents runs quickly after seeing + longer aiming time + the rockets are slow, and above of that they made the Aiming recovery time for Gauss longer. Though Gauss didn't have laser - less aiming time - the hit reach immediately. I think EM Augment isn't in our discussion as it's a really game breaker and didn't need to describe, but to mention my points quickly about how it's OP... The splash-damage EMP didn't affect the EMP user just other players + the EMP time should be depended in the distance so if you're far from 16-20 far from splash damage you get 1s EMP. The -25% in damage isn't an enough nerf to be balanced as it has EMP, but they also reduced the reload time (an advantage). So it can apply the EMP on you and with -50% reload time it can apply it to you again. Yes, it's one of the mandatory things. Btw, you said you will give us a heavy downsides but I don't think it's that strong as it's just a laser + decreasing the damage in classic shots. But I will give you now the real OP things in Gauss that needs a real nerfs. You can move while sniping (opposite of Shaft) - Automatically aim - Hits reach the opponent immediately (not like Striker) - No laser - Incredibly unreasonable Splash-damage radius "20". My direct problem is that Gauss is an easy Sniper turret for less-skilled players (noobs), Sniper turrets usually in every game are hard to use. Twins and Smoky are easy turret that even less-skilled can handle it, but here in Tanki we have Gauss, it has automatically hits that will never miss the target. Sniper turrets must to be hard, Gauss is a silent turret + if it snipped you and you noticed him (rarely) you couldn't run as it will hit you directly.
  3. Actually I have a topic about Gauss, was one of my first posts here. When I play I noticed that many times I was dying by Gauss, playing normally then zapped by a sudden death from Gauss. If I noticed him, I couldn't run as the shot is inevitably will hit me, some times if the Gauss is lagging, it's way more beneficial for him to snipe me correctly, as it can hit me even behind the wall. So I decided to go to Wiki and check what Gauss can do, then I noticed it has a damage more than LCR Railgun!! So after that and after I entered the forums, I decided to create a topic about it. Btw, I'm happy to see my topic and know why I hate it. Also fyi, that was before I noticed it has the incredibly Augment, EMP, that literally a game breaker, it's a way a lot frustration and breaker for game as it's exist here. Frustration future for Tanki with this Alt.
  4. alkyng

    Invincible Combo

    I feel like this kind of topics is repeated frequently this period of time I will divide my choices into two. Defending = EMP Gauss + Hunter + Booster, haven't seen this a lot, but I think it's very powerful in defense. Contradiction to what was in the past, (Mammoth - Freeze). And for attacking for sure as mentioned many times above = EMP Gauss - Hopper - Crisis or Defender.
  5. alkyng

    Let's Discuss Hopper!

    If you have time to read much, you will notice that I criticize Hopper in many things not just the stun delay. If Hopper have a delay before stun, yes that will change much, many times Hopper coming around me I don't know when they will use the OD, just made me in a baffle when he will use it. at least Hunter have a delay for one second to make me deal with, in example if a hopper around me and I have Viking OD, any time I use it he will stun me directly. But Hunter have a one second delay, that maybe allow me to kill him before I get stunned, this is just a one example for many examples that happens. The immediately stun made the Hopper player use the OD whenever he want without any risk of missing the opponent, btw either this or that, the no-delay in stun made it directly OP than Hunter.
  6. Definitely EMP is way more stronger than AP (Gauss), EMP restrict you from all of supplies So Repair kit and Mines. especially in Parkour battle when some opponent come against me with EMP, I just leave as there is no chance for me to complete, restricting me 5 seconds from RK and Mines (the most thing I rely on, in parkour). AP Gauss is just a good in a perfect cases in 1v1 when the other one have Defender + 50% protection against you, here I can say AP is superior, All about Gauss. I said EMP Gauss is the most OP thing, and more powerful than AP Augments, but that didn't mean that AP aren't also OP. For sure Armor-Piercing Rounds, it's way more OP and stronger. You kidding or what while saying AP Augment are trash, you will neglect the enemy protections completely, Defender or DA or Protection modules and Titan's Dome. You will do your full damage always, nothing will restrict you. The most practical AP Augments (for me) are, the one for Railgun and Ricochet. Railgun, with every shot you applied the AP on the enemy for 7s It's way too much 7s seconds that applied to every enemy even with Pireceng, just with 33% reduction in damage. To be honest, now most of the players have at least an armor more than 33%, even the non-buyers, DA - Protections modules. Also don't forget Railgun now is a way quicker than it was in the past, so 7s is very enough. And again it's more a team-based, you can apply it for a punch of people in example in Siege mode. Then Ricochet, with no disadvantage (except the misleading info in the wiki). You can apply AP on any one you shoot with a ricochet (bounced) shot, it seems not that easy? I want to tell you even if you shoot in the ground then on the enemy it applied AP. In example a (Tank ---- ---- ----Tank) so AP will applied, LOL. Regardless of the example, again AP is a way too much. Firebird - Vulcan - Gauss, all in my opinion didn't need AP, as their Augments are way more stronger. Firebird, Incendiary-mix is enough no need for AP. Vulcan, for sure AP wont be stronger than the Incendiary-band the spreader of fires. And for Gauss, for sure no comment with the current disgustingly meta, EMP.
  7. Ok I will quote your edited.. AP Turrets in general (Gauss and others) are more a team-based than a self-benefited, so mostly when you snipe someone with your AP Gauss, someone will steal your kill from your teammates in the 5 seconds of AP. The same thing applied to Freeze, when Freeze AP is freezing an enemy, it's easily for me to steal the kill with my LCR Railgun with one-shot, as the enemy is with no armor. The same thing applied to all AP Augments
  8. I checked it now again in Wiki, why it's trash? maybe you understand it wrongly!! Splash-damage isn't removed, but it only didn't give AP in others, so when you shoot a punch of people, only the one you snipped in will get the AP, but other will still receive the damage like stock Gauss. Also it has 5s AP, it's enough for another Gauss sniping shoot
  9. Gauss is really OP and the most stock OP turret, but nowadays EMP Augment overwhelmed the Gauss and made us to forget that even the original Gauss is OP
  10. alkyng

    N.O.O.B.

    I will answer in the order I quoted.... #1 I think this is some normal thing nowadays as the Shaft is no more that heavy turret, now it's a lot faster and with high regular shot damage LOL Also I think this isn't applied nowadays, Isida now have a high damage in killing What! Prodigy? It seems you're very old and haven't updated!!! As the game let them to be that OP the blame is to Developers not players. But the buyers didn't have to insult others and arrogance with their skills forgetting that they paid because they need basic logic.
  11. Again and again, the player who take the game seriously and spamming in the Chat for every reason they died for. Like, ooh lag, or insulting another as a lagger, or saying "my team is a noob", or any any reason to not make me think he is a noob because I killed him or he is a loser. Wait wait, did I care about that? did I care about you? It's just a MM battle and I wont see you again, I play and finish my missions then leaving, for sure wont think about You. Except if you're my friend or a well known one to me, maybe I could understand why you gave me excuses about your death. And for sure the most sentence I hate is "my team is noob", I see it's like an arrogance and excuses for a thing that no one asked him about that. Someone tried to get the flag, then when he about to death he didn't found an Isida... so crying in Chat my team is noob then leaving. I know I posted multiple times, but what I can do! stupid acts are a lot
  12. alkyng

    Post Your Unpopular Opinion About Tanki

    We returned to spam!!! @krish123_super
  13. alkyng

    Post Your Unpopular Opinion About Tanki

    I like AP, EMP and Stun Immunities in one side, as most of the buyers moved to use them instead of Heat Immunity, leaving the way for my Incendiary-band Vulcan to burn the game completely?
  14. I have read all of your wall, but I have a point in this. Vulcan - Isida combo or Vulcan with Heat Immunity, aren't needed except if you use Incendiary-band. Any other Augment for Vulcan or Stock Vulcan all didn't need neither Heat Immunity nor Isida combo. The only Augment that require to shoot infinity without stopping is Incendiary-band, any other Augments simply you can stop firing and continue again before overheating, also this will benefit you to stop firing something and repair your tank position. So the only IB Augment that need to not stop firing to ignite others. Btw, I was baffled giving you a like because I agree with you, or no because you very long post LOL but you deserve as I agree
  15. alkyng

    How rare is the "traceur" paint?

    Oh I remembered it, but tbh I don't feel like I missed it, I think like I see it everyday. Btw, I think I have bought it in 2013, and I think it looks very ugly. As in its decription in Wiki, there are exactly 1 068 597 players who bought it in that time. I think there are plenty videos in youtube with this paint
  16. Congratulations @Venerable for becoming a newspaper candidate
  17. alkyng

    Let's Discuss Hopper!

    I laugh about how I'm innocent and in my naive when I switched to Freeze to be defender in Assault battle, then wondered how flying hacks jumping over me making my defense is such a trash
  18. I don't understand what do you mean!! You say Railgun now is a weak because the number of protections used against it, well? So why you want to nerf it? Because it's OP? you said it's not OP. So why you want the nerf? As I understand you see Railgun should be nerfed (to be UP) so its popularity will decrease, so players will stop using Falcon modules, or what? Btw, either this or that, even if Railgun get nerfed, players will take a way much time to change their protections set, I profusely see players with Freeze protection though Freeze users aren't that much, but maybe because one day was OP something. This is with Freeze, though it get a nerf. But what about Raaailgun!! I doubt players will change their protections against it ever, I don't think players will think about changing the protection against it, maybe didn't even realize the nerf. A significant amount of players didn't care about their protections and didn't change it. Btw, I don't see Railgun is OP neither LCR, it's just Scout who is OP. LCR is what Railgun used to be for most of Tanki years, strangely players now asking for the nerf. Lastly, using protections is an act by players, Tanki didn't have to intervenes to change something far from balance just to change players acts. Btw, I think it's something Tanki accustomed to do to strengthen some unpopular turrets from time to time, like one day they buffed Ricochet something and its popularity has increased. But not to do something really obvious that directly affect the game balance like nerfing the Railgun (Stock) more than it's now. And what about the players who didn't know about your suggestion and zapped by the nerf on Railgun, also how Marcus will announce that? will say we will nerf Railgun to decrease its popularity? P.S: when I say they strength Ricochet and many turrets in the past, I just mean the slight buffs that happened before 2017, that wont directly terminate the game balance. And for sure strongly disagree about now incredibly OP like Hopper and EMP Gauss.
  19. Regardless of the joke, some lagger Hoppers looks like they're a real hacks, because the incredibly speed of the tank
  20. Refreshed the page because I have a lag on network, respawned around a black box? hurry up catching it.
  21. Players actions aren't a predictable. Saw a Viking with 100% OD in Juggernaut, I safely went to fight him as I know he wont use the OD on me but against our Juggernaut. Strangely after I jumped to fight him, he wasted the OD just against me, though our Juggernaut was something near him. happens a lot I wonder how some players think and play!!
  22. alkyng

    Let's Discuss Augments

    Yes you're right that will make Mortar underpowered. But you missed my point that I see every Augment should to be weaker than the original turret, so if someone really need a certain change in his turret, he should bear the cost of change (missing an important character). So my suggestion will make the player before buy Mortar (or any Augment) think twice before purchasing. But what happened now the Augments aren't a secondary thing as I suggest, but they're primary and important for every turret. Like stock Twins isn't a playable tbh, as it has the splash damage.
  23. alkyng

    Let's Discuss Augments

    I think guys the logical balance for Mortar Magnum is to disable the splash damage from the augment, so it will be ?Lay mines ?Splash damage removed I know that will make it something UP, as the Magnum is highly dependent in splash damage. But this will make the player think a lot before buying this Augment, not the -15% nerf from just the maximum damage that made it instead of 2330 to 2000, not that much. I think this (my suggestion) is what every Augment should to be, they shouldn't be balanced, they should be weaker than the original turret. Because if the player need a new thing in his turret or a change in something, he should bear the cost of the change, so his turret will be something weak but he will get what he want (lay mines). But what happened isn't like what I said and isn't even to be balanced equaled to the turret, but what happened is they made them more OP. This was my criticize about "Alteration" but I know could understand when I read the cost of EMP Gauss is 47$? In example with my suggestion the logical nerf for EMP Gauss is to be ?Applying EMP ?Splash damage removed ?Damage -50% Not what they did that made it exploit the OP "unreasonable" splash damage in Gauss more than 100% by applying the EMP to everyone and giving it -50% reload, just for -25% in damage. So TL:DR Augments should be weaker than the original turret incase the change you want.
  24. 4/5 Balls in this Rugby battle I captured it with my Hornet-Rico, I think I finished my mission of 3 rugby balls and more. I wished like if I captured it with live commentary as I want to do one from a long time
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