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Everything posted by The-Operator219
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To be honest? Gold Boxes. They're iconic for sure but these days Crystals are so easy to come by that a thousand of them is a drop in the bucket. It's the most common reward from the most common container. I will say this though, nothing compares to nuking a group of players with splash damage then watching them rage in the chat.
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Which weapon do you think is the weakest? (Excluding the usage of overpowered augments)
The-Operator219 replied to Acecaddy in Game Discussion
Ricochet has felt weak to me even before augments and I rarely see it these days. It's just such a nothing turret - Thunder does more damage and can hit behind cover with much less effort, Twins has a high fire rate/no ammo bar. I'm sure it has fans but I've never been impressed with it. -
The last fun addition to the game. I remember when they at least pretended that the unique aiming was what justified the insane damage but now it's in goofy mode by default. Go with Wasp and hide somewhere only you can fit with mines to become untouchable.
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Nevermind, I figured it out: D-pad. Sorry.
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I'm sure it's a familiar problem to newer players at least, when a team has a player controlled Jug they hide and get protected but when a team has an AI controlled one it just commits suicide by rushing right into the enemy side of the map, often right into a wall from my personal experience. The balancing of TJR is entirely based on which side has more bots, because less players means more chances for the Juggernaut to throw. The easiest solution is the most obvious one: Prioritize players becoming the Juggernaut or outright remove the ability for bots to play as it. Will this break the mostly bot lower rank lobbies? Absolutely, but I think it would also teach newer players the meta sooner rather than later.
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Using Magnum (RGC) with a controller
The-Operator219 replied to The-Operator219 in Using Magnum (RGC) with a controller Archive
I've been playing on mobile using a Retroid Pocket 3+ (Android based handheld) and the buttons are mapped pretty well for the game as a whole, but I can't seem to raise/lower the barrel of my Magnum. Logically it should be the same as rotating a turret but that doesn't do anything. I've been managing with the touchscreen but it's awkward. The built-in controls tend to default to a Nintendo Switch controller on most apps if that helps. -
Does anyone else think that the design/art direction was better looking in the "Legacy"-skin era?
The-Operator219 replied to qwds in Archive
I have no nostalgia for the pre-2012 graphics, my prime was from 2014-2018 when I was in high school. I miss that Tanki sorely but to say the new graphics look worse is asinine. -
Well, that would explain why my fresh account found Thunder more appealing. I just thought it was due to fighting people with upgraded gear/protection but man... That's just sad. At least Thunder seems roughly the same (minus some impact force) and Firebird is a fallback option.
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Feels like they nerfed Railgun at some point. Or I'm out of practice.
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Post your best tricks and tips for any sort of equipment in the game!
The-Operator219 replied to qwds in Archive
Railgun is THE turret for flipping, rivaled only by Hammer. If you see someone going up a ramp time your shot so you hit them right at the crest of the incline and use the earlier-described tilting technique to go for the upper part of the hull. -
What Is Your Opinion About the Current State of Tanki Online?
The-Operator219 replied to Maf in Game Discussion
While I think that new players have it easier than ever being literally showered with containers when they first login for doing just about any task, I don't like that you can no longer buy turrets and hulls from the garage. Crystals have never been easier to come by than they are now but in return they're just about worthless because all you can do with them is upgrade and buy paint. As for the gameplay, I feel it's the natural progression of where it started to go once Augments and Gauss came out: Chaotic and punishing to people not already knowledgeable, but challenging and rewarding for the brave few who can live through the early ranks. -
Post your best tricks and tips for any sort of equipment in the game!
The-Operator219 replied to qwds in Archive
When using Isida it's usually better to help your teammate take out whatever is attacking them first, then heal the teammate. If you just heal the teammate then they can still die and leave you defenseless as you've just used up all your energy healing and have none left for attacking. -
Post your best tricks and tips for any sort of equipment in the game!
The-Operator219 replied to qwds in Archive
Since the release of the patch which added glowing outlines that show when you can hit enemies I've noticed a lot of players don't take easy shots that would deal damage and move like they're playing with boxing gloves on. While I appreciate that part of the learning curve (knowing when you can hit someone) is now removed, I feel it's made the newcomers fairly predictable compared to players of my day. Therefore I offer some tips: 1. Pressing back and forth repeatedly rocks your hull back and forth, you can use this to aim slightly more upwards and downwards than normal or manually hit surfaces behind cover. This comes in handy for weapons with splash damage like Thunder, Magnum, and... Uh, I guess that's it. 2. If you want to avoid being hit you should hug cover and try to move around frequently. Look at the enemies you can see: Are they following you? Don't peek! Wait for them to lose interest, then move. There is a deadzone that the default camera angle won't show which you can use to slip past enemies. 3. If you have speed boost and a fast hull like Wasp you can aim diagonally in the opposite direction you want to go while going over a ramp and use the recoil of your weapon to do a little spiral maneuver. Besides looking cool and not being near as common as it used to be (seriously, what happened to the fun?) it can throw off pursuers who were expecting you to go all the way up the ramp and onto a platform. This works best with bigger guns like Thunder, Railgun, and Magnum while not working at all with weapons like Firebird, Freeze, Isida. 4. Take more shots in general. You'd be surprised by how often someone with full supplies rampaging around is sitting at extremely low health and trying to make a last stand, and I see too many of you trying to run away from the enemy while you have spawn protection. 5. Stay as far apart from your teammates as you can unless you or they have a buff that affects nearby allies. Clogging up the map is uncool and all it does is make you vulnerable to splash damage. -
Back in my day supplies were overpowered. Then it was those consarned Magnums. I don't even know what kills me now, apparently even Hunter's overdrive can one-shot you if you weren't already vulnerable enough stunned and stripped of your supplies. The best part of all is that in adding a new turret bi-annually I feel the diversity and customization got put on the backburner. I have suggestions, they won't be considered: 1. Since team play is all but nonexistent now (seriously, when's the last time this decade you saw an Isida who heals people primarily?) make it so we can shoot and move through teammates outside of parkour mode/PRO battles (if those are still a thing). If my team hasn't figured out yet that standing directly in front of me and grouping together is getting them killed I feel I don't deserve to be punished by incoming splash damage, lock-ons, and Wasp bombs. 2. Keep Augmentations/Skins/Effects as something to purchase since currently crystals have no use besides upgrading gear or buying purely cosmetic paints. I want to actually earn something, save up my money to do something of value other than occasionally spam Enter to make the upgrade numbers bigger. 3. Consider laying off the gold-plated steaks for a year, you don't deserve such a lavish living you must be having off of all these buyers. 4. Extend the spawn protection to the immediate area you spawn in and have it go away after you fire/move out of spawn. This will both prevent spawncamping and people from abusing the protection to snipe with impunity. 5. Consider taking a note from Minecraft's book by letting us choose to play on older versions, perhaps on dedicated servers. You love stealing ideas from other games, just look at the Battle Pass and Ares' overdrive.
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Guess who had a nostaliga trip and decided to hop into a new account? I had heard there was a new turret coming out but I kept trying to shove this game out of my life for good. I doubt anyone here remembers me, I used to be a prolific forum user back in 2014-2018, plenty of post history if this new forum look hasn't deleted it out of existence. Well, on to my point. This game is hemorrhaging to death and with the good times it gave me as a high schooler, it's a sad thing to see. I never made it to the upper echelon of the game despite my fifty alternative accounts, but I sure had a good time being bad at it back in my day... Back in my day when you got one-shot there was an explanation, a Shaft, a Railgun, double damage, you drove over a mine... My point is, death has become something you really can't avoid anymore. Between turrets like Gauss that have no indication they're targeting you and certain overdrives either having no risk and high reward or outright countering supplies and damage resistances this game has a problem with balancing. You know what makes zero sense? Driving a heavy hull and having less survivability than a light. Mammoth and Titan are supposed to be these hulking behemoths of tanks that can trade off damage and maintain a spot on the frontline, but now they're slow and essentially helpless in a spawncamp situation because they can't get away from XCEPTUTPLXES the Wasp-Freeze with a 25 killstreak, full supplies, and on overdrive meter that never runs out. Being able to instantly kill people in a large radius around you because they can't get away from it or just respawned and didn't have enough time o react and then get away unscathed to go get another bomb is obscene, and the solution to avoiding that exact situation should never be "Just cancel it out with your own overdrive". Now I have zero solution to balancing this without completely removing the overdrive system as it currently exists, which leads me into my next point: The development team doesn't care, and realistically shouldn't care. They get paid by the company to maintain the game and fix bugs. I think we're mislocating our griping here, I'm sure the developers know what they're doing. We should really direct our complaints to AlternivaPlatform, the company behind Tanki Online. And one last thing: A battle pass? Really? Talk about chasing trends...
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It's also decent for Vulcan if you can get somewhere high up with no Wasps around since the dome slows down your overheating, so you can fire completely sustained for around twenty seconds at the cost of maybe one repair kit, none if your Isida is worth anything.
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Titan's dome is a bit weak now. It's even more of a panic button item, but now it's weak to so much more stuff since it doesn't heal the user. My current strategy is to leave it somewhere for my team then reposition so that I can take potshots at the enemy, since they'll be expecting me to be inside of it completely open to other overdrives.
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category Ideas for Hulls and Overdrives!
The-Operator219 replied to Ilia.ArchangeI in Ideas and Suggestions
Idea: "Taurus" Medium hull/Frontline attacker Basic concept: A repurposed bulldozer turned into a tank, Taurus features a unique overdrive that recharges quickly and can toggle the hull between two modes. Overdrive: Shield up/Shield down. Taurus will start with it's frontal shield up and control like any other tank. When you lower the shield Taurus gains a boost of speed and non-stackable doubled armor, but cannot turn at all. Stats: Health - Mk1-3 1500, Mk4-5 2000, Mk6-7 2500 Mk7+ 3000 Speed - Mk1-3 6.70, Mk4-5 7.00, Mk6-7 7.50 Speed (Shield Down) - Mk1-7+ 14.50 Weight - Mk1-3 1500.00 Mk4-5 1600.00 Mk6-7 1700.00 Power- Mk1-7+ 2500.00 -
Magnum: "Training Shells" +Shells now have an outline showing the flight path of the shot while charging up -The smoke produced by said shells lingers in the air longer, compromising your position. -50% less overall splash AOE.
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Which defeats the entire purpose of calling it matchmaking. The tanki devs have a very simplistic but admirable cycle of coming up with bad ideas, implementing a small unnoticeable version of said bad idea, and then fully implementing it while also cutting off whatever it's replacing. But then they make up for it with a new toy to keep people distracted for a while as they chop more and more off of what was an already well-polished game. Some ideas are good, granted. I personally like the new MK system and weekly missions because they reward dedicated play and overall improve pacing for us mere mortals with a budget of forty bucks in our checking accounts that might not all go to something like a dying MMO. The Tanki I remember may be dead, but that's also because I was younger then and didn't have a console with other games that can hold my interest better than trying to fight against the matchmaking toaster long enough to finish my missions, then quitting for the day out of frustration. It's almost ironic, now I could spend money on this game exclusively but I discovered games of actual quality, games that actually care about their community and don't give the short end of the stick to the cash cows and whales, and I play those instead. I shouldn't have to pay hundreds of dollars to expect some decent balancing from a game, especially when Fortnite is completely free and does everything Tanki tries to do/rip off from it way better in ways that don't make me frustrated when I'm done playing.
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Or we could have actual matchmaking based on ranks and equipment. So I don't join a blue ASL team full of Wasps that are all MK0-2 against a bunch of Dictator/Viking-Thunders at the average equipment level. I mean, we already classify most turrets as either melee, short, medium, or long. It can't be too hard to use that criteria to make a decent team based on the current objective or gamemode.
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-The sound effect sounds like some particularly dainty flatulence -It drifts a bit too much for my liking, making evasive maneuvers harder to pull off And mainly, while it works extremely well for some turrets (especially melee ones, which is odd by heavy hull standards) some of them feel underpowered or without a real purpose. Smoky, Thunder, and Ricochet are all medium range powerhouses but due to Ares maneuvering like a brick lathered up in butter they kind of underperform in their intended role of dynamic one-on-one fights and instead you just kind of hang back behind everything else sneaking in kills to charge your overdrive, which does most of the killing. I understand that some combos just can't work no matter how hard you try, but in my opinion medium ranged generalist turrets should feel right at home on a hull that mostly floats/drifts lazily in place.
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My favorite is using a Viking OD and then having my entire team suddenly decide teamwork is dreamwork, so I wind up wasting it as they somehow perfectly focus-fire everything I was about to shoot at before I can hit it.
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I think it shouldn't have to accelerate at all to reach it's top speed, sorta like a UFO. It moves fast and good when you build up speed but changing direction/aiming is tricky because it almost entirely cancels your momentum out.
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What Is Your Opinion About the Current State of Tanki Online?
The-Operator219 replied to Maf in Game Discussion
I usually get them for hulls I don't use, hence why I tried Hornet the other day and was disgusted with how strong it is. Feels dirty.
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