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Everything posted by N3tralRE
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So a thing happened to me not to long ago. Was playing a losing TDM battle, during which I went IDGAF-mode and went with a Rail-Miner combo. While I was having success racking up some kills, one of the OP players (I nickname them "Alex") called me out by name. "Alex" wrote in Russian, but they tagged me as "hy6" in the text, so I figured they were calling me a "nub". Which I found hilarious, considering that "Alex" finished in first place on their team (who finished 150-90 overall) with 29 kills and 10 deaths. Meanwhile, I finished first on my team with 15 kills and 3 deaths, with most of my teammates having less success getting pwned. At the very least, this encounter's more entertaining to me than getting blown out with zero comments in battle chat.
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Speaking of Viking OD damage coefficients, I've always wondered what they were for each turret. For Adrenaline Railgun, I assumed it was like x3, but the Wiki doesn't disclose the Viking OD numbers
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Control Points, huh? On that note, what good turrets/hulls combos do y'all recommend for CP?
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What Is Your Opinion About the Current State of Tanki Online?
N3tralRE replied to Maf in Game Discussion
If my eyes don't deceive me, it appears that toljnok61 (the Striker-Viking) got healing shots from a Healing Emitters Shaft, which I could tell from Shaft's Black Shot effect as seen in this frame: Furthermore, although image quality isn't great, I can tell that toljnok61 had at least 3 Healing Shaft teammates including Dina_Nana and A-P-E-C. So to answer your question, your target foe kept getting healed by Healing Shafts, allowing your target to survive longer than usual. -
What Is Your Opinion About the Current State of Tanki Online?
N3tralRE replied to Maf in Game Discussion
I gave up giving feedback on updates months ago, given the Tanki dev's track record on course corrections. For whatever good changes end up coming, I find that, at best, the devs' priorities in premium releases and new imbalancing features will ultimately keep the game in limbo. Not dead due to players sticking around to find enjoyment in current Tanki Online, but not "alive" thanks to the lack of a vibrant playerbase. -
I mean, Brutus got reworked about 7 months ago. And the post you are quoting is from 2019, which was when Brutus used to consume batteries while also giving its user small bonuses to armor and damage. If I recall correctly, Brutus' damage bonus can accumulate with Adrenaline's damage bonus, giving the user a cool edge over some foes. Alas, however, the devs ultimately made Brutus the budget drone that doesn't consume batteries.
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So I have some crystals to spare to buy (and Speed up) a new drone or two. I love using Miner, but given it's recent nerfs, I've been considering picking up the Saboteur drone to mix up my defensive mining strats. At the same time, I'm thinking of getting Camper so that I can potentially have stronger armor and damage while I'm chilling in my team base healing with Isida, etc. Of course, getting hit by ranged projectiles (i.e. Magnum rounds from the other side of the map) all match long would limit Camper's effectiveness, and Camper's buffs to armor and damage won't always be enough to stop a strong, coordinated attack from foes. While I could buy both and just slowly upgrade them, I would rather buy one of them and upgrade it to Lv12 or something like that. So, which should I buy first? I'd also appreciate a couple of tips for using each drone. Thx!
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During the hull sale, I decided to get Mammoth. So far, I'm liking the utility of Mammoth's OD, especially since it fizzles any Titan Domes and Ares Spheres on contact. I'm also finding that Mammoth is a respectable defensive hull in modes like CTF and RGB, where it's massive health pool and deadly close-quarters OD allow the hull to better deal with aggressive intruding enemies. Granted, the slow speed and big size can make Mammoth more of a target than a threat, but it's nice to have another cool heavy hull to play with.
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So I'm gunning towards finishing the Special 9000 Score Missions, and I'd like a bit of advice over what tank combo I should use to have some impact in a Control Points match. Heavy hulls are too slow for my taste in Control Points, so I'm down to Hornet and any one of my medium hulls (Hunter, Viking, Dictator, and Crusader). I also have a wide range of turrets (from Freeze, Twins, Smoky, Vulcan, and Railgun), but OP augments notwithstanding, what turrets are more suitable for Control Points?
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Just wondering: do you get points for healing teammates with Paladin's Overdrive?
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Even if Vampire Nanobots wasn't being offered in this Challenge, I feel that it still needs to be nerfed somehow. After all, the alteration deals the same damage as stock (a.k.a. no Augment) Isida while providing a strong self-heal that enables easy Isida kills with limited counterplay. Since a 1v1 fight against a healthy Vampire is tilted in the Vampire's favor, you're only options outside of OD are outranging the Vampire and, if applicable, hit-and-run tactics. You better hope you don't bump into a map object and get cornered by the Vampire I would suggest cutting Vampire's damage AND self-heal, seeing how Tanki seems bent on preserving Isida's self-heal in the Vampire Augment these days.
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Well, alot has changed since last year. I'd say the biggest changes are as follows: 1) Hull augments: These are premium items (i.e. they cost tankkoins) that protect against different status effects like stun or EMP. You could also get them from containers, but good luck getting one that way. 2) Critical damage: All Tanki turrets can now inflict critical damage, which ignores Protection from modules like Falcon. There are a few exceptions like Shaft's fully charged sniper shot, which do NOT deal critical damage. 3) Floating hulls: Tanki released three floaty new hulls: Ares, Crusader, and Hopper, which are Heavy, Medium, and Light respectively. Combined with mouse controls, they can easily strafe and avoid enemy fire. 4) Drones: Tanki reworked the Trickster drone so that it further boosts the speed gains from Speed Boost. There's also the exotic Crusader drone floating around. Still, these days, expect to see frequent use of Defender and Booster. Combine those drones with the right Hull augments, and you'll be two legs above everyone else. What definitely hasn't changed is the lottery nature of MMS. Expect some unbalanced random battles here and there, especially from those with OP hull augments and drones. If you wish to give Tanki another go, I'd say brush up on your tank-combo experience in a mode you're comfy with and then branch off from there. Other than all that, it's all up to you, @sensei_tanker.
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You make a good point. I'm likely just burned by my bad/awkward experiences in Siege. I wish I didn't keep getting Daily Missions for Siege mode every now and then. In the meantime, though, any tips to playing the mode given my garage? Edit: I don't have alot of OP augments like EMP turrets or immunities. I do have AP Immunity for Dictator and Hornet, however.
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Not a sight necessarily but a couple of particular experiences in Siege. This past weekend, I found myself giving a couple of Siege battles a chance (one in Parma, the other in Magistral), seeing how my team was able to sorta keep the score even for 2-4 minutes. Unfortuantely, in both battles, the momentum shifted to the other team, and we started losing. While I was willing to just bite the bullet and finish both battles, two of my teammates were hardly impressed. During the Parma Siege battle, one of my teammates was like "TeAM!? WhAt ArE YoU DoIng!?" when we lost momentum. I made a joke about how "this mission was a bust", and the teammate went passive-aggressive with, "Hmm, wonder why's that, clown". Anyways, I didn't escalate the convo further, and my teammate started calling out their camping Shaft teammate before that battle ended. In the Magistral battle, a different teammate threw all of us under the bus, calling us "afk animals". As much as I hate losing and being powerless to stop the enemy team, I wouldn't take Matchmaking battles that seriously. Especially with the Matchmaking Lottery groupingg random players with varying amounts of skill, experience. and OP levels together.
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@Akame Thanks, your explanation did help me understand Adrenaline's flat bonus. I also agree that Adrenaline is a nice bonus to stock turret play. The bonus definitely helps in dogfights to the death (which are found alot in DM mode).
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I'd like to know more about Adrenaline's mechanics. I understand that the less health I have, the more bonus damage I get from Adrenaline, though I don't know by how much. Moreover, I've read around here that the bonus Adrenaline damage is a flat bonus rather than a multiplier, but I'd like to understand the math better. @TheCongoSpider @Akame I appreciate any clarification help. Edit: I'll provide an example to simplify things. Suppose there are two identical players that both have a Level 20 Brutus and a turret deals 1000 damage per hit by default. If one of those players were to equip Adrenaline, how would that affect their damage vs their non-Adrenanline counterpart.
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With Tesla coming soon, I'll share my initial expectations based on test server footage I've seen. I'll start with Tesla's first mode in a vacuum (a.k.a. no second mode to complement it). Unlike the three current melee range turrets, Tesla at melee range fires its projectiles one at a time (at a decently fast rate, nonetheless). To make up for that, per the test server footage, each Tesla hit deals good chunk of damage. In a sense, Tesla's first mode in a vacuum will behave somewhat like Smoky but with a smaller damage range and a cone angle. Once we add Tesla's second mode, though, Tesla truly stands out. The slowly moving lightning balls are essentially extra hazards for enemy tankers to avoid, as hitting them presumably hurts. Add the chain lightning, however, and now you have a net of lightning for enemies to contend with. If set up properly, the lightning net can be both a great defensive tool to secure an area (like a team's flag) or an offensive tool that forces enemies to be more active. That being said, I do have a few concerns. I haven't seen any indication (on the footage or the announcement) that the lightning balls will fizzle out if their user(s) is destroyed or self-destructs. If that is the case, then setting up an effective lightning net will pretty much be the next OP thing that can further imbalance battles in MM, which are already prone to imbalance. I suppose the balancing factors will come down to Tesla's damage and the difficulty of making such nets. For instance, if a Tesla user is too busy trying to make their ideal lightning net, then they leave the door open for enemies to counterattack or take the initiative. Additionally, lowering the damage from Tesla's projectiles and/or lightning net will make counterplay more manageable. Time will tell how Tesla turns out on its debut and down the line.
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Pretty sure they do count stars from daily mission rewards, like they did in the previous Cheer event.
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I do mean experience points, the points needed for ranking up. Check this out: https://u.cubeupload.com/Sal90/PhantomExperience.png In that image, I get 440 total experience points. Yet, when I add up the experience points I got from kills and assists, I only get 360 experience points, 80 points short than expected. Let's look at another: https://u.cubeupload.com/Sal90/a08PhantomExperience2.png I get 2,160 total experience points. However, only 1,980 of those experience points are accounted for with my kills and assists. I don't know how I gained an extra 180 experience points. I would hope it's only a visual glitch, yet I don't experience this with other hulls. For instance, https://u.cubeupload.com/Sal90/NoPhantomExperience2.png Here, all 1,260 experience points are accounted for in kills, assists, and boss-kill assists. Same deal in this instance: https://u.cubeupload.com/Sal90/NoPhantomExperience.png All 1,320 experience accounted for here. I could go on, but I've made my point. I'm happy to provide more screen shots of this weird phenomenon with Dictator if necessary. I have no idea why this is happening, besides a possible undisclosed patch to Dictator's Overdrive or something else.
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I've been playing with Dictator, and recently, I've been noticing that I'm getting "phantom" experience points when I play with the hull. That is, when I use Dictator, the total experience I get from the battle is somehow greater than the sum experience from my battle actions (i.e. Kills, Assists, healing, capping a control point, etc.). You can find some examples in the below spoiler. [spoiler] [URL=https://cubeupload.com] [IMG]https://u.cubeupload.com/Sal90/PhantomExperience.png[/IMG] [IMG]https://u.cubeupload.com/Sal90/a08PhantomExperience2.png[/IMG] [IMG]https://u.cubeupload.com/Sal90/PhantomExperience3.png[/IMG] [/URL] [/spoiler] Looking at my battles with other hulls, I don't get this phantom experience. [spoiler] [URL=https://cubeupload.com] [IMG]https://u.cubeupload.com/Sal90/NoPhantomExperience3.png[/IMG] [IMG]https://u.cubeupload.com/Sal90/NoPhantomExperience2.png[/IMG] [IMG]https://u.cubeupload.com/Sal90/NoPhantomExperience.png[/IMG] [/URL] [/spoiler] Seeing how thes "phantom" experience points don't even get mentioned in both the patch notes and the Wiki, it seems Tanki made another undisclosed patch like they did with faster Overdrive times for Mammoth, Wasp, and Crusader (credit to CongoSpider for mentioning the secret Overdrive patch). I'm guessing this is meant to further nerf score farming and force Dictator players to do other things besides sharing OD with teammates.
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Jammer status effect, huh. At first glance, it sounds like decent counterplay against Titan dome stacking, Hopper spam, and ez-pz Viking kills. Moreover, it doesn't wipe out supplies (at least in the VLOG footage), so it's not stupidly OP but more of a utility status effect that is useful in pinches like in Siege where Titan dome stacking is common. Time will tell how it'll turn out, but at least it looks promising as of writing this. Also, Heat Immunity + Incendiary Band getting nerfed? About heckin time.
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valid Decrease the number of mines in the game
N3tralRE replied to r_Fish.tank980 in Ideas and Suggestions
True. I just want more counterplay against speedy tanks in CTF/Rugby aside from getting a quality team that can outscore the other team. -
valid Decrease the number of mines in the game
N3tralRE replied to r_Fish.tank980 in Ideas and Suggestions
If you are going to decrease the number of mines in battle, then you should also nerf Trickster's speed bonus (maybe Crisis' speed bonus) or rework the drone altogether. Right now, Trickster Hoppers are ruining CTF/Rugby maps like Highland as they speed past their foes with little effort, all while the foes are completely confused, disoriented, or both. -
So I'm thinking about Railgun to my garage for some depth. Granted, I already have Shaft as my primary long-range weapon, but I believe it's time I play with Railgun to mix things up. That being said, I'm curious to know of any suggestions for augments on Railgun, especially for the Scout and Large-Caliber round augments. Thanks in advance.
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Pretty sure. For instance, in my most recent encounter of this phenomenon, a Firebird-Dictator kept self-destructing out of spawn, refusing to even go out and fight enemies. I recall them self-destructing at least 3 times, and they didn't change their turret or hull. Granted, I have no screenshots to verify that the Firebird was trying to change other equipment (i.e. Modules, etc.), but even so, I wasn't giving the Firebird any benefit of a doubt when they keep refusing to play for the main objective in TDM. And no, this wasn't at low ranks but at high ranks, with the Firebird being a Commander as far as I know. At that rank, even with fast ranking up these days, I'm pretty certain a player knows what they are doing when it comes to the garage and self-destructing, unusual circumstances not withstanding.
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