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Everything posted by N3tralRE
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One of my teammates constantly (likely intentionally) self-destructing in TDM. Like, as soon as they spawn, they push the self-destruct button and bring down our team score. Granted, it's a very rare event, though I've seen a handful of players do it these past few months in TDM. I personally don't understand the motives of this borderline sabotage, especially among players who've invested enough time and Experience to reach high ranks (i.e. Commander and above).
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Is it me or are there glitches with the special DM mode as well as the special missions? One minute, I can see the special missions and even try out the DM mode. The next, I can't see either one of them.
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Mechanic Drone and Healing Teammates
N3tralRE replied to N3tralRE in Mechanic Drone and Healing Teammates Archive
So I pretty much know how the Mechanic Drone works, giving me bonus instant healing and healing nearby teammates. Though I've been wondering... Suppose I have a Lv 20 Mechanic that gives an instant healing bonus of 500 HP, and then I activate a Repair Kit to heal a nearby teammate that has low HP. Does the teammate also get the 500 HP healing bonus? Or do they get the standard repair kit healing? Thanks in advance. -
It's a small thing, but on more than one occasion, I've seen a few Hunter players use their Overdrive on nothing. And I'm not talking about scenarios where a Hunter dies before their OD gets to paralyze their targets. Rather, while their immediate area is devoid of any enemies (i.e. in team territory with no intruders), I've seen these few players just waste their OD and move on with their day. As if these players don't intend on paralyzing anyone or using their OD effectively. I'm rather stunned (hehe) by this behavior. It's made worse by the fact that I encountered this at the endgame level (mostly Legends with the occasional Gissimos, Marshals, etc.). As for why this happened, beats me. Maybe sulking? Legitimately not knowing Overdrive mechanics? Playing Tanki without a care in the world? Who knows...
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Recently, I've been thinking about the merits of each premium hull augment (i.e. not Heat or Cold Resistance). Aside from the situational Heavyweight/Lightweight augments, I feel as though the top 3 premium augments are the following (in no particular order): EMP Immunity, Stun Immunity and Heat Immunity. More often than not, as evidenced by the likes of Incendiary Vulcan (hate it with a passion), EMP Gauss and Stun Railgun, I find that the respective status effects each turret dishes out is no fun to face against. Honorable mention goes to AP Immunity, which is most powerful under a Titan Dome and is good against AP turrets like Toxic Mix Freeze or AP Core Magnum. Hence, Titan with AP Immunity is pretty OP. Otherwise, though, I feel like other hulls don't benefit from AP Immunity as much. I mean sure, it's handy to neutralize any AP stuff like Hornets or Toxic Freeze, but I do feel that being burned, EMP'd or stunned are each bigger threats to deal with. Case in point, an AP Immune Titan getting easy kills with EMP Gauss (too OP pls nerf). Second honorable mention goes to Cold Immunity, which does nullify the utility of Freezing effects like Cryo Smoky or Shock Freeze. Still, I feel that Freezing isn't as powerful as the aforementioned three status effects. What do you think?
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So I've been playing around with Twins, and I've been liking its gameplay. It definitely helps a lot in mid-range dogfights against Firebirds, Hammers, etc. So much so that I've had several battles where I score 15-20 kills using Twins. Anyhow, I'm looking to maybe get Plasma Accelerators next. Heavy Plasmagun is an interesting wild card augment, though I am tantalized more by the increased range of Plasma Accelerators. So how are the Accelerators like in mid-range dogfights? Thanks in advance.
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Interrupting Hunter's Overdrive
N3tralRE replied to N3tralRE in Interrupting Hunter's Overdrive Archive
I'm well familiar with the occasional Hunter trying to use its OD only to die before its OD actually paralyzes anything. That being said, I was imagining a potential Hopper vs Hunter showdown in CTF not too long ago, and then this question came to me. Suppose a Hopper and Hunter are in range to hit the other with their ODs, and they both don't have Stun immunity. If the Hunter activates its OD first but then the Hopper quickly uses its OD to try and stun the Hunter, will Hunter's OD be wasted or will it still resolve? Thanks in advance. -
Quick question. I know that once you reach a planet, you get the journey rewards (crystals, Golds, Coins, etc.) from all the station hopping you've done. So just to clarify, if I don't reach a planet by the event's end, will I not get those rewards I got from my prior station hopping? Thanks in advance.
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Hey all. I've been thinking of maybe adding Hammer or Twins to my Garage on this account. I definitely like aspects of both turrets, but I can't decide which one to buy first. Thanks for your help in advance.
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In which case, a damage nerf may be the only way to go. If RGC was simply an alteration, then adding a 25% damage reduction effect would be fine. Too bad the developers love making OP stuff instead of good game balance.
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I see...so damage nerf it is (as I mentioned in my edited comment above). It'd be interesting to see Magnum's damage be nerfed to the extent that it can't KO medium hulls with DD+Magnum shots. It'd sure ruin many Magnum players' plans for the long-range Special Mission for this weekend.
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Oh I see...My bad then. So do you think cutting Magnum's splash radius in half would be a good start for a potential Magnum nerf? As for nerfing Magnum's damage itself...hmm. I wouldn't mind nerfing Magnum's max damage to 1450 or something similar, such that a DD+Radar Magnum direct shot doesn't KO medium hulls. But that'd be too much in Tanki's eyes, I reckon.
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Uhh...yeah? I didn't say that Radar actually spawn kills. I was talking about the OPness of Radar+Vulcan and Radar+Magnum.
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To be fair, many other turrets like Thunder, Shaft, and Railgun go well with Hornet's Radar. However, none of these turrets can match the chaos produced by Vulcan's long-range continuous firing that easily disrupts Repair Kit healing. Not to mention that no other turret has matched Magnum's quick OHKO/2HKO potential, mostly thanks to Magnum's 2 second reload time at Mk.8. Anyways, if I were to nerf Hornet's Radar, I'd just get rid of its current ability to outright negate defensive buffs and replace it with a simple damage boost ability. That way, Hornet users can still be able to easily rack up kills while also allowing others chances to survive (i.e. under a Titan bubble or escaping to cover in time).
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Tweak is a severe understatement. In terms of matchmaking, the only way I can see the devs salvaging the game is if they change the focus back to the Battle List, just like the good ol' days. Oh sure, battle hijacking (especially by clans) would become more common, but I think the benefits of seeing and choosing your battles will be well worth the hijacking. Better to know that one battle has an OP team about to pubstomp than to enter the battle totally blind and at the mercy of the Matchmaker. Additionally, the devs should rework the Daily Missions system to give out more rewards for a little less grind. The rising low and mid rankers will need every reward they can get as they approach the high ranks. Unless, of course, Tanki only cares about milking their playerbase's patience.
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To me, this Summer Boost in XP and crystals further invalidates the low to mid ranks. It's basically Tanki saying, "We need to feed our flock of Legends with new players, so we'll make low and mid rankers rank up more quickly". While the eased grind isn't necessarily bad, it definitely does not consider newcomers who may want to take their time adjusting to Tanki and upgrading their equipment. By summer's end, I wouldn't be surprised to see rising Gissimos and Legends with lacking equipment. But that's just me.
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When you look at DaringDeer's Container Project results, it's quite telling to see how many containers it takes to get highly valuable stuff like Premium, Augments, Skins, etc. As an example, of the 2300+ containers opened, only 27(!) of them yielded a Hull Augment. That's barely more than a 1% chance of getting any Hull Augment. The odds are even lower to get the specific Hull Augment you need for your hull. And skins? Heh, you're looking at a 0.43% chance to get one at all. While we don't know the actual odds of each content, DaringDeer's projects suggests that the odds for getting the aforementioned super good stuff are very low. So it's no wonder there will be cries of terrible/rigged containers.
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Still, you're pretty much all set for using Saboteur and Miner. Perhaps Tanki will give out 11 weekly containers for tomorrow's gift.
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@cosmic666 Oh don't get me wrong. The Matchmaking system has made battles a joke. Blowouts every now and then. Bad gameplay scattered throughout. And the battles that are balanced and feature skilled play are few and far between. You're more likely to be on the dominating team or be dominated yourself than to grind out a closely drawn match.
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@sensei_tanker Sadly, this will very much happen with luck-based mechanics. Personally, I wouldn't publicly rant about bad container results because, predictably, you'll only get folks flexing their good container results and/or defending the containers. By your logic, if 7-Eleven gave out free Slurpies that tasted bland and awful, we should totally give 7-Eleven a pass because they gave free stuff, right? Also, good job ignoring the context behind sensei's Fire Immunity augment.
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@DarknessAssasin123 To be fair, there are legitimately good Gissimos, Field Marshals, etc. that know what they're doing in battle even if their Garages aren't as good as those of Legends. On the flip side, there are also Legend players who easily get lost and/or pwned in battle due to bad matchups, bad mood, etc. As for why the Matchmaker places Legends and Gissimos together, well...I guess it's a deliberate design by Tanki's devs to expose Gissimos, Field Marshals, etc. to the heights of Legends. I dunno for sure, but that's what I think.
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@Joeguy I've had Lifeguard since the New Year's 2019 event, before it costed 3 Repair Kits to activate. So the Lifeguard gift was worthless to me. While I don't really use or MU Lifeguard these days, I will say that it's more like an instant second life option to bail you out of impending doom (i.e. being slaughtered by a Berserk Magnum). As such, Lifeguard's good for Gold Box hunting as well as surviving KO blows if you can't activate Repair Kit in time. It is also worth mentioning that Lifeguard's the only defensive option that Hornet's Radar can't negate. So compared to other players, a fully MU'd Lifeguard player will be a tougher opponent for a single raging Radar Hornet to fight face to face. Anyways, since Lifeguard only unlocks at Major General, the gift is more suited for those players ranked Brigadier or lower, giving such players a taste of Lifeguard's potential as they climb the ranks. Still, unless you plan on having a big surplus of repair kits on hand, I wouldn't main Lifeguard.
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Can we get a collective BOO! in here from everyone who already got Lifeguard before today?
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@wolverine848 Looks like you called it right: Tanki's giving 11 containers as today's gift.
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@At_Shin I think fghjkl54 meant to say that they had help from an Isida friend with the Support Nanobots augment. Thanks to that help, fghjkl was able to endure enough battles to use up 111 batteries.
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