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Everything posted by LOLKILLERTOTHEDEATH
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Wow! Fantastic update! As someone who could not buy using real money for a while, this addition is perfect for helping players get powerful augments and other things. You get free containers, and Tanki earns revenue from ads. A truly great move which is no doubt going to help many people who cannot/don't want to buy!
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The event is great! I love that the special missions aren't overly challenging! That being said, it's very, very, very sad to see that Ultra skins are no longer available in containers. I do hope this somehow makes them more accessible in the future. Quite happy I got Viking and Thunder ultra before this!
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Thank you guys for replying and voting! At the time of this post, Shaft and Smoky each have 5 votes, and given that Smoky will be getting a plethora of new augments, I've decided I will write an article ranking each of the new Smoky augments when they do come out. After that, if Shaft still has the most votes (which I anticipate it will) then that'll be next on my agenda, and so forth with the others. I'm a bit busy with work though, so I cannot make any promises about how quickly I'll be rolling these out, but I'll do my best.
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Well I mean, it's not like LCR isn't OP either. Certainly, 50% against LCR is almost a nesecity to survive in most cases because you get +40% minimum and maximum damage. Besides, if enemies are using a lot of Railgun protection modules you should just change your turret. Protection modules shouldn't be made weaker because you want to use Railgun LCR even against a team with many Railgun protection modules. Yes, it's not easy to deal with 50% protections, but there's nothing stopping you from getting more protection either (and thus making the fight fair).
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Well even still, that's just, as Wolverine848 says, gonna buff long ranged turrets indirectly. Also, the difference between 50% and 35% is considerable, certainly not negligible. Well yes, if something's OP it should get balanced properly instead of being left like that because nerfing it would cause the users dismay.
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Lots of people have invested large amounts of crystals to get 50% protections, it's rather unfair that they should just willy nilly be nerfed down to 40% or 35%. Honestly, it is annoying to deal with, but I'd rather be using 50% instead of 35% along with Defender and EMP immunity against an EMP Salvo player for example, even if it means they can use 50% against me.
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I think Crusader's OD should get a rework. Right now, it's not particularly interesting or unique. It's sort of like a secondary shot that gets fired likes Ares' ball but moves faster and applies AP and freezing effects. Instead, It'd be cooler if it works as follows: Once you press shift once, all targets in a 200 metre range in front of you are highlighted and marked with a red crosshairs. When you press again, the single icicile splits into multiple parts and targets the enemies (with the same statistics as now) except it has a homing ability. Sort of like the singing birds in mandalorian's gauntlet, or the projectiles Iron man Fires at the Hydra workers in Avengers Age of Ultron. I think this would be much more interesting for crusader users to use, and would make the OD more dangerous. I don't mean it should be nearly as powerful as Hooper, but in its current state it's not really that competetive.
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Amazing work with Smoky HD! I absolutely LOVE the extra recoil and cartridge ejection! Really excited to try it out! This skin is similar to Ultra skins, which are by far and away my favourite in the game so I'm THRILLED by Smoky HD.
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I bought my first ever bundle today in the form of Jotun. Extremely satisfied with it. I've wanted Viking Ultra FOREVER (my helper friends will know ?) and I finally have it, along with heat immunity for Viking. I also managed to get some great things in the ultra containers as you can see in the spoilers below (these were the best, the others were mostly supplies or crystals) https://imgur.com/lvUINIH
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That Viking offer's practically made for me ?. Good to see the special missions and Crusader hitting the garage!
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review AP Turret augments: Ranked
LOLKILLERTOTHEDEATH replied to LOLKILLERTOTHEDEATH in Newspaper Archive
AP Freeze is powerful, but using AP immunity will completely shut it down. You'll be dealing a laughable 55% damage of your regular damage and not really freeze much. Ap immunity certainly nerfs most AP augments, but for example, Ricochet AP is more or less unaffected by the use of AP immunity augments. While I understand that a lot of players don't have AP immunity right now, the problem I have with ranking it much higher is exactly this. When AP immunity does become something in a lot of tankers' garages, AP Freeze will be almost completely useless. -
Well the thing is, Incendiary band is certainly more situational. The bouncing can be helpful, but most players struggle to use Ricochet, so using a machine gun with rounds which bounce of walls is a bit of a stretch. That being said, if you're capable of using the augment to it's best (by bouncing shots off surfaces to hit enemies with ease) then needless to say, it can be devastating. I've never actually come across any such rubberized rounds user, but I imagine they must be out there. The benefit of something like Incendiary band is, as you say, that against someone without heat immunity, you can shred their health down to nothing fairly quick. Juggernaut is not a mode where Vulcan is particularly useful (I think) because while you may deal damage quickly, Juggernaut users can destroy you fairly quick. On a separate note, another problem Vulcan can face is close ranged combat. If an enemy comes very close, it can be hard to take them down. Reinforced aiming transmission manages to deal with this and allows you to quickly turn your turret. On the whole, one of the things that bothers me about Rubberized rounds for Vulcan is that it's oriented around you being able to bounce shots off surfaces. It has no other advantages in terms of killing. The slower round speed means that at longer ranges Incendiary band can outdo you, and so can every other Vulcan augment. At closer ranges, simply turning your turret is a more effective solution rather than going for an elegant, but more complicated solution through bouncing your shot off surfaces. Therefore, you need to have mastered the bouncing effect in order to get much (if anything) out of it, when it's simpler to just use Incendiary band or Reinforced aiming transmission (and perhaps more fruitful at times)
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This exact thing happened to me a couple weekends back! I was euphoric. Waiting on Viking Ultra, but almost as though there's a secret Thunder giveaway ?
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The reason I'm not particularly keen on just making a list of the best augments is because that's just taking and ranking all of the most powerful ones. More likely than not, it wouldn't feature the more commonplace augments for turrets (such as sledgehammer for Thunder), and thus doesn't let me talk about the diversity of gameplay. In any case, I don't think Rubberized rounds would be the best (Incendiary band and Reinforced Aiming transmission are both better). I think I may have misunderstood what you mean, so if that is the case, please feel free to correct me.
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review AP Turret augments: Ranked
LOLKILLERTOTHEDEATH replied to LOLKILLERTOTHEDEATH in Newspaper Archive
But what if you don't want to or have a light hull that's a viable option? If your only hull is say Titan or Viking, then anything you fire at close range will more likely than not simply fly over the enemy. As for charging up fully, you're gonna be sending your shot quite a ways, so that doesn't really help in applying the AP effect. Glad you could find it! To be honest, I don't think Hornet can be put in this comparison. I mean, obviously it gives you the ability to have any AP augment for "any" turret (and I say "any" turret because for example Thunder has no AP augment but can still penetrate enemy armour), but the problem with that is you'd have to stick to using Hornet. The problem, at least for now, with using Hornet is that it is rather under powered. You'd be much, MUCH better off using Hooper, Hunter or something else. Practically anything except Hornet really. Not to mention, if you hate Hornet, then even if it can give any turret an AP augment artificially, it won't matter. For example, in my case, I don't enjoy using Hornet. I could go ahead and use Thunder and Hornet to give my Thunder an AP augment (in a matter of speaking) but really, I won't do that because I simply don't enjoy the hull, and unfortunately in the current meta it's underpowered. -
Turret augment reviews
LOLKILLERTOTHEDEATH replied to LOLKILLERTOTHEDEATH in Turret augment reviews Archive
Hey guys! So I'm planning to rank all augments for turrets, and I felt that it'd be helpful to ask which turret you guys want to see ranked first. If you have any other comments/suggestions feel free to make them too! -
review AP Turret augments: Ranked
LOLKILLERTOTHEDEATH replied to LOLKILLERTOTHEDEATH in Newspaper Archive
My primary problem with Magnum AP is that in close ranged engagements, it's quite annoying to land a direct hit, especially if an enemy is circling you for example. Ricochet AP is, to me, the best because it's not very hard to use. Not easy either, but being able to bounce even a single shot off a surface, your next barrage will most likely prove deadly. Rail AP is not really that powerful for the player because of the -33% damage and the regular reload, which means that most of the time it's not you but your team mates who are making kills. Gauss is rather lacklustre in comparison to even Hammer, because you have to follow up your salvo with arcade shots, and quite often the time when you are reloading after firing your salvo is enough for your team mates to steal your kills. Hammer's AP augment actually isn't nearly as bad because the -20% clip reload essentially lets you fire off more shots very quickly. It doesn't always work out, but nothing always works anyways. -
To clarify, I'm not trying to say that we need to make every combo identical in terms of performance. What I mean is, using a particular hull or turret should not be significantly worse. Consider Hornet and Hooper for example. Given a choice, most players would flock to Hooper because it performs significantly better than Hornet to the point where people don't really use Hornet. What I mean to say, is that this should not be the case. Hornet should be buffed so that instead of "Hooper is the most powerful hull and Hornet is one of the weakest so I want to use Hooper". Instead, it should be "I'm a big fan of the way hover hulls handle, so I want to use Hooper". The point being, every turret and hull should be, at the very least, playable. In the current meta, Hornet is pretty much completely useless. This should not be the case. No turret or hull should be completely useless. The concept of "meta" discourages diversity in hulls and instead encourages the oppurtunist mindset, where players use a piece of equipment while it is overpowered, and then move on to the next overpowered equipment. All this does is generate high concentrations of the equipment. For example, before Hornet was nerfed, a lot of people used the hull. This in turn rendered almost every other hull relatively useless in the face of Hornet's overdrive, and what that did was simply make the game unbalanced.
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Understandable, but what I mean is that these days, Hornet is pretty much irrelevant. This shouldn't be the case. Unless one uses a completely absurd combination, every combo should be valid.
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By this, I mean the sort of unofficial list of combos which are really good. I think that every (feasible) combo should be able to be used. We shouldn't have a situation where there are insanely strong combos (such as Hooper, EMP Gauss, Stun immunity and Defender) and extremely weak ones (such as Hornet Thunder). Instead, what it should be is simply a matter of what you like to use, not what is most OP in the current meta.
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review AP Turret augments: Ranked
LOLKILLERTOTHEDEATH replied to LOLKILLERTOTHEDEATH in Newspaper Archive
Thank you! Certainly understandable. Freeze especially is less of a direct upgrade and more of a situational upgrade. As for Railgun, I personally find the AP effect duration of 7 seconds to be rather long, but the augment itself could've been made far, FAR more powerful. Striker to me is a bit underwhelming, but most likely because the turret itself requires a lot of skill to use. Thank you! I will test this and get back to you about it. I would think that this should be the case, but I don't know. -
review AP Turret augments: Ranked
LOLKILLERTOTHEDEATH replied to LOLKILLERTOTHEDEATH in Newspaper Archive
Right you are! I completely agree. Railgun AP is not very helpful for individual players -
review AP Turret augments: Ranked
LOLKILLERTOTHEDEATH replied to LOLKILLERTOTHEDEATH in Newspaper Archive
Thank you! To be honest, the only reason I put Freeze AP below Rail AP is because of the -45% damage fighting AP users, along with the fact that stock Freeze isn't particularly impressive at slowing down targets, thus leaving you with very little to work with Thanks, and the floor shooting thing was there earlier. -
For the price of 500 tankoins. Both players have to pay 500 tankoins to make the trade of skins. Perhaps you have to be friends with someone in order to make such a trade.
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Unfortunately, I don't know why this is the case as I am not privy to such information.
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