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LOLKILLERTOTHEDEATH

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Everything posted by LOLKILLERTOTHEDEATH

  1. LOLKILLERTOTHEDEATH

    January Challenge I

    Since you opened 8 ultra containers, I'm guessing you probably did the easiest of the 15 missions (because if you did the harder ones then you'd probably get them all done). If such is the case, you spent 21 of each supply (which is a very small amount) and activated your OD 21 times (which again cost you almost nothing). I do understand your disappointment, but containers are luck based. They're not supposed to be a steady source of income. A scam is when you're explicitly told you'll get something but you get something else entirely, however nothing said you will get something for sure.
  2. LOLKILLERTOTHEDEATH

    January Challenge I

    Very, very happy to see that there are 2 augments. I really hope this stays. I would, without a doubt, prefer that one of the immunities be heat while the other be cold.
  3. LOLKILLERTOTHEDEATH

    Festive season

    Awesome! Really happy to see that there are missions which are doable without spending a lot of time in the game!
  4. LOLKILLERTOTHEDEATH

    AP Turret augments: Ranked

    One of the newest and most potent line of augments is here! Namely, the Armour Piercing augments, which allow you to penetrate the armor of enemies. Available through Ultra Containers, these deadly augments will enable you to ignore any enemy defenses, thereby rendering protection modules, drones, and supplies useless for a short duration of time provided certain conditions are met. In this article, we'll be going ahead and ranking every AP augment! Recently, Hornet's Overdrive was changed to an Armor-Piercing effect, which allowed for the creation of the following augments. If you're not already familiar with the recent changes and new augments, don't hesitate to take a look at this video provided to you by the Content Helpers: Once you're familiar with them, let's hop into the review! I'll be rating these augments from worst to best - stick around to find out which augments will give you the best bang for your buck Ultra Container. 9 - Striker AP This augment is similar to the Missile Launcher "Hunter" augment for Striker, but instead, firing your single salvo rocket now applies the AP effect. This augment isn't nearly as bad as Shaft's AP. However, it doesn't stand out from the rest of the AP augments. Being able to penetrate the armor of an enemy is quite helpful, especially given that you can fire another rocket shortly after to finish off your enemy. One interesting thing to note about this augment is that provided the AP effect is determined by the number of enemies hit directly. That is, if you can somehow make a rocket hit two enemies at the same time, both will have their armor penetrated. Splash damage does NOT have this effect. On the whole, this augment is far from bad, but it's not the best either, given that locking on takes 50% of the time Striker with no augment would (as opposed to the much quicker 20% when using the Missile Launcher "Hunter" augment. If you are an avid Striker user, then this will likely be right up your alley. Getting used to it otherwise isn't much of a worthwhile or exciting task. In terms of dealing with AP immunity users, this will put you at a disadvantage due to essentially being a nerfed Missile Launcher "Hunter". No video was found for this augment. 8- Gauss AP Yet another augment which is, frankly, not impressive. Gauss's AP augment allows you to penetrate the armor of enemies who are hit directly (thus, splash damage won't apply the AP effect). While the ability to penetrate the armor of enemies is undoubtedly helpful, it generally means you want to land a second hit quickly since the AP effect is applied for only 5 seconds. The problem with this is that teammates can often come between you and your prey (or for that matter, so can an enemy), making it significantly more challenging for you to lock on to an enemy. If you're willing to compromise damage a little bit, then this issue can still be dealt with. On the whole, it isn't particularly impressive or effective for individual players to use unless you're well versed enough with Gauss to be able to lock on to enemies every time with ease. Using it, as any other AP augment, certainly makes destroying enemies a much easier task. It can help out your team, though, which is perhaps the best part of the augment. In terms of fairing against AP immunity users, this augment leaves Gauss relatively unchanged when comparing it to Gauss without any augments, which is undoubtedly more than one can say for Striker's AP augment. 7 - Shaft AP This is certainly one of the more interesting augments. Shaft's AP Augment will allow you to apply the armour piercing effect on enemies provided you land a scoped in shot. The AP effect lasts for 5 seconds. At first glance, it might be tempting to dismiss the augment as being mediocre at best for the 5 second AP duration (due to it's 3 second reload time). However, I'm happy to say, this is not the case. After you land your hit, you take 3 seconds to reload, which means 3 seconds to re-position yourself and then 2 seconds to scope in again and destroy the target. It sounds like something that's nigh impossible, but in actual fact, it's quite doable. Though, you will need to be quick to move, and target enemies because even though it's possible, it is far from easy. If you find yourself locking horns with an enemy using the AP Immunity augment, you'll have no advantage over them, and in fact no disadvantages either compared to using Shaft without an augment. 6- Magnum AP I wish I could rank this augment higher as it was one of my more anticipated ones, but unfortunately, it's a little bit of a disappointment. Landing a direct hit on enemies will allow you to apply the AP effect for 7 seconds. This is certainly doable at medium range, but the biggest problem with this is in close-quarter combat. Due to the turret's fixed 12 degree angle, it's often very annoying to land a direct hit (or even inflict splash damage) when fighting at close range, which is really what kills this augment. If you can somehow look past that, it's not at all bad. At medium ranges (and at the long-range after some practice), it's possible to land hits. If dealing with clusters of enemies, it's best to alternate between enemies so that you can penetrate all of them and deal damage to another while doing so. On the whole, I'd say this isn't everybody's cup of tea. It would require mastering the 12-degree angle, at which point it is certainly possible to destroy enemies with ease. Dealing with enemies using this AP immunity isn't different from using stock Magnum, so you're not going to be at a significant disadvantage in that regard. 5 - Freeze AP This augment can be a beast in the right hands. Freeze AP allows you to apply the AP effect on enemies for 1 second provided you hit them. However, you lose a staggering 45% of your damage for the benefit. So how does the augment perform on the whole? Quite well, actually! So long as you can keep freezing enemies, they'll be extremely vulnerable. With the ability to freeze being retained, you can soften up and slow down targets for your teammates! On the whole, it's generally better to have fixed maximum damage using this augment than it would be to have variable damage (depending on what equipment your enemies are using). It will easily shred enemies' health, whether they use no defensive beneficiary or are using Defender, a 50% protection, and titan's dome. However, beware as this augment is not going to work in every situation. Since you're giving up 45% of your damage for the AP effect, a player using AP immunity will essentially render your turret completely useless. Thus, while it is unstoppable against enemies not using AP immunity, it will be virtually useless against those who do. 4 - Hammer AP This is one of the more interesting AP augments. In the case of Hammer's AP augment, you get a 20% faster clip reload and the additional benefit of applying the AP effect to enemies for seven whole seconds. The 20% faster clip reload is amazingly helpful as it ensures that you can fire at least two shots even after emptying your clip. This means that assuming you can survive, you can quickly and most certainly kill any enemy, assuming they are not using AP immunity. This alone makes it an extremely powerful augment. The AP effect's seven-second duration renders enemies vulnerable for a more extended period, which is perfect for helping your teammates finish any enemies that manage to survive your wrath. In terms of dealing with AP immunity users, Hammer's AP augment surprisingly isn't worse for wear. If anything, it's more competitive than using no augment, since your clip will still be reloading 20% faster. As such, AP immunity is not going to throw a wrench in your plans. 3 - Rail AP This augment is one that varies HEAVILY in performance. When dealing with enemies who don't have AP immunity, you can easily apply the AP status effect to as many enemies as you can hit for seven seconds. Using this augment, you lose 33% of your maximum and minimum damage, which is a fairly considerable amount. However, this is one of the 3 turrets (the other two being Striker and Freeze) which can apply the AP status effect to multiple tanks, making it quite a dangerous augment. The seven-second duration only makes it harder for your enemies to contend with you. One of the best places to use this augment, is with a Viking's overdrive against a Titan's dome in the Siege game mode. Hold down the spacebar, and marvel as you effortlessly destroy anything foolish enough to appear before you. The biggest drawback with this augment is that when dealing with enemies who do have AP immunity, you're essentially using a stock Railgun but with 33% less damage. "But LOLKILLER, how does that matter?" you say? Well, I believe my friend @Tidebreaker has a few words for you. In a nutshell, Railgun without any augments is rather weak. Slap on a 33% damage reduction, and you now have probably the single weakest turret possible. 2 - Smoky AP Another one of the best AP augments in the game (if you couldn't tell that from me ranking it 2nd). Smoky's AP augment will allow you to apply the AP status effect to enemies for 5 seconds, provided you land a critical hit, which loses 15% of its damage when used with this augment. While this may not seem like a potent combo, it most assuredly is. The ability to penetrate enemies' armor means that each hit can deal a lot of damage (even if you don't have double damage activated). The 15% decrease in critical hit damage is pretty much negligible, especially given that you're going to be able to penetrate the armor of enemies. On the whole, this renders Smoky more of a wild card. Sometimes, the AP effect is applied at precisely the right time, allowing you to escape by the skin of your teeth. Other times, you hope beyond hope that it is applied, but nothing happens. When dealing with enemies who have AP immunity applied, you will be slightly worse off than if you were using Smoky without any augment. However, the 15% damage reduction will not cause too dramatic a change in your ability to play well. 1 - Ricochet AP By far the best AP augment there is. Words fall somewhat short in describing its splendor, but still, I will try. Ricochet's AP augment is such that if you ricochet a ball of plasma of something to land a hit on your enemy, it will activate the AP effect for 2 seconds. So what makes this particularly deadly? The fact that you can hit enemies without being visible to them. In essence, this allows (to some extent) re-ignition of the ricochet play style of old. Not the new-age, I-can't-turn-my-turret-and-will-literally-drive-in-a-straight-line-and-turn-my-hull-type-playing style. While this may seem controversial, most maps have LOADS of flat surfaces or objects you can ricochet shots off of. In essence, you'll be somewhat like Magneto: capable of harnessing your full power no matter where you are. No objects? No problem! Just ricochet the shot off the floor! This particular augment certainly does have a bit of a learning curve because you must learn to bounce your shots of objects and land hits, but you'll be extremely powerful once you master the skill. The ability to fire shots quickly is also something that makes this particular augment extremely powerful, so you can quickly apply the AP status effect and follow it up with a barrage of deadly shots. Combined with the already existent impact force, your enemies are unlikely to be able to fight back. When dealing with AP immunity users, the ability to fight is pretty much the same as using Ricochet without any augments. Conclusion: So there you have it! All nine AP augments ranked in my honest opinion! What are your favourite AP augments? How would you chose to rank them? Be sure to leave your comments and thoughts below! TNK00-00000-04DJA-YMXAS-WQN?J
  5. LOLKILLERTOTHEDEATH

    Ideas for Augments!

    If I am using heavy/light weight or heat/cold resistance, I think players should be allowed to equip another augment. Obviously, you cannot use heat resistance and immunity or heavy and light weight at once, but heavy weight and heat immuntiy for example. Sorry if this sounds ridiculous, but the weight augments and resistances are perhaps the weakest of the augments, so equiping something else with them would be nice. I am somewhat biased in this I suppose, since Viking without heavy weight is harder to use.
  6. LOLKILLERTOTHEDEATH

    December Challenge II

    This is absolutely amazing! Viking is my favourite hull and I am HYPED to get the AP immunity augment for it! Thank you very much! This is certainly a very welcome augment.
  7. LOLKILLERTOTHEDEATH

    December Challenge I

    Funny enough, I got Hammer XT ?.
  8. LOLKILLERTOTHEDEATH

    Ultra Weekend December 11th - 13th

    This is the best ultra weekend ever! I decided to try my hand at the special missions and get 2 ultra containers, and I managed to get this! This is one of my favourite skins, so now I just need Viking Ultra and my favourite combination of skins pretty much ever will be mine! Thank you very much for this event!
  9. LOLKILLERTOTHEDEATH

    Ideas for Matchmaking System!

    I think it would be fantastic if Tanki gave players an in-game poll, so players could chose maps for the next week. For example, give a list of all medium maps and ask people to chose 5, and the same with large maps. This would let players chose which maps they want. Maybe, there can be a rule that maps for the current weak are not given as choices for not week, but can return next to next week. I think this would help filter out terrible maps such as Massacre, and maybe let players try out new or different maps, such as the amazing Novel
  10. LOLKILLERTOTHEDEATH

    Let's Discuss Game Balance

    I don't feel EMP immunity needs a nerf. It does exactly what it's supposed to, and frankly it makes no sense to nerf it. I notice you use Hunter a lot, and even in such a case, you still manage to stun your enemies which is quite dangerous. The real reason EMP immunity shouldn't be nerfed is because using it with a hull, Defender and Gauss protection is capable of making you nigh immortal against Gauss EMP salvo users. If it were to be nerfed, then that would indirectly buff Gauss' EMP salvo.
  11. LOLKILLERTOTHEDEATH

    Continuing experiments

    This experiment has not enhanced my Tanki experience. The new 16 Vs 16 battles make for a rather overcrowded match, and it's hard to achieve game objectives, such as scoring goals or capturing flags. What's more is that quite often I find myself playing against players ranked significantly lower than myself. I can imagine that playing against legends would be hard for such players, and this experiment worsens that gap. The part of this experiment I dislike the most is the maps. These long range maps tend to rob close ranged turrets of much use, and make even medium ranged turrets an annoyance to use. Additionally, these maps (such as Highways or Lost temple) are simply not very entertaining to play in. However, a map such as Scope is fantastic and offers players the opportunity to explore older, less seen maps. I think it would be fantastic if we could have more such maps (such as Novel, which is at least my favourite map) on offer. Perhaps each week a new set of maps which are diverse and offer different benefits for using equipment.
  12. LOLKILLERTOTHEDEATH

    Let's Discuss Game Balance

    I think it's quite unfair that random enemies (even those who don't even own AP turret augments) can penetrate your armour. Effectively, you just need 1 enemy with an AP augment and it's instantly a waste of time to equip protections or double armour. Therefore, I think it would be best if the augments for turrets could be just for you. I understand part of the power is that you share it with team mates, but this is a bit too powerful I think. On th eother hand, I think Hornet's OD is now balanced and should be left as it is.
  13. LOLKILLERTOTHEDEATH

    Black Friday 2020

    Awesome! Thank you for these sales! This is a most spectacular event. I don't think we should be disappointed about lack of special missions or something "extra" because 50% sales are the best thing that can happen, and given the nature and duration of the event I don't think there's any need for anything extra. Black Friday is about amazing sales, and that's exactly what we've gotten!
  14. LOLKILLERTOTHEDEATH

    Mad Tanks!

    Well yeah, but in general I saw a lot more team play from other people. For example, Hunters using their OD to protect me from enemies. I wouldn't say other OD's were at a disadvantage, with the exception of Hornet. The other OD's did what they were supposed to. Hunter's OD isn't supposed to kill enemies directly, it's supposed to remove supplies and stun them for example.
  15. LOLKILLERTOTHEDEATH

    Mad Tanks!

    I quite liked the experiment. My overdrives were definitely used more meaningfully, and since coming in top 3 was much easier, it felt like less players were playing for themselves and more strategy and team oriented plays were made. The shorter time was actually better, and having 6 on either side as opposed to 8 made the map a lot less chaotic. Viking's Overdrive being buffed was fantastic and I wish that it gets to stay or at least gets a buff, because using Viking has been amazing these past 2 weeks. The double HP made killing harder, so maybe a health multiplier between 1 and 1.5x would make things just right.
  16. LOLKILLERTOTHEDEATH

    Ideas for Hulls and Overdrives!

    I think it would be great if Viking's OD would make it so that shooting teammates does not cause self-damage with turrets such as Thunder. It happens quite a lot that my own teammates come in front of me when I try to activate my OD and that then leads to me getting destroyed. Now I understand that this self-damage is a valid tactic to prevent a Viking user from using their OD, but no teammate should be engaging in it anyways.
  17. LOLKILLERTOTHEDEATH

    You can only be Juggernaut 1 time per match

    I think this would be a fair way to allocate Juggernaut time. If the Juggernaut player cannot use the combo, then it benefits the team if that player does not wind up becoming Juggernaut again. Additionally, if some one plays extremely well with the Juggernaut, then this way they don't get to hog it for the whole game. It's just annoying when a player who cannot use the combo gets to be Juggernaut multiple times for no real reason.
  18. LOLKILLERTOTHEDEATH

    Ideas for the Interface

    I know it's a precious memory to some people, but seeing as it is fated to go out, why not just end it now? By slowly stripping Flash of features, many players are becoming dissatisfied and Tanki is having to spend a lot of time and resources to make sure Flash keeps running. There is no point on trying to keep flash alive longer, because if it will keep losing features then it's not getting the ending it truly deserves anyways. If tanki just pulls the plug on it now and ends it, then they can focus more on HTML5 and make it more playable for devices which are not as modern.
  19. LOLKILLERTOTHEDEATH

    Ideas for Game Modes!

    I refer to modes such as the Hopper Railgun mode. Perhaps something like Tanki volleyball or CP but you can buy mega turrets or protective generators using in match money. At least for me, Tanki isn't particularly addictive, so it's nice to play a match or 2 and then continue on with what I was doing before. This could help create less of a divide between buyers and non-buyers, without stripping buyers of the equipment they paid for, while letting non-buyers have fun too. I know this might detract from Tanki's economy, so maybe lower the funds and XP earned in these matches (of course, if there are no crystals to be made, nobody will play it). The modes I suggest are only examples I can think of from the top of my head for no real reason.
  20. LOLKILLERTOTHEDEATH

    September Challenge II

    Thrilled beyond measure to see Emerald! Had my eye on that one ever since Raiden came out! Definitely going to go for it. Thank you!
  21. LOLKILLERTOTHEDEATH

    Top 10 Things to do if You're a Non-Buyer

    One of the most timeless us and them situations in Tanki has been that between buyers and non-buyers. The former argue that they support the game and help keep it around, and the latter claiming that there's no need to spend money on Tanki. This guide caters to the non-buyers and seeks to provide strategies to maximize fun and efficiency in the game. Some of these tips might seem obvious to the more experienced audience, but without further ado, here we go! 10. Don't overwork yourself One of the essential things in Tanki is to recognize that the journey you're planning to undertake isn't going to be a short one if you're starting. It'll likely take a few years or so. If you want to complete this journey, be sure not to spend loads of time in Tanki for a short burst, get tired, and leave. It is much better to take the time to play to enjoy the game if you'd like for your time in the game to be enjoyable. Besides, there's no rush. Take the time to enjoy all the things Tanki has to offer. Parkour from time to time, relax in battles with your friends, or play "save the gold" but with a speed box. Taking the game and your time in it more seriously isn't going to benefit you. Find activities you like to do in between the grinding and battles. 9. Watch videos of high ranked players This is one thing which I would highly recommend for lower level players who are just getting started in Tanki. Watching gameplay videos will expose you to different playing styles, unique tactics, and possibly even let you see the latest equipment in action. In doing so, you might learn a few new tricks to outdo the competition you face. Doing so, you might also get to see the latest equipment in action, and perhaps even observe well enough to determine whether or not it is worth your hard-earned crystals. If you can find an excellent high ranked player who makes videos, you might also learn about developments in Tanki, which you might not have access to, such as information about a particular hull or turret in dealing with players in certain situations. 8. Watch reviews and read about your combo This can be an essential thing, too, especially if you have a combo you've never tried in Tanki. For example, consider Titan and Firebird. On the surface, it doesn't seem to be a bad combo. High armor, the ability to push enemies out of the way, and douse enemies in flames and bring them down quickly. However, reading a little more about the combo, you'd soon realize that the limited range of Firebird and the sluggish speed of Titan render the duo almost useless, barring situations that involve you staying in a single place. Tanki video makers will often make videos showcasing most combinations, which can help you decide whether a combo is worth it and learn some new strategies. More than just information, such videos can help you set goals. For example, when I was a low ranker in Tanki, I often spent time watching Viking and Thunder gameplay. Not only did I learn how to use Thunder better, but I also had a goal to work towards. As it was called in the days of old, the Raiden kit was what I wanted to (and still want to) look like. Having that goal was immensely helpful because I had a vision of what I wanted to have in Tanki. 7. Take advantage of in-game events Another thing that isn't always taken advantage of. By in-game events, I refer to celebration events and special missions. For example, during Tanki's 11th birthday, there were 11 days of gifts being given to Tankers just for logging in. Another example is gold boxes having a higher drop rate or value. Lastly, increased battle funds or experience. Special missions tend to be too time-consuming, and thus out of reach for many casual players, so unless a special mission is simple or rewards you with something you want to obtain, there's not much need to bother with them. However, it is worthwhile to spend a little extra time in Tanki during increased battle funds or experience days. If you're a busy person, then consider not spending too much time playing regularly and spending more time playing Tanki during these days, because it most certainly is worthwhile financially speaking. Another thing that you can take advantage of is bi-monthly challenges. They won't be easy to make progress in, but the first few tiers can potentially offer you something useful and desirable, such as a paint you've wanted a long time, some free supplies, and a container or two. 6. Keep doing missions and weekly missions This one's fairly obvious, but it does wind up getting overlooked a lot of the time. Make sure you do your daily missions and keep up with weekly missions. The daily missions and weekly missions can provide a relatively sizeable amount of crystals to you, not to mention, they can offer you tankoins and free supplies. The latter is quite crucial in Tanki and should not be ignored. Use your free change wisely, and don't get greedy with it. If there's a mission that you don't want to do, change it to something more doable. Whether you get crystals or supplies from daily missions, you're still getting something that will ultimately come in use at some point for free. 5. Take advantage of contests Contests, especially those on the forum, can be lucrative, although they often see relatively low participation from players (at least in the Newspaper section). Contests are usually made to be challenging, but not impossible. All of them don't require players to spend large amounts of time working on their entries on the forum. For example, continue the story contest. Entries don't need to be very long, but by taking part, you stand to win crystals in the tens of thousands range, typically around 40 to 60 thousand. You also get to improve or work on your writing. All in all, not a cumbersome task, and most certainly more manageable than attempting to earn a similar amount by playing Tanki. Does this mean you should take part in every single contest you can find? No, but if you see a contest you know you could very well win in, definitely take a shot. The worst that'll happen is you won't, but it won't take a long time. 4. Take advantage of the experience of other tankers. The forum is not just a bunch of topics with a bunch of posts. It can be a fountain of knowledge if you look to the right places. There are LOADS of sources you can consult if you'd like to get to know about more tactics in-game. Case in point? This very article. Many players will be willing to give you good advice on the forum, such as players active in the "what to buy?" topic. If you're shy or unwilling to directly approach a player, you can read what's posted in topics concerning Tanki, and you may find useful information. You can also learn lessons from cautionary tales told by players. 3. Plan out what you want to spend crystals on If you're a non-buyer, the way you spend your crystals is something you need to be on top of. One of the primary sources to consult is the Tanki wiki. The wiki has calculators that can help you calculate the exact number of crystals to micro upgrade your turret, hull, protection module, or drone. While I'm all for winging it and winding up with enough crystals to buy what I want, it's always better to decide well before sales and come up with a detailed plan of exactly what you wish to during which sales. Along with this, try come up with an average number of crystals weekly for yourself so you can see how achievable your goal is. 2. Only buy during sales. This is perhaps the most obvious one, but it is also majorly overlooked. ONLY BUY DURING SALES! Sure it'd be nice to have that turret that just released today or that brand new hull or a neat new augment for your turret, but whenever you feel like you want to buy something, think about the nearest sales wait until then. Spending your crystals without sales will lead to you wasting a lot of crystals to have equipment a little bit earlier, while it would be much better for you to wait until sales and buy what you want, and more. This is one of the easiest ways to go broke, and it's easy for a good reason. I am also very well experienced in this. For example, I went ahead and bought Ricochet M2 instead of Thunder M2 and Railgun M2 just a week ahead of sales and immensely regretted doing so. There was no benefit to me doing what I did. I found out that I didn't like Ricochet M2, but I just bought it because I wanted to buy something. 1. Test what you want to on the test server By far the most important thing to do in Tanki. Test what you want to buy on the test server. One of the biggest things to know as a non-buyer is that you won't have a massive amount of crystals or be getting the latest skins. Thus, it is essential to decide what you want after researching, ideally hands-on. Decide on a combo, read about it, watch videos of gameplay, and get your hands dirty! Test it before you go ahead and buy it to know whether or not it is what you want. If it isn't, then all you've lost is a few hours. If it is, you've found a goal to work towards and now know precisely what you want. This shouldn't be a one-off thing. Anytime you can use the test server to test equipment, use it. Players change as they play this game, and so your preferences in the game may also vary. It's important to know whether or not a combo you liked six months back is still something that you want to work towards. Conclusion: Ultimately, if you're a non-buyer, it's especially important to make sure you use your crystals very wisely. Investing in the wrong equipment can make your life miserable and wind up being not at all profitable. So, take the time to get to know what you want, and take advantage of all the contests, topics, videos and information at your disposal!
  22. LOLKILLERTOTHEDEATH

    The top 5 best and worst skins in Tanki online

    Rail PR just looks like it didn't get a lot of love. Somewhat like a few LED lights and a little bit of metal was very stingily thrown on. To top it off, the skin looks quite similar to Rail mk1, which doesn't help because skins ought to make your equipment look better, not worse. Twins XT is not a bad skin, but I find that the design tries to incorporate too many elements, which make it somewhat difficult to appreciate. Hornet XT certainly looks good and doesn't wind up being just a gold respray of Hornet without any skins to me anyways Yup. This is all my opinion. Needless to say, aesthetics are completely subjective. My gripe with Viking XT especially is the sheer lack of extra detail added. There are a few golden stripes, and some chrome is present, but a lot of the chrome is just replacing the gun metal gray which is already present. As for Railgun legacy, I wasn't playing Tanki during the time when it was released, and so I can't really appreciate the older looks for turrets or hulls. I do concur that Firebird makes the turret more dragon like, but the side of Striker has a Dragon like animal, which is really what makes it seem more like a dragon. All of this is of course my opinion, and aesthetics are something that are completely subjective. At the end of the day, what truly matters is whether or not you like the skin.
  23. LOLKILLERTOTHEDEATH

    ★ Tanki Online Wiki Hub ★

    The temperature page has been updated to display the correct information. As for the double damage, it does seem to affect damage dealt
  24. LOLKILLERTOTHEDEATH

    The Echoes of the Echelons

    Approved! A brilliantly well-written piece! The feeling that you both don't matter in the grand scheme of things while a part of you never truly ceasing to exist is certainly comforting to me. The plethora of historical instances of importance also add a sense of importance to the piece as a whole.
  25. Amazing! Thank you!
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