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Everything posted by LOLKILLERTOTHEDEATH
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Well, a nerf is a nerf. Most importantly, Vulcan was not nerfed. An augment for Vulcan was nerfed. It doesn't matter if a combination is OP to the point that everytime an enemy spawns they're instantly killed or to the level of IB HI. There are varying degrees yes, but OP is OP.
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results Play to Win! - Results
LOLKILLERTOTHEDEATH replied to LOLKILLERTOTHEDEATH in Newspaper Archive
Oh, my profuse apologies my good fellow. Indeed since you're saying you'd make it a certain way I can fathom that it would be of unimaginably good taste and quality. -
Well, now that you can't use IB HI try adrenaline. You have nothing left to lose as goes Vulcan anyway. If you think adrenaline is weak you have either not used it to its fullest potential or you tried it for a very limited period of time. IB HI has absolutely nothing on adrenaline HI. Hovering hulls, specifically Crusader, are by far much better for Vulcan. I've used VUlcan with both tracked hulls and hovering ones, and it's not even a contest. Vulcan on a hovering hull blows Vulcan on a tracked hull out of the water. I've literally managed to circle strafe enemies with vulcan, which if I used a regular hull would be a massive pain to do because of the slower turning speed. I've put in quite a few hours with Vulcan, and Crusader with Vulcan is easily the best combination for overall combat ability.
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results Play to Win! - Results
LOLKILLERTOTHEDEATH replied to LOLKILLERTOTHEDEATH in Newspaper Archive
@brother_of_pro is the maker of this work of art. For some reason he isn't a designer. It's one of the mysteries of the universe. Also, I'm sorry for the results being delayed. -
Well then I'd use it with whatever you have heat immunity for. Factually speaking, Vulcan adrenaline is better than IB HI. Why? Welll for a lot of reasons. For example, your DPS is significantly higher against an enemy utilizing Heat immunity, your rounds move at normal speed instead of 50% speed, you don't have to worry about having to start overheating before you attack enemies. I've spent a lot of time playing with both combinations, and adrenaline is flat out superior to IB HI and that's a fact. I've mostly been using Vulcan and Crusader these past few weeks/months, and have had ample opportunity to try out both augments. with multiple hulls. If you're a Vulcan main, you should definitely get Crusader. I enjoy Vulcan (and as you can tell by my profile am quite decent at it), and by far and away you do WAY better with hovering hulls than tracked ones. I can understand if Vulcan players use IB HI, but objectively that's the wrong combo. Moreover, this update isn't another OP update, since we don't yet know how the jammer effect will work exactly. The majorly important piece of confirmed information we have is that IB HI got a nerf, which means that up until the time of this post, the update is actually good for the game.
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Vulcan? Weak? My friend if you're a Vulcan enthusiast, use Vulcan adrenaline heat immunity and Crusader. Since IB HI made it much harder for players to play against without heat immunity, I think that this will indeed help players. Indeed, IB HI wasn't even the best combo for Vulcan anyways, so it doesn't really matter. On a separate note, the jammer effect might be interesting, hopefully it's not going to be usable too frequently.
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If you mean the 3 metre reduction, that's really not much of a nerf given that without EMP immunity you will struggle immensely to play against a single player. I have seen situations where enemies with 3k GS have outdone legends with 9k GS (and not just a single one) purely because they were using EMP Salvo. If players having EMP immunity makes the augment balanced, then since players can respawn Viking's OD must also be balanced. In fact, since nothing stops you from respawning you could even go so far as to say that nothing at all is overpowered. Viking kills you one time, that's it. Even then, it's able to be shut down in many ways (provided you play smart rather than rush in). I myself have dealt with a lot of Vikings simply by trying to outplay them rather than take them head on. Frankly, it's not even about Viking being an OG hull. The matter of the fact is, if something is overpowered then you can routinely dominate players and win matches practically regardless of what they are using, and there's really not much of a solution to dealing with the overpowered equipment. In the case of Viking, there are loads of ways you can take out Viking users, and I have yet to see an instance where a single viking player (not using EMP Salvo or the like) is essentially a 1-man army. Usually, Viking's OD means 3-5 kills every few minutes (usually 2-3 minutes), which if you're in a decent match is what you could get anyways within 2-3 minutes. For reference you can: Sneak behind them and use Wasp's bomb, activate hornet's OD and watch them die quickly, use Hunter's OD and stun them and then destroy them, use Viking's OD to take out a Viking, use Ares' OD, use Crusader's OD (this one might not kill them but between the impact force and AP effect they'll have a harder time aiming at you), use Titan's dome, use Mammoth's OD (unreliable at long ranges, but if you're fairly close then it's easy to use this. You can also just take cover and wait it out at long range, if they're using a turret dealing splash damage then get close to them and force them to self destruct or stop firing, shoot the corner of their hull and make them miss their shots, bait them into activating their OD and then hide for the 7 seconds. If you are unseen by them, you can go ahead and shoot at them, and try to take them out. A lot of times Viking users happen to use Ricochet and not turn their turret, which means a lot of times you don't even need to come up with a very big/good plan. I've even taken out 2 Viking users who tried to activate their OD on me with Crusader. There are probably even more ways which I have forgotten to write about On the other hand, against EMP salvo your only option is to either use EMP immunity, or take cover and just walk on eggshells the whole time hoping you don't get hit or a teammate doesn't get hit and deactivate your supplies. Shaft is meant to be a sniper rifle essentially. Sniper rifles are meant to be a 1 hit kill if used properly, not to mention it cannot be imbalanced as you can simply use protection modules to counter it. Certainly, it's nowhere near the level of EMP Salvo.
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How is it going to make the game die faster? A skin has no effect on your ability to play the game as you please.
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I mean honestly, it'd be way better if Railgun applied stuns only on crits for 1-2 seconds (or max 3). Viking and Shaft are both balanced. If anything needs a nerf, it's EMP Salvo.
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Well if the time is reduced to 5 seconds, then this isn't as much of a problem I think. Frankly the damage on this augment is a joke, and the EMP time is way too long right now. It's a pain to deal with unless you have EMP immunity, but you'd be better of using a different augment if you want to do well in the match.
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True but it's completely useless. You will basically never have any use of being able to bounce shots off at tiny angles in order to inflict splash damage. In most cases this advantage actually just hinders your ability to use explosive rounds at all because you cannot even inflict splash damage properly.
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Not really. Moderators and helpers are just players. Helpers are people who are supposed to (as the name suggests) help people and be approachable and nice. Expressing your opinion in a way which doesn't involve obscenities is perfectly fine. Well yes actually, I have met employees who were somewhat baffled by certain things their company was doing. I do notice what you mean about helpers and admins being mistaken for developers, even though we play absolutely no role in the development of the game.
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Well I mean yes, but most often you don't actually get 2 critical hits in a row. It's quite rare that it happens. Not to mention, you only 1 shot light hulls if you have BD and they lack BA and any form of protection, in which case it's quite fair I think. Honestly, if the enemy isn't using any form of protection against you, and you are using BD, then I think you should be able to one shot them, especially given that Railgun's rate of fire is quite slow. This is actually not entirely true. Moderators (and helpers in general) many a time will share their opinions even if they are negative. You can find a lot of posts from helpers who are criticizing an update. There is really no reason to or point in insulting anybody over an update if you don't like it. It accomplishes absolutely nothing. If you dislike an update, you'd probably have a better chance having your voice heard talking about it in a reasonable way which reflects analysis as opposed to frustration. As for bad garages, helpers are just players. Some of us are really lucky, some of us buy, some of us are both lucky and buy, and some of us are neither lucky nor buy, so there is some variation.
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It just adds splash damage to your shots for Smoky. It's easily the worst Smoky augment that you can get because the splash radius is tiny and if you shoot the floor, your shots bounce off the floor, making the augment completely worthless.
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Awesome! I've been wanting crusader AP immunity for quite a while, so that is awesome, Hunter AP immunity will mean 2 more augments till my Hunter is all decked out. I love Walk of fame paint, very nice. Shame about explosive rounds. Truly the worst Smoky augment there is.
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Title (Remove the bounce feature for smoky's explosive rounds). It's absolutely worthless and completely ruins any ability the augment has of splash damaging enemies. As a Thunder main, this is extremely annoying because I cannot inflict splash damage by shooting the floor for example, which Thunder can do.
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Frankly I don't think so. As far as I am aware, the damage is that of stock railgun, 900 on regular hits and 1600 on critical hits. Now a 25% buff brings that up to 1125 (which isn't a huge difference, it can now one shot light hulls if you have BD and the other person doesn't have BA which I mean you should be able to anyways) and a 25% buff on crits would be a total of a -5% damage on critical hits, which means 1520 damage, or 3040 damage which allows you to one shot a medium hull if you are using BD and they are not using BA, which I think is also fairly reasonable considering the fact that the EMP time gets cut in half. As it stands right now, it's quite a challenge to kill enemies, and instead they are plagued with a 10 second EMP. I would rather have slightly higher damage and kill them instead of EMP them. I call that mercy (I'm just referencing Thanos here FYI).
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I think broken augments aren't really broken performance wise. The problem with most of them is that they apply status effects for a very long time, and this makes them near impossible to fight against. On the flipside, when I actually used Railgun EMP I was quite underwhelmed by it's ability to kill people. I think it would be much more preferable if the augment could kill enemies rather than be based around it's status effect. Of course, I don't mean make everything a OHKO even if you miss. Instead what I mean is, give for example Railgun stun and EMP a buff (maybe 25% more damage, -30% reload) to make it better at killing, and then nerf the status effects (maybe critical chance is set to 15%, EMP lasts only 5 seconds and stun only 3). I understand the way it currently is "helps" the team, but I for one am extremely underwhelmed by the actual scores and kills I get, while the EMP lasting 10 seconds is too long. In essence I think they should be oriented around getting kills rather than applying status effects.
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results Play to Win! - Results
LOLKILLERTOTHEDEATH replied to LOLKILLERTOTHEDEATH in Play to Win! - Results Newspaper Archive
We bring you the results of the Play to Win contest today! Due to the contest being of relatively non-competetive nature, we have a few winners! Without further ado, here is the list of people and the prizes they've won! ~*~*~ @ZivOfficial wins 5000 @Unleash wins 5000 @brainhoo wins 5000 @AZERBAIJANTANK2014 wins 5000 ~*~*~ Congratulations to all winners! -
I suppose so. I think it would be nice if we get some lower end bundles along with the higher end bundles frankly (such as the 1690 tankoin offers). Needless to say, the best purchase in Tanki as of right now is the battle pass, and I see quite a few players with the latest challenge equipment.
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I don't find it to be of particular interest truthfully. Fortunately I know that it's been nerfed so I can mentally prepare myself to not use Crusader.
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I was wondering why my overdrive was charging up so quickly, Well then that should be removed and the overdrive itself should be buffed I think. It's practically a popsicle shooter now.
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Extremely disappointed to see Crusader get nerfed in so many ways. Frankly, it was far from being remotely overpowered. If anything, the overdrive needed a buff I think. The radius of splash damage and for the application of the AP and Freeze effects is quite small, and now having a damage reduction makes things even worse. That doesn't even account for how it's not that easy to use. I do hear rumours of Mammoth ultra, so I am quite excited to see that unveiled.
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I think that what I find to be the most difficult to work with in the list is definitely MM. It feels like a lot of times I'm facing off against enemies using multiple AP, EMP, Stun, incendiary or Cryo augments and in such cases I just find a different match because it's most likely not going to be fun to play. Additionally, maps such as Massacre, Brest, Lost Temple and Dusseldorf are just an instant quit for me because I don't like them at all. Also, as for shop prices I don't think that's a problem. As far as I can tell the general sentiment among players is that buyers are noobs, and so players don't prefer to buy things anyways. I doubt lower prices would change that. Lastly, I think you should also put the stun and heating status effects. In particular, Railgun's stun augment can be quite annoying, and without stun immunity a challenge to deal with. The heating effect isn't quite as bad, but you do have IBHI, which is a broken combo. Even though you can mitigate it's effects, I think a lot of players aren't able to afford the things required to do so. Generally if there's say an AP augment user and an incendiary band user, I use AP immunity, but even if I do this I still find the IBHI users to be quite dangerous.
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