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LOLKILLERTOTHEDEATH

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Everything posted by LOLKILLERTOTHEDEATH

  1. LOLKILLERTOTHEDEATH

    What's Going on Here?

  2. LOLKILLERTOTHEDEATH

    Dealing with Overpowered Combos

    Broken combinations. Fun to use, but extremely irritating to have to face off against. Many different combos can make your life quite miserable - from the moderately accessible and not broken "Incendiary Band Heat Resistance" combo to the wholly broken Electromagnetic Salvo augment of Gauss. This guide suggests just a few ways deal with these combinations. Note that these tips don't have a 100% success rate but can help mitigate these combos. 5. Prepare yourself adequately before the fight, if possible. Like tests, preparing yourself adequately can often be the difference between you dying or living. Now note that this tip isn't universally applicable; there isn't much you can do, for example, to prepare yourself against, say, Electromagnetic Salvo (commonly called "EMP Salvo" or, more correctly, "EM Salvo") for Gauss. EMP Immunity for your hull isn't something you can do to prepare yourself because it's luck-based (and this guide is written to help those who do not buy and thus don't likely have all the augments that they need). I'm not going to tell you to "just get EMP/Stun/AP Immunity." That's like saying that nobody should be poor because the simplest solution to poverty is simply becoming rich. That being said, you're not entirely helpless, even as a non-buyer. For example, in the case of IB-HR (Incendiary-Band-Heat-Resistance) users, you can use Boosted Armor, some Vulcan protection (it doesn't even need to be maxed out), and buy the Heat Resistance augment for your hull. Will this make you nigh-invincible? No, far from it. But, it means that you can afford to be a little more careless and still make it out alive even if you do have a run-in with an IB-HR user. In the case of an EMP/stun augment, you can always get protections against the turret. I know it doesn't do much, but it does something at the very least. As for AP augments, I don't believe there's anything you can buy with crystals to help you. 4. Chose your equipment carefully and after knowing the weakness of any broken combos in the match. This may seem like a completely obvious thing to say, but I've been in situations where more than half the team is using Thunder protection against me when there are more powerful teammates to worry about. I've also seen players trying to use Hornet and Railgun when practically half my team was using AP Immunity with Railgun protection. Choosing your equipment and knowing what specific hulls and turrets have to offer is crucial. Don't be that Viking-Ricochet player who never turns their turret and insists on using Viking-Ricochet in Siege against a team that is more or less just Titan users. Instead, it is helpful to know the weaknesses of overpowered combos. In particular, IB-HR is weak at extremely close or long ranges, EM Salvo needs lock-on to do significant damage, EMP and Stun Railgun both need to land hits precisely, AP Freeze needs to get within range, and AP Magnum needs a direct hit. These are, of course, just some of the weaknesses to exploit. So, if you're facing off against, say, a Hunter-Freeze player using AP Freeze, for the love of God, don't pull out your Freeze protection and Titan unless you have AP immunity. Instead, opt for a faster hull, which will give you more maneuverability and agility to evade the Hunter AP-Freeze user, as they are only deadly when they're close to you. If you are fighting a Titan EM Salvo user, consider using Hunter with a turret that they do not have protection against and fight smart. Generally, medium or light hulls are a better bet against most of the overpowered combos because almost every combo has some (maybe not major) weakness that you can exploit. Additionally, I would advise waiting for a minute or two before you change your equipment because players will often leave the match or change their equipment by that time. 3. Change the modes you frequent This one might be a little controversial, but it works. In particular, what I mean is that you should choose the mode you play carefully. For example, if you go play Rugby or CTF, be prepared for many players to use Hopper. If you're planning to play Siege, then it'll most likely be Titan spam. What I have found is that more often than not, the least number of EMP/Stun/AP augment users are in modes such as Control Points or Team Deathmatch (TDM) and occasionally Assault. Depending on your love for specific modes, this suggestion might be nonsensical to you. Still, these modes are generally a lot more fun and generally see a lot better variety in equipment than CTF or Rugby, where practically anything moving is a Hopper, with some players using EMP/Stun/AP augments. Whenever I feel that I'm having a hard time finding a balanced match, playing one of these modes (more CP & TDM than Assault) lets me get into a decently balanced and fun match. Does this strategy always work? No. Indeed, quite often, you'll keep being put into matches that are very one-sided or where the enemy team consists of many players using overpowered combos. But, it does often do something to help deal with the more overpowered combos in the game. 2. Don't fight like a younger man; nothing held back. Yes, this is indeed a reference to the Dark Knight trilogy (check here) where Bane easily overpowers Batman in their initial confrontation. The point here is, you need to hold back. That's not to be confused with just giving up midway through the fight. What I mean is, don't just blindly try to fight enemies using a broken combination. Fight smart because, without a doubt, if you try to brute force your way through them, you're going to lose the fight. Instead, try to fight using some general plans or some strategies. For example, say you're facing off against an EM Salvo user. Instead of fighting savagely, repeatedly take cover. Rather than tanking hits, take cover repeatedly and time it so that they cannot use their salvo on you. A lot of the time, if you do this, you'll likely be able to survive longer, at least, and perhaps even destroy them. As another example, if you're fighting against an IB-HR user, then keep moving at long range or circle them at close range. In either case, they'll have a hard time lighting you on fire. Preparing yourself adequately for the fight and using your brain instead of your keyboard is more valuable than simply attacking. I've often been in situations where an EM Salvo user thought they had me, only for me to keep resetting their lock on period and eventually destroy them. 1. The ultimate, super solution which will fix all of your problems: OK, so this next one is going to: Blow. Your. Mind. Are you ready for it...? I should be getting a Nobel prize for this invention. Here is the brilliant, mind-bogglingly outstanding solution: Just leave lol. I cannot tell you the number of times I see players playing against extremely overpowered combos. They'll spend the whole match just complaining about how Tanki needs to nerf these augments (as opposed to doing something to deal with it) and, in the end, get nothing out of it. I don't understand why people do this. In the image of the chat, you can see a player who was clearly dissatisfied with the match, and rather than simply trying to find a new one, he decided to stay in the match and complain about how horrible he felt the match was (with some very colorful language which I have censored). Needless to say, this sort of a reaction is completely pointless given that you can leave the match with 2 clicks instead. By joining a match, you haven't entered some legally binding contract obliging you to play until the match is over. As radical as it sounds, you can leave. You don't have to stay. I'm not saying that players need to suck it up and deal with it. What I am saying is, leave if you aren't having fun. There's no rule saying you have to stay, and I can assure you almost nobody in your team even took the time to read your name, nor would they mock you for leaving. The screenshot of me in Brest is also another good example. There are 2 AP augment users, 2 EMP augment users, an IB-HI player (before the nerf that rendered Incendiary Band useless, pretty much, when paired with Heat Immunity), as well as a Compact-Fuel-Tanks Firebird (and though the Compact Fuel Tanks augment is by no means overpowered, the fact that there is also an IB-HI user [again, before the nerf] typically warrants use of the Heat Immunity augment). Also note that there are players using the Armadillo module with 4 protection slots, indicating that they likely spend time and money in the game. Additionally, most of my team consists of (at the time) non-broken combos (barring the IB-HI augment users and a single EMP Railgun user). Furthermore, the match is in Brest which is a map I don't much care for. So what did I do? Why, I left the match, of course! I was interested in using a (not as badly) broken combo in the form of Vulcan-Adrenaline, Crusader & Heat Immunity, and there's not much room to do that if you're repeatedly having your armor pierced or supplies disabled, or being cooked. Yet another instance of this (and I am sorry for the low quality of that image) is the other match where I was playing against two IB-HI users, an AP augment user and a Stun Railgun user. Once again, I just wanted to use my not-as-broken combo, but obviously it would be something of a nuisance to do so. So what did I do? I left. My team had nobody to counter these enemies, and I wasn't interested in spending a whole match chasing after certain enemies while my team was getting crushed. Does that make me somewhat selfish? I guess so, but does it really matter? I think not. Most of the time almost everybody's playing for themselves. Nobody's willing to lie on the wire and let the other guy crawl over you. A lot of players would rather cut the wire. At the end of the day, I'm playing Tanki because I want to play and I feel that time spent playing is time I (often times) enjoy playing. If I don't find something enjoyable (such as parkour wars in a parkour match) then I just leave because while the experience of my teammates is important, my time is more important to me. Conclusion: Generally speaking, you do not want to combat these overpowered combos head-on unless you know you have them with their tracks to the wall. Instead, prepare as best you can before the fight, use the right equipment for the job, try to play in modes where players using overpowered combos are not present, and fight smart. If all else fails, just leave the match. Don't play if you don't even enjoy the match. I hope you find as many matches as you can where you're on the edge of your seat until the last minute! Good luck on the battlefield!
  3. LOLKILLERTOTHEDEATH

    Play to Win!

    The time to participate in this contest has elapsed, thank you to all those who did. Results shall be announced in the coming week. Closed
  4. LOLKILLERTOTHEDEATH

    Ideas for Paints!

    Yeah, I agree I think so too. That's a shame then : ( I believe it was in a bundle though right?
  5. LOLKILLERTOTHEDEATH

    Ideas for Paints!

    I see many other paints which were in bundles now in containers. I see no reason why Thankos cannot or should not be in containers or ultra containers. I really like the paint, and was not able to acquire it during the time when it's bundle was sold but it would be nice if it was in containers.
  6. LOLKILLERTOTHEDEATH

    New Shot Effects (UPDATED!)

    Definitely not for the part where the shot flies through the air, but I think it would be cool if the shots landing had color options. Specifically, red and Black would look awesome I think.
  7. LOLKILLERTOTHEDEATH

    New Shot Effects (UPDATED!)

    Thunder and smoky should both get effects to be honest. I'd love it if the explosions for thunder could be like that of Striker's shot effects for example.
  8. LOLKILLERTOTHEDEATH

    Protection modules minor tweak

    You cannot buy Armadillo, and even then not at all. Regular protection modules mean at most you can get 50/25% crit resistance against 4 turrets (assuming that the idea is implemented how I am suggesting). Armadillo is basically a specturm module without the hassle of changing protections to achieve different crit resistances. It wouldn't really change the value of Armadillo that much because it's still gonna work against 14 turrets (15 soon), while most non buyers only have critical hit resistance to 3 turrets. Of course, if this is done, using armadillo with a protection module should not stack.
  9. LOLKILLERTOTHEDEATH

    Protection modules minor tweak

    So I think as it stands now, only buyers can have any resistance to critical hits. Specifically, the people with the new module. Thus, I would like to suggest to tweak the current system so that protection modules come with critical resistance. So for example, your Thunder protection module has the same amount of critical hit resitance (only from thunder obviously) as your regular shot protection. This way, players can be protected from critical hits. It wouldn't be as huge an advantage as the new armadilo module, but would make the game more balanced I think. If not the same, then maybe floor(prot/2) would be nice too I think.
  10. LOLKILLERTOTHEDEATH

    Ideas for Augments!

    Then the augment becomes too weak if it can only damage on direct hits. I mean, ideally I too would like it to go back to the "bugged" state, but I don't think that will be happening
  11. LOLKILLERTOTHEDEATH

    Idea for Striker Ultra

    Yeah it would be a bit more work, but I think it'd be well worth it. Ultra skins are about getting the small details right. Like Vulcan ultra, which has actual casings flying out and has a buildup of steam when overheating. Similarly, the recoil with Thunder Ultra. All these are not huge things when you look at it, but they are what really make the ultra skins amazing, so I just thought that an evolution would be awesome. The flames could be somewhat similar to those that come from Firebird (albeit much, MUCH smaller)
  12. LOLKILLERTOTHEDEATH

    Idea for Striker Ultra

    So I think if Striker ultra could have the missiles start preparing to launch that'd be great. By this I mean, as you lock on more and more, the missiles build up more and more of a (purely cosmetic) flame as they prepare to launch. Then if you actually have lock on, the missiles fly out with this flame sputtering at the back. If you are unable to lock on, the flames gradually die down (very quickly I might add with no effect on performance). Like this! Except with a larger explosion.
  13. LOLKILLERTOTHEDEATH

    Episode 295 of the V-LOG!

    yesssssss an ultra skin!!!!!!!!! ? I realllly hope that when you're using salvo, as you lock on and get closer to fully locking on, the rockets start spraying small flames as they prepare to launch. Ultra skins are about the small details, and I am REALLY excited to see this one. Vulcan Ultra for example is a perfect example of this. You get casings flying out, AND you see steam building if you overheat.
  14. I think that we should get the older ultra skins to be in the showcase. We already have Viking, Thunder and Railgun ultra, but I think it would be nice to be able to directly buy some of the skins which've been here a while, such as Vulcan Ultra or Gauss ultra. I know developers will want players to buy containers to get them, but at this point they're not really that exclusive, and besides selling them in the showcase still means that it's not really free. For example, Vulcan ultra has been in the game since Feburary 2020, had it's initial 100$ offer and is now in ultra containers. My (perhaps uneducated) guess is that people who'd want these skins are much more likely to pay directly for the skin, than for ultra containers (a similar argument can be made about how players would prefer to get them for free, but please bear with me here).
  15. LOLKILLERTOTHEDEATH

    Ideas for Augments!

    Yes, I definitely agree. To be honest, Gauss was nerfed too hard back then, and now it's too broken. I think we need the splash radius to be there (I'd argue 12 metres, the same as Thunder is fair) but the EMP effect NEEDS to go. It was quite pleasant to finally play and not have to constantly use Hunter with my Gauss protection and EMP immunity just to manually nerf EMP salvo users into oblivion.
  16. LOLKILLERTOTHEDEATH

    Ideas for Augments!

    Remove Electromagnetic Salvo's EMP splash radius. It is straight up broken right now. Even if this were to happen it would still be powerful but it needs to be nerfed.
  17. LOLKILLERTOTHEDEATH

    April Challenge II

    Nice to see an EMP augment for Crusader and the Busted paint. Quite disappointed to see Rubberized rounds in the challenge, and Wasp's stun immunity for the 3rd time now.
  18. LOLKILLERTOTHEDEATH

    Ideas for Augments!

    I concur, but when you used an alteration in the past, it was a change you wanted, not one that was imposed on you. I don't typically use Firebird, but the strategy of hit and run doesn't seem very effective on paper. Wouldn't it be better to continue and finish off the target instead of perhaps leaving them at the mercy of the effect so that they may use a repair kit/get healed? In any case, you do use Firebird so I'll take your word for it. Well I don't think splash immunity (or thunder immunity) would/should be implemented in that way. Heat immunity for example doesn't just stop Firebird's afterburn, it also stops things such as Hooper's ignition, Incendiary band and dragon breath from lighting you up. I don't see why we should get splash immunity which doesn't protect against all forms of splash (which is currently how all augments work. Stun immunity protects against any form of getting stunned, etc. I mean that if for example your enemies are using the augment that prevents shaft's scoped shots from dealing damage to you, you would have to resort to fighting in only arcade shots. Or in the case of Striker and Gauss, the salvo would be made useless without any real way of making up for it (for example, Firebird has incendiary mix which compensates for removal of afterburn. Such is not the case for Striker or Gauss). Well I get that you want to ignite enemies, but at the end of the day if the regular augments for Firebird aren't useful, what's the point of sticking to them and not using the best augment (Incendiary mix) which will allow you to straight up ignore armour? Whether or not we want it, there will always be a best augment for every turret. Now since augments tend to be an improvement over stock in most cases (other than say subcaliber rounds for thunder), it's safe to assume that one of the purchasable augments will be the best for any turret at any given time.
  19. LOLKILLERTOTHEDEATH

    Tanks in Space

    That sounds rough to be honest. I do wish the event didn't allow you to move backwards, but sadly that is the way it is.
  20. LOLKILLERTOTHEDEATH

    Tanks in Space

    That part doesn't make much sense to me I'll admit, but even then you don't lose anything. You still get daily missions and can use the energy from them to get somewhere in this event, perhaps not very far but still that means you get something for free, without putting in any extra effort than you normally would (unless clicking a few buttons is extra effort ?)
  21. LOLKILLERTOTHEDEATH

    Tanks in Space

    Not really. Even if you don't intentionally play for energy you can get some missions done (such as today's collecting 30 repair kits mission) and get some prizes. Also, daily missions which give energy. Hooper XT is also reachable I hear for non-buyers, and that's a very nice skin. Just don't expect to be able end up with Crysis without paying though.
  22. LOLKILLERTOTHEDEATH

    Tanks in Space

    As far as I am aware, you can still get some of the other rewards. Primarily, Crysis is the reward which non-buyers cannot get (among the other prizes I assume). Frankly, giving Crysis to the vast majority of players would actually be bad or pointless because either they wind up draining their supplies VERY quickly (and thus are sitting ducks in MM) having drained lots of crystals to upgrade the drone, OR it sits their garage for a LONG time collecting dust. Neither of these will help.
  23. LOLKILLERTOTHEDEATH

    Tanks in Space

    Even if you get absolutely nothing you still don't wind up worse than you were before, that is if you don't bother doing the missions. I don't believe buying will lower the chances of moving back, so that's not really something to factor in only for non-buyers. Buyers will likely also move back, though have enough energy to deal with it better than non-byers.
  24. LOLKILLERTOTHEDEATH

    Tanks in Space

    A nice event! I won't get Crysis, but I do hope I can get Hooper XT. I don't understand why people are so displeased with the event. I do understand that the launch of the site was a bit buggy, but ultimately it's free rewards for just playing the game regularly if you don't want to spend the time to do the extra missions. You don't have to do the special missions. If you feel they're not worth the time, simply just play however you would normally and any missions you do complete coincidentally just mean an opportunity for extra rewards. Worst case, you get nothing. That's still not really an issue because you don't have to pay anything to take part in the event. I'd also like to say, Crysis is MASSIVELY overrated. In most situations you're better off with Defender or Booster. In any case, I don't think it would be fair to expect to get Crysis without paying anything because it is extremely rare.
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