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category Ideas for Hulls and Overdrives!
The_one_and_only replied to Ilia.ArchangeI in Ideas and Suggestions
Suggest strengthening the effect of DA, DP and SB for the same duration that supercharge is in effect, making dictator overdrive more durable (such as reduce the chances of one shot just after overdrive is activated) and we can make use of the supercharge duration effectively. After six seconds(I think that is the duration of supercharge), everything returns to normal. Eg: 50% extra Armour, 30% extra Damage/Heal and 30% extra Speed. Does not apply to Repair Kit or Mines. What are your thoughts? -
Probability of getting speed boost supplies from container less than that compared to other supplies?
The_one_and_only replied to The_one_and_only in Archive
I will test this out. I'll switch to defender for some time and see if it affects the drops from containers otherwise, I'm just superstitious -
Probability of getting speed boost supplies from container less than that compared to other supplies?
The_one_and_only replied to The_one_and_only in Probability of getting speed boost supplies from container less than that compared to other supplies? Archive
This has been happening for a while where when I open my containers, normal containers, I get so many Double Armour(DA) and Double Power(DP) - even sometimes peaking at 8 times, however they skip the speed boost(SB) supplies and go straight to mines, or I only get max 2 occasionally. Ultra-containers are better but still skewed away from obtaining speed boosts. I have currently 20k+ of DP and DA but only 4k+ of SB. I am currently using the crisis drone and often have to spend crystals on buying extra speed boosts but never have on the other two. Anyone else has noticed this as well? Is this a bug? Or have the probabilities been normally different for this supply? -
update Patch Update #695 - Released 5th August 2022
The_one_and_only replied to Marcus in News Archive
Lmao^^ inflation affecting tanki as well -
Matchmaking Update Complaint: I do indeed think that matchmaking was a good idea to implement however to make it better I suggest that Tanki should have a sorting system or preference system based on the players GS score and their rank. Their GS score must be appropriate to the rank they are at - not too high and not too low. My current rank is Legend and I see people playing with a GS as low as 2000. This is inappropriate for this level and they are always at the bottom of the leaderboard. I question how these players actually have fun dying so much in game and in what way are they actually contributing to the team. I expect, for my team to have a chance at succeeding, at minimum a GS of 8000 - that is at least one Mk7 level equipment must be present. Such changes may include a notification given to the player that they need to change to high upgraded turret or hull. Thank you for reading.
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Why is there a 3400 GS person in a battle with legend players?! This makes no sense. How the heck do they even contribute to the team? Haven't they upgraded to mk6 at least? In your game, it has already been 8 minutes and they has a score of 58, it will not even get them one star for their challenge. Tanki should set a limit, at legend, minimum 7500 GS. I mean come on tanki, how do you expect our team to win, with a bunch of recruit level GS players?
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When Helios was released with Pulsar, I thought Pulsar would be more powerful due to the amount of status effects it applies but that does not seem to be the case.
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Guys please wish me luck, I hope I get the Ares XT skin from one of those skin containers ?
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True, Helios should not have been added. In fact, plasma torch is a way better and balanced option.
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@Apis_the_Professor, @fire_shoter, @stat.padder You guys seemed to have joined the game recently(I am judging based on when you first joined the forum) . I have been playing since 2014(on different accounts). Originally, Isida used to have twice as much healing, with relatively the same damage as you see now. Hence you could heal or attack easily. However, the devs decided to change this quite a while back and I quote(may not be exactly the same but similar) Hazel saying in one of the vlogs that " we want the players to choose whether they want to heal or attack but not both" so I was surprised when they added the Healing Emitters augment only without reducing any damage and to such a high tier rarity.
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Isn't that why the test server exists, to experiment such changes? Then we can see how much it truly affects this augment by changing a parameter
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Ok, look I do not want to continue this further. I admit, I called you a simpleton and that's because you called me a whiner and not to do anything with gameplay or game mechanics or my self-interest. That I am truly sorry for. Indeed, Isida is my most used turret, but not for healing. Adrenaline is far more useful as an augment. Although I should admit that I laughed at "juggernaut's slave". I might use it when I see other Isidas healing juggernaut lmao
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Really cause up here, you, @fire_shoter called me that and I quote "always whining"
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What about those who called me a whiner? Isn't that rude as well?
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My arguments are perfectly sane. You must likely be using this augment, that's why your opinions are subjective, and that's completely normal. I do not understand why you would call someone insane. As for the self-interest part, that's just out of question - there is obviously way more to consider here then my self-interest. I just want to know why it cannot be changed similar to the mechanics of Isida? Healing is nothing new, its been there for quite a while now. If they made us choose for Isida, why not for Shaft?