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Everything posted by The_one_and_only
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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?
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What makes you think that I don't care how it happens? I agreed with lowering its rarity as an option with my suggestion because: 1. Damage is decreased in my suggestion 2. It is just added healing, nothing new. It is the same thing as adding healing to other turrets like railgun, gauss(which I hope never happens). I do not understand why the devs ever classified it as such a rare and powerful augment. This is not the first time we are introduced to healing. It should have just been in the rare or epic sections of a container( with my suggestion applied) 3. Exactly. Why reduce the damage for Isida and not for Shaft? We get to utilise only the healing or only the damaging aspect of Isida separately but for Shaft, we able to both? That is the double standard I was talking about. Make the Support Nanobots augment even more rare(exotic, only available in ultra containers) and powerful(little to no reduction in damaging) - that's valid as well. Never have and never will. It is near impossible to use Isida with camper, even when healing juggernaut due splash damage and being targeted so often. With shaft, camp far and heal, simple
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This part is understandable to me. Maybe a drop in rarity could compensate. Critical only occurs in arcade mode, not in the sniping mode Isn't shaft supposed to be a turret that majority of the time, you camp with and snipe and not use the arcade mode often? That is why the arcade mode is not supposed to be strong unless you have another one of Shaft's augments that strengthen it. Hence, I feel the critical damage is also another "added benefit" for arcade mode shots. Furthermore, have you seen the buff given to the camper drone recently - and oh right, it has camper in the name, doesn't it? What about Booster, Crisis? I understand where you are coming from with the rarity of the augment, but it seems like you have no idea what game balance means. Why don't you take into account other in-game selections, for example; drones? I do have an answer to that - yes I believe they should be nerfed indeed. It was not my idea to add status effects in augments. Obviously this would make the augment so powerful against players who do not have the immunity Does it really make it even worse, with additional, massive boosts that can be given to boosted damage? Even if you cannot one-shot players, you can pretty much take down a lot of health from your enemies and your mates can finish off the job for you. In addition, I also see a lot of competing modules coming up like freeze, railgun, twins, hammer, especially with the new status augments like I said above
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I'd propose making this augment more healing biased rather than solely an "added benefit" by decreasing damage in both arcade and sniper shots. This had already been done before with Isida in an earlier update, to make players choose whether you want to focus on healing or damage; the supportive nanobot augment allows that, so I do not understand why the same mechanics have not been applied to Shaft; either it's a healing shaft or an offensive shaft. I'd really just call this double standards at this point.
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Anyone else noticed that railgun is now not doing as many critical shots as before? Isn't a critical shot important for railgun as many have the module against railgun equipped so if they dropped the critical chance for rail, why did they do so?
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Ok, ok I see now, thanks for the help @2shots2kills and @NikmanGT. You may proceed to close this topic. Thank you.
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I have noticed that only some turrets and hulls have legacy skins, why is this the case? Do legacy skins not exist for some turrets such as Freeze, Isida, Hammer etc. or do the developers plan not to add them at all? Thanks in advance!
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But isn't the point not to affect game balance heavily?
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Maybe in the EPIC category?
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Isida's support nanobots is quite a good augment indeed. It induce change in gameplay, whether for better - one example that be seen is in the Juggernaut gamemode, with a personal care giver for the team's big tank - or for worse. It can be quite daunting for the opposing team bring down the big tank with perhaps an exceptional few; Viking's Overdrive or Striker's heavy hunting Cyclone augment. As a consequence, some players would find it appalling to play the game mode at all. Hence, I would like to suggest a tweak to this augment. Change 1: Isida's critical healing value to decrease Change type: Negative(Con) Change value: -50% (from current value given in the wiki) For a Mark 8 or Mark 7+ with a heavily upgraded drone, this value would decrease from 4000 to 2000 health points for the critical heal value. Change 2a: Isida's maximum critical chance to increase Change type: Positive(Pro) Change value: +50% (from current value given in the wiki) For any turret modification, this would result in the following: 4% to 6%. Change 2b: Isida's critical heal chance step, initial heal critical chance and consecutive heal critical chance to decrease Change type: Negative(Con) Change value for initial heal critical chance: 4% to 0% Change value for critical heal chance step: 4% to 2% Change value for consecutive critical chance: 2% to 1% Change 3: Isida's critical heal to offer immunity against status effects Change type: Positive(Pro) Change value: 3 seconds of complete immunity for the player affected For any turret modification, this would result in the following: 0 seconds to 3 seconds Before I inform you about change 4, I am on the fence - more gravitation to agree than disagree though - about this one so do comment if you think this would help introduce balance. Change 4: The continuous repetition of change 3 will not be allowed. More info below. Change type: Negative(Con) Change value: No 3 seconds of complete immunity unless the immunity on the player has worn off An example would be the Supercharge status effect. Only once the immunity wears off from players - including from the repair status effect - will the critical heal be able to apply change 3 again. ------------------------------------------------------------------------------------------------------------------------------ Any other attributes to this augment, that has not been listed, should stay at its concurrent value. So, with all the mechanics stated, let me remind you that the aim of this change was to influence players before the use of Isida, with this augment, in the juggernaut game mode. So how might this affect players or gameplay? - Incentive 1: Determent Reasoning: A combination of both change 1 and 3, would deter players from using this augment in the Juggernaut game mode. It will not be easy now to keep juggernaut at full health due to change 1 and the change 3 would not be of advantage since juggernaut already has permanent immunity against inflicting status effects so players would not get the full benefits of this augment - Incentive 2: Flexibility Reasoning: With the introduction of change 3, players would now be able to provide immunity to their teammates in other game modes. This might as well be helpful in crucial moments during battle. Hence this augment with appear more flexible to players across various game modes as opposed to being highly biased towards only one of them Finally, I would like to address those who use prefer using Isida's Support Nanobots in Juggernaut. It is not the end off the world for those; in that, players can still make use of this augment to increase effectiveness in protecting the beast. Remember that I am not completely against the use of this augment in that game mode but also not supportive of it. Note: If felt that some of these changes might throw off game balance - I am trying my best to keep the game balanced - please do comment an alteration to the change if possible. ?
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so that means if I launch a salvo on someone, a mammoth for example, it would be: 0%, 4%, 8%, 12%, 12%, 12%, 12%, 12%. Does it mean that to get at least one crit, I'll have a 72% chance?(overall, on any one of the shots(the last few would be higher I guess))
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