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The_one_and_only

Tanker
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  1. The_one_and_only

    Ideas for Hulls and Overdrives!

    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?
  2. 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
  3. The_one_and_only

    Probability of getting speed boost supplies from container less than that compared to other supplies?

    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?
  4. Lmao^^ inflation affecting tanki as well
  5. 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?
  6. The_one_and_only

    Complaint Book

    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.
  7. The_one_and_only

    Tanki Fund

    Guys please wish me luck, I hope I get the Ares XT skin from one of those skin containers ?
  8. The_one_and_only

    Ideas for Augments!

    True, Helios should not have been added. In fact, plasma torch is a way better and balanced option.
  9. The_one_and_only

    Ideas for Augments!

    @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.
  10. The_one_and_only

    Ideas for Augments!

    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
  11. The_one_and_only

    Ideas for Augments!

    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
  12. The_one_and_only

    Ideas for Augments!

    Really cause up here, you, @fire_shoter called me that and I quote "always whining"
  13. The_one_and_only

    Ideas for Augments!

    What about those who called me a whiner? Isn't that rude as well?
  14. The_one_and_only

    Ideas for Augments!

    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?
  15. The_one_and_only

    Ideas for Augments!

    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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