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Everything posted by JustBlackWolf
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What Is Your Opinion About the Current State of Tanki Online?
JustBlackWolf replied to Maf in Game Discussion
i do hope for a nerf asap. -
What Is Your Opinion About the Current State of Tanki Online?
JustBlackWolf replied to Maf in Game Discussion
yeah we had 2 paladins, but the guy had 30% protection from everything and was using Defender so ig that goes up to 50% from everything. -
What Is Your Opinion About the Current State of Tanki Online?
JustBlackWolf replied to Maf in Game Discussion
xd the enemy team was full but someone decided to leave. We would have won much sooner actually but our third player just up and while trying to be kind and give me a flag to cap it turned out to be a free return for the enemies (happened twice). We also had a couple of useless players but that's routine nowdays. Also reminding that after the GS update a lot of players GS dropped (while being around 8-9k) Props to Hot for not using any flying hull and used gigachad Viking LC for the whole battle. -
category Ideas for Hulls and Overdrives!
JustBlackWolf replied to Ilia.ArchangeI in Ideas and Suggestions
It's not about the duration of the overdrive, the overpowerness of Paladin comes from the fact that it can apply TWO effects to a tank, and you can't protect yourself from both. The fact that it heals the tank wouldn't be a problem if Jammer wasn't applied. -
@nikunj04took you a while lol, i don't even remember what that is about.
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What is The Most Fustratng And Trolling Thing That's Happened to You In Tanki?
JustBlackWolf replied to Incorp in Archive
If there aren't any other battles avaliable, you can get sent back to the battle you just left. I often left from the losing team (they weren't even attempting to fight) and after searching i got put into the winning team. I don't like getting victories for free and i thought that it would have been pathetic and unfair if i stayed, so i left once again, and i do everytime it happens. -
It should have worked this way in the first place.
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-When you see a teammate with a flag that's being chased, look in front of them, and try to guess what path they're going to take, adjusting your strategy to support them as best as you can. -If you're using Mechanic, don't activate all 3 supplies at once, keep speed boost ready so to have an instant repair kit avaliable after you already used it once (mines work perfectly well too in case you need that speed boost to run faster.) -With viking and short range turrets, for either healing or attacking, try to guess what's going to happen next, if you see a Titan or Mammoth getting close with OD ready and your team is about to capture an important point, immediately activate your overdrive and try to attack those players, they won't expect you to prefire, and they'll either use their OD prematurely, back away or just die to a random huge critical hit of yours. At the same time, if you see an enemy viking with OD ready approaching your juggernaut, and the juggernaut is unaware, you can do the same thing and heal them prematurely. -If you see your local Isida going for a repair kit, EVEN if you have low hitpoints, let the Isida take it (unless you have an enemy in front of you). If the Isida has mechanic, you'll get the effect shared, if not, you'll get healed either way (unless they're using vampire nanobots) -If a gold box is dropping, but the battle is very close to be a loss or a tie, DON'T go for the gold, you'll get way more crystals by playing the objective and getting a victory!!! -If you see that your only (support) Isida is getting constantly focused by a specific enemy, make them your primary target to take out, your team is nothing without an experienced medic, which can often determine the outcome of the battle. -Don't trashtalk your teammates and ragequit at the first signs of "defeat", encourage them, even if there's like 10 buyers on the enemy team, give advice on the equipment, if your teammates are newbies, tell them what to do. A team of f2p players that uses teamwork is much better than a team of buyers that doesn't. -If you're flipped to the side and someone is trying to help you, don't self destruct right away. -Prioritize your targets (most dangerous/in need of health) -When you are on fire, wait for the burning timer to go down a bit before using your repair kit (depends from how much health you have ofc), or else you'll get damaged while the repair is active, removing the positive effect. -With Isida, you can artificially increase your range. With viking for example, if you drive backwards, you can expose your tank less if you're trying to heal/attack someone and hide behind a wall at the same time (to avoid getting shot by more than one enemy). You can do this with every hull! And i'm sure it can work with other short range turrets as well! -If you're using viking and your OD is at 85-90% leave the nuclear box to a nearby teammate who doesn't have it.
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You can massively increase Twins damage if you buy "heavy plasmagun" Augment, at the cost of bullet speed. Increasing Twins base damage would make this augment even stronger. And to be honest i find twins to be completely fine, doesn't seem weak at all when i have one against me. Just don't make the mistake of using Twins in every single map, if you go play stadium TDM it's obviously not going to do well, damage or not (unless you equip a specific augment, but here I'm talking about the stock version)
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I did point out the issue of Desert in fact (you can see it in the section that talks about "Bridges" map)
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My combo originally was Wasp Isida, i was forced to change it when the turrets started doing excessive damage (magnums doing 6000 damage for example) Me being the healer i was getting focused way too much, and wasp was simply not enough anymore to survive. (Back then it was one of the funniest combo when Isida still had the vampire effect) My combo is now Viking-Isida and i like it a lot, i tried playing with hornet but it blows up way too quickly. This to remind that the game balance is a joke.
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Hello, i am a regular Siege player, i really enjoy this mode and for me and my combo it's tons of fun. However... i noticed that some maps are extremely unbalanced, and some points position needs to be readjusted. I'm sure my buddy @2shots2kills who plays this mode with me a lot can confirm. So, follow me with my list of suggestions to improve the mode. -Let's start with possibly the worst map for this mode: "Brest" This map has 3 points, 2 of which are at either sides, specifically, on the bridges. The third point is at the center, but that one is fine. The problem here is that the range of capture of Siege points is so big, that it is not required to go on the bridge to start a capture. Players in fact, usually tend to move down here, because of the long range capture of the point, and because this map massively encourages camping, this is why very few players try to capture the point by staying on the bridge: The solution here would be moving the point exactly down there (for both sides), this way players can fight each other and be protected from the consistent fire of the campers, and if someone tries to capture the point from the bridge, he's going to get completely destroyed by the fire of the campers in fact. -Next map: "Aleksandrovsk" The point D is exactly where this speed boost drop is, the problem here is that: This point is too close to one of the teams spawn and, you can capture/prevent capture by moving down there, which is a massive advantage for the team on that side. Solution: move the point a bit further in, so to prevent it being captured from that position, and effectively making it closer to the other team's spawn. -Next map: "Berlin" The position of some of the points in this map is... nonsense The problem here is that they are all too far from each other, and after capturing one point, the chances that one of the teams doesn't have enough time to reach the next one are very high! Especially because when you get destroyed, you can respawn to the other side of the map, and it takes waaaaay too long to get back to the point! (imagine if you're using a heavy hull without trickster, which is the prevalent type of hull in this mode! You're essential on the point, but you simply can't get there fast enough!) I'm talking about the point F and A specifically (who plays the mode knows where they are) Solution: they should either be removed, put closer to the other ones, or the respawn locations for both teams should be adjusted. -Next map: "Osa" The point C is too close to this team's spawn making it easier to capture for the team on this side (they spawn very close to it), additionally, this team has waaaaaay more cover than the other one when capturing this point. Getting to this point when you are on the other team takes longer and also may get your tank destroyed in the process. Solution: Move the point a bit to the left, exactly on the train tracks, next to that little wall of dirt. -Next map: "Serpuhov" The points in this map.... are also nonsense, giving massive advantage to one of the spawns Let's start with point C, it's too close to the team that spawns on this side, look at how much someone would have to travel from the other spawn to reach it, under consistent fire. The solution here would be to move the point a bit further in so both teams actually have to travel the same distance to reach it, and it would give a bit more cover to the other team's spawn as well. Now, onto point B This bridge is... cursed, extremely unfair towards the other spawn, again, they have to travel under consistent fire and without cover, the team on this side can capture the point simply by staying on the bridge's ramp, or next to it! But not only that, again, this being a bridge, it has the issue of giving the chance of being captured from below (from both teams, and both sides ofc), which often disrupts the effort a team did to stay alive long enough to capture it. The solution here would be to move the point exactly on the same spot, but under the bridge and a bit far from the edge of terrain under the beginnig of the bridge, this way there will be more cover for both teams, and it will be hard to capture from weird angles. -Next map: "Bridges" (you can tell it's cursed already from the name LMAO) I believe this is the only map together with Desert that has only 2 points to capture on Siege mode The issue is obviously that, the points are situated on either sides, on top of a bridge, so they can be captured from below. Solution: move the point on the same spot, but under the bridge. However, both of these maps bring up a new issue, them having only 2 points to capture, often leads to the same point respawning after being captured. What does it mean? If my team just captured point B, there's a 50% chance of it respawning once again, this means that theoretically, a whole game of Siege could be fought on point B, simply because the other point (A) was never selected to spawn after a capture. The same thing happens on Desert! Solution: Make the points switch each other, when they are less than 3. -Next map: "Massacre" This map has 3 points, and two of them are... meh They are situated on the hills which are respectively in front of each teams spawn. The problem here is that, each hill is too close to one spawn, and obviously too far from the other What's the issue here? The point being too close makes it too easy for the closer spawn to capture it, because as they respawn, they will take way less time to get back to it and have free cover, while the further team takes longer to get there and gets shot while doing so, and the other problem is that due to it being on top of a hill (irregular terrain), most of the turrets are not effective, and you either get a teslafest, or get spammed by magnums (or sniped from some noob on the other side). Solution: move both of these points after the hill next to the repair kit drops, so both teams have the same amount of road to drive to get there, and being on a mostly flat area it's going to be easier to fight for everyone. -Last map: "Sandbox" which has kinda a similar problem to Massacre The map has 3 points, and 2 of them are closer to the respective teams spawn. The map is small, so getting to the point in time is not an issue, the problem is that sometimes the members of the enemy team might spawn way too close to the point, and with the recent buff to the respawn immunity duration, a Titan for example can easily get to the point and set down a dome while taking no damage or effect because of the respawn invulnerability. This happens with the team that is supposed to be far from the point (but we want to prevent that so) Solution: move the point to the center for both sides right after the little ramp, so both teams have the same advantages, and adjust the respawn location of some spawn points. -Honorable points mentions: which are ALL the points that are at the center of a square/bridge and have NO cover whatsoever, very frustrating to capture, right @2shots2kills? flashbacks to point A on Serpuhov SGE, 2 vs 10 point A on: -Stadium -Serpuhov -Cross (this one being situated on a bridge also has the issue of being captured from below, but it isn't as bad as the other ones, though, i hope the devs still do something about it) -Magistral point B on: -Dusseldorf (this map also has a similar problem to Berlin, but it isn't as terrible) -Aleksandrovsk (this point doesn't have much cover and it's on a bridge, in fact this one also has the issue of being captured from below) point C on: -Rio For these points i really don't know what to do about... you can work on them if you have a team that plays, but they are very, very frustrating to capture, since you have no way to cover yourself from any side.
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patch notes Patch Update #671 - Released 3rd December 2021
JustBlackWolf replied to Marcus in News Archive
i don't think i ever saw him being toxic on here, i could be wrong. however, telling the truth about this game in a pretty aggressive way is not being toxic, when everyone knows this game is garbage, even the mods do, but they need to agree to what Marcus says and smile in front of the game being terrible in order to keep their position. It's so sad to see them be positive about the dumbest things when a new update releases Pathetic -
patch notes Patch Update #671 - Released 3rd December 2021
JustBlackWolf replied to Marcus in News Archive
The Hopper Nerf is actually the best part of this update, the 3s stun is excessive. The update still sucks, but it's amusing seeing people whine because their OP c-word flyng hack hull got nerfed to the ground. You deserve it for playing something so unfair and no skill requiring to win games.- 212 replies
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valid Remove paladin immunity on overdrives
JustBlackWolf replied to pocrettttt in Ideas and Suggestions
For once an idea of yours i agree with -
patch notes Patch Update #671 - Released 3rd December 2021
JustBlackWolf replied to Marcus in News Archive
Jesus Christ the new freezing effect is going to be a nightmare It's going to be filled of freezes which not only you WON'T be able to defend yourself against, making themselves unkillable, (who equips freeze protection when every battle is filled with AP/EMP/stun augments?) but freeze already has one of the highest critical damages in the game. And imagine the other turret augments that apply this effect too! Honestly this is one of the worst updates you could come up with. Might as well take another break until you fix this garbage. How do you pretend us to fight against people that have OP effects with a single slot for protection on your hull? Oh but sure, all you need to do is add an augment that has 2 effects protection instead of 1 for the cheap price of 10k tankoins, right? Clowns.- 212 replies
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Tbh with all the c-word nowdays i'd give some damage reduction to juggernauts, 20000 hp is nothing and it literally gets killed in 3-4 seconds by a hornet + freeze with OD active
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well i'm glad, i hope i'll find more players using supplier because that's really a great and useful drone
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i don't remember properly i guess, i remember some of the drones were getting reworked, camper and engineer were in it, don't remember if supplier was too
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It's honestly sad seeing Supplier get a rework, to be honest it's a drone i really like and is very useful which encourages teamwork, it's so sad that almost no ones uses it, and i'm always thankful whenever there's one in my team. Too bad it will get reworked, as i already said.
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This is, to be honest, the mode i hate the most, it's nonsense and unfun, this change could actually make it fair for the attackers, since the defender team received a "buff" in one of the last updates.
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Yep, had this happen often when i played on mobile, Teslas cause massive fps drops/stutters and even cause your tank to be thrown violently in any direction (even flips you over!!)
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Same thing just happened to me
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Game Balance
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Me right now, after the latest pass @2shots2kills
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