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Fenrir

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Everything posted by Fenrir

  1. Quite a few cases of this. It's a pain, honestly.
  2. ...To be honest, the waste of time is what I had in mind. I put it the way I did for the sake of courtesy. It sounds better if you underline your recognition of the designers' work rather than flat out call it a waste of time, no?
  3. Okay, I personally really dislike this update and can't help but be a little negative here. The icons got simplified to the max and as a result all look really similar now, making them hard to distinguish. The status augment icons feel lazy, even if standarisation was the goal - it just doesn't look nice, neither is it practical - we can't afford standing around to stare at the table, we should be able to tell what we're dealing with with a single glance, not having to decipher hieroglyphics (I exaggerate here, but why make us verify TWO symbols instead of one to try and find out what we're interested in?). The new TAB page is useless thanks to both these poorly designed icons and the lack of precise protection module info. The new variant is just weird, and takes much longer to study in order to find anything useful. Honestly, this is a PvP game, there is no time to squint and guess what this funky, simplistic icon means. Lots of augments lost their unique indicators in favor of some symbols a technical school student would design to bang out their assignment - for example the new electroturret icon. Good grief. I'm not asking you to scrap this, as a lot of resources went into this - but please give us an option to switch back to the old UI. Surely, making an extra new icon every time you make an augment wouldn't be a tremendous expense.
  4. Fenrir

    Ideas for Turrets!

    As a concept, it is the antithesis to the burst damage meta, so it most definitely is curious; that said, I do not believe that this would be sufficiently strong as a short-range weapon, unless of course it were to enter the overpowered-by-design territory. I think that in tanki, this would translate into a "reward for not missing" kind of thing for mid to long range turrets, and that is likely something already on Opex's backlog of ideas. As an augment, I would guess. Alternatively - you could just slap this on Firebird whilst increasing its fuel capacity and decreasing the base damage a bit.
  5. Fenrir

    Lunar New Year 2023

    Pulsar Scorpion is borderline worse than stock, imo at least. Hammer... now that one may be a nuisance.
  6. Well, as you can see with Magnum - the idea appears to be to... normalize the required skill involved among all turrets. I suppose the devs might be unhappy with skill barriers being a balancing factor. Apparently it also means killing the one thing that made Striker unique and relevant by taking away its quaint splash values.
  7. Old Ricochet projectile speed = 120 m/s. With old Helios = 240 m/s. New Ricochet projectile speed = 200 m/s. With new Helios = 300 m/s. Hmmm. You sure it's not the nerfed reload speed that made it weaker?
  8. Oh dear me. The scope on Magnum is more irritating than I imagined it would be. It seems it may be time to lay off using it for a while. While I can see reasons to slaughter Vampire Isida and Helios, I do not understand why would the nerfs to Hyperspeed and Vacuum be so small in comparison - and why on earth would Striker get hit. That turret was already rather unpopular. Now, its best utility (RRE) is dead and Striker itself became a more cumbersome Thunder. Welp. Paladin nerf was warranted, but reducing its duration seemed somewhat unnecessary - Pulsar is rampant now, after all - so a genuine Paladin support will suffer for what the abusers did by an organized group combining two or three of them just to go on a rampage. A lot of augments became legendary, too... overall, not a fan of this update.
  9. This is a little extreme, I think, and it would mean pretty much everyone would be immune to AP - as it would also open the gateway for EMP to wreck havoc. I think a more fitting way to go about it would be to make it remove Boosted Armor and force it on a cooldown as long as the AP status lasts.
  10. Sooo for a player... is this a game, or a job? I mean, if you enjoy the gameplay of Hyperspeed - good for you. But mechanically, it's just a normal Thunder with a bloated multiplier that forces you to use what originally was a mid-range turret as a long-ranger now. I do not see the appeal there. Heck, even Vacuum Shells do something; as annoying as they are, they encourage relying on splash and avoiding direct hits. That gives Thunder some identity and reliance on what its archetype is about.
  11. @Soothing Oh dear, I regret to inform you that this is most likely the intended effect. "Challenge Accepted" is a so-called whale section in this game. Without shelling out lots of money, you won't get much out of it. You should think of it as an auction rather than an extension of the challenge. As for the Hyperspeed Shells - they should remain exclusive. It's a very toxic augment, neither is it particularly fun to use. Not sure why would you want it, other than racking up kills with an OP toy that only works as a camper, none other.
  12. This right here is what Scorpion was CREATED to hunt from afar, @LoveDealer and it just so happens to be the most common type of a... casual player. As for your point about K/D - any camper can achieve that quite easily unless they're being actively pursued. The thing that really matters is how effective the turret is at dispatching tanks of skilled players, and using Scorpion sub-par for this purpose won't yield good results. Stock Scorpion has no splash - so if you miss you're cooked - and if you just chuck your missiles without altering their trajectory (and waiting for the right moment if the map demands it, so you must balance between delaying the launch and not losing your reticle lock), you can forget about any of them hitting such a tanker; because any decent juggernaut/flag or ball carrier will KNOW rockets will come after them, and then either let them smash into an obstacle (heck, even the billboards work for this purpose) or just enter your blind spot. Now, is altering the trajectory particularly difficult? Not really. But neither is rocking your hull to increase your range. Tanki isn't a particularly demanding game in terms of raw skill. What matters most is your reaction time and muscle memory.
  13. What a silly thing to say. If Scorpion is a brain-dead turret, then so is everything else except for Magnum, as that's the only one that actually has a skill barrier - and it appears that soon enough, that will be "normalized" as they will add a scope. All turrets have nuance, of which the short-range ones have the least. Railgun for example has a shooting delay; but that is compensated with its ability to shoot through tanks, something very valuable to a mid-fielder which it has become. Scorpion is, without specific augments - single target; meaning it requires every bit as much aiming as Railgun or Shaft do. The rocket launcher requires a brain too, believe it or not - if you just capture a target and launch the rockets without doing anything, then unless the target is wide open, you can be almost certain they will trick your rockets into smashing into a wall or simply outrun them - and then you wait an eternity for it to reload.
  14. Are we even playing the same game? Hammer remains crazy strong. Tesla was not really nerfed; the normal DPS was reduced by about 10%, but crits happen more often, making the turret overall stronger against groups; this also is good for its status augments. Firebird and Freeze both received buffs to their range; battles on maps with lots of walls were always their niche; you can't further buff them in any way other than making them kill you almost instantly if they can reach you - we had such a meta once, it was not pretty. Isida offers either healing (a prized mechanic for team play) or vampirism which with the Defender drone is very potent. The change made to Scorpion was a trade-off. Its DPS decreased a bit, but now its main turret is more efficient at what it is meant to do thanks to the increased range. Are Thunder/Ricochet (Helios remains powerful) above the rest? They can pump out the most kills in the right hands, yes - Thunder with its big 3 augments especially. But the other turrets are not far behind and they can hold their own just fine. No turret is left dead in a ditch at the moment, they're all usable and have their own niches they excel at.
  15. Tried out the new Round Destabilization, and honestly... it pretty much became a Blunderbuss with infinite range. With the Camper drone, your crit damage is 6732 (meaning you have a 50% chance to slaughter anything that isn't a heavy hull or a tank with a leveled Armadillo - both cases require the double armor to be active), meanwhile your normal damage, while significantly lower - will not be by any means negligible. Throw in Dictator or Hornet and it becomes hilariously broken; unless your opponent is a pack of Armadillos, but even then you should remain competitive - just no longer capable of trashing protected medium hulls in one hit. Good for Railgun players, but I don't see why won't the status augments get buffed already. They're dookie.
  16. That's LITERALLY what makes Pulsar powerful and worth using despite the heavy drawbacks imposed on it. How is it not about them? Any one of these debuffs is powerful on its own and enough to get you trashed. The point of Pulsar is to apply them all at once for a short while so that you are screwed regardless of your hull augment if they DO land a crit. That's literally the point. If you recall, Pulsar was actually BUFFED because with a 50% crit chance reduction, it was quite useless. It did the user more harm than good. Meanwhile, once Pulsar does kick in - it is meant to be flashy and seem overkill, yes.
  17. If your OD was already activating, then it's not Jammer that got you. It was the Stun. Jammer won't rob you of your OD either, but if it's interrupted by Stun - you will lose your charge, yes. So, you may want to immunize against that debuff.
  18. Yes. It is "balanced" within the exotic tier, as that appears to be an actual rarity of augments now, rather than an early access stage. Vacuum Shells and Hyperspeed Shells are Adaptive Reload's direct competition; All three have a gimmick that makes them extremely powerful when it does work. The thing is, Adaptive Reload can be prevented from going on a rampage depending on how YOU situate yourself relatively to your allies and even if it does, it's not instant death - with Vacuum and Hyperspeed, the user controls the situation much more. You do have some time to react when you see an Adaptive Reload Thunder about to barrage you, and it has a reduced splash radius. Meanwhile Vacuum/Hyperspeed will just blast you with their huge multipliers; instant delivery of incredibly high damage. Helios was not so dissimilar - simply a better Ricochet, and by a long shot. Now, with its energy regen reduced - there is reason to use other augments that this turret offers.
  19. I completely agree. People freak out when Pulsar hits them, but really - when you think about it, it's not the craziest thing in this game, far from it. The crit damage is slashed, and the crit chance is reduced; the debuffs don't last long either. Of course, on a turret like Twins - this set-up is most beneficial, which is also why Magnetron is so strong on Twins specifically - the turret shoots a lot and doesn't have any downtime, so if it gets you - it will harvest full benefit of your weakness. However, it can be countered, and it is reliant on luck - having both used and fought this new Pulsar, there will be times when that augment won't feel ANY different from stock. The 30% crit rate reduction does make a difference. Now, of course - if you are a melee turret user and you openly attack such a Twins, your chances of success are very low, but that's less because of Pulsar itself and more so because this turret's purpose is halting melee aggressors. Long-range turrets can cheese it. Also - this might bring Paladin back into the meta - because it HAS reduced in popularity, surely everyone noticed; and Paladin's OD cripples any Pulsar user, for they are left with a stock turret stripped of its crit damage. Idk about you, but I'd MUCH rather fight Pulsar every time than run into a player that is skilled with Vacuum Shells once a day. That augment is irritating beyond belief - not much to it, just a huge damage multiplier that massively powercreeps Thunder as whole, including its status augments for no reason at all. It's gross and has practically no weakness. I'm glad Adaptive Reload came to the rescue - it is balanced and actually alters the turret as an augment should.
  20. ... Well in that event, time to be disgusting until they nerf it. Hehe.
  21. Are you serious? This is just vile, and I play Scorpion myself.
  22. Fenrir

    Arcade (Updated on 05.12)

    How would these "chests" work exactly, I wonder - is each field universal for everyone, meaning someone whom already has Armadillo and Crisis (this is common these days, plus the fund...) whom happens to be in a team that hit these is gonna get jacked and leave empty-handed meanwhile some other team will get the new augments, or is it going to be a random roll from the pool for everyone? Cos' you know. Getting supplies would at least be something, meanwhile getting nothing at all would be kinda stinky.
  23. Fenrir

    eSports Tanki Fund

    Imo, Crisis and Armadillo were only attractive to a small group of players to begin with - and that is because of their very high maintenance (Crisis) and upgrade (Armadillo) costs. Meanwhile augments cost nothing to use, and they change the very gameplay; it's what makes the game fun, and they impact this directly. So that makes sense, I think. Not too sure what would be so attractive about Tesla LC as to put it at the end tho - to the mainstream, at least. Given its value, it should have been somewhere closer to the middle, like Hammer LC last time.
  24. Fenrir

    eSports Tanki Fund

    Of course it will. This has been first clarified long ago, multiple times over time - on the previous tanki fund as well. Once you get an augment or a skin, it is tied to your account forever - and it will wait however long it takes for you to get the turret or hull in question. It's just that, a while ago - they added a feature whereby these items only appear in your container pool if you own their respective turrets/hulls, so this became far less prominent than before.
  25. Except it appears to recover 33% energy per enemy hit, not on kills... it's MUCH stronger.
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