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Everything posted by Antonio_IsidaXT
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Valid Battle option for restricting certain equipment
Antonio_IsidaXT replied to Jtipt.The.Killer in Ideas and Suggestions
add an option to restrict turrets, alterations, critical damage and status effects to create PRO battles. with this the game can return to equilibrium, -
another useless update that only increases the imbalance of the game
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What Is Your Opinion About the Current State of Tanki Online?
Antonio_IsidaXT replied to Maf in Game Discussion
(translated from Portuguese) After more than 5 years playing and investing in this game I will stop playing, it is unbearable to play with the great imbalance that with each update increases more, isida cure 800 isida causes damage 1150. The game went from strategic and fun to random and stressful deaths , everything that made me like this game no longer exists. When the greatest damage per shot was 3900 HP, when it was impossible to kill a player cured by an Isida, when the firebird's burning was not absurd, Freeze's freeze was efficient, when there were no meaningless augments and no obvious disadvantages: Incendiary rounds , Heavy plasmagun, Electromagnetic saved and the worst of all currently Armor-Piercing (AP). one day when the focus of the game returns to strategy and I don’t profit, I start playing again. -
isida does not need more damage, needs more healing
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1600 (HP / s) ? for two weeks yes, permanently it is too high a value if purchased at the highest DPS in the game 1107 (HP / s). Perfect value: healing = 1200 (HP/s) shooting time = 20s
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Please developers, increase the healing of isida, 800 (HP/s) with augment Support nanobots is insufficient! maintaining healing = the bigger DPS in the game will not bring imbalance, an iside can heal one ally at a time, the imbalance is caused precisely because there is no way to survive a single attack. Test specifications, disabled: Modules, Immunity, Supplies ✔ life above 50% life below 50% dead Heavy plasmagun (1107) Light Hulls Medium Hulls Heavy Hulls Vulcan - Incendiary band (1100) Light Hulls Medium Hulls Heavy Hulls Firebird - Incendiary mix (1050) Light Hulls Medium Hulls Heavy Hulls Ricochet - Plasma-torch (1050) Light Hulls Medium Hulls Heavy Hulls isida (1000) Light Hulls Medium Hulls ✔ Heavy Hulls ✔ Freeze - Corrosive mix (990) Light Hulls Medium Hulls ✔ Heavy Hulls ✔ Test specifications, disabled: Modules, Immunity Isida: Double Damage + Double Armor Defender: Double Damage Enemy: Damage + Double Armor Twins - Heavy plasmagun (1107) Light Hulls Medium Hulls Heavy Hulls Vulcan - Incendiary band (1100) Light Hulls Medium Hulls Heavy Hulls Firebird - Incendiary mix (1050) Light Hulls Medium Hulls Heavy Hulls Ricochet - Plasma-torch (1050) Light Hulls Medium Hulls Heavy Hulls isida (1000) Light Hulls Medium Hulls Heavy Hulls Freeze - Corrosive mix (990) Light Hulls Medium Hulls Heavy Hulls
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what did you try to explain?
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Do you think that there were less occasions when you were destroyed where you spawned and were consequently completely useless to your team? In minor battles the deaths have been reduced, but they occur normally. with extra life it is unlikely to be useless to the team. How did the benefit of well-timed overdrives and drones change? Not a bit. How did the importance of team gameplay change? With a big increase in HP, teamwork increased, requiring more than one tanki to quickly destroy an enemy, but 5 minutes is a short time, there are no strategies during battles. Could this experiment change your interest in the game? My focus within the game is team support (Isida + Support nanobots) keeping the Healing proportional to the maximum damage per second within the game is ideal. Do you have any suggestions on how to improve these changes? Doubled the HP is too big, increasing +1000 HP to all Hulls is enough or HP Doubled only applies to MM battles I do not think it is appropriate for an isida without augment to Health 800 (HP/s) the Health should be passed on to augment Support nanobots. Suggestion I 1 Light Hulls 2000HP 2 Medium Hulls 3000HP 3 Heavy Hulls 4000HP Standard healing (no augment) Healing 500 (HP/sec) Augment Support nanobots Health healed per second:+100% Energy consumption healing: -37,5% Damage per second: -75% Suggestion II 1 Light Hulls 3000HP 2 Medium Hulls 4000HP 3 Heavy Hulls 5000HP Standard healing (no augment) Healing 500 (HP/sec) Augment Support nanobots Health healed per second:+140% Energy consumption healing: -37,5% Damage per second: -75% Suggestion III 1 Light Hulls 4000HP 2 Medium Hulls 6000HP 3 Heavy Hulls 8000HP Standard healing (no augment) Healing 400 (HP/sec) Augment Support nanobots Health healed per second:+300% Energy consumption healing: -37,5% Damage per second: -50% More suggestions to improve isida
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I loved it if this update ? is permanent, Healing of isida ???, but the augment Support nanobots should reduce Energy consumption healing (eng/sec) to 50. within the game there are many turrets with infinite ammo 12.5 sec is good but not enough.
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I loved ? this update, "nerfaram" Hornet's Overdrive - Scout Radar, now we just need to nerf Incendiary mix and Heavy plasmagun
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correct, it is not possible to balance MM battles, but it is possible to stabilize PRO, currently PRO = MM = unbalanced battles
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MM battles have a lot of defense and attack amplifiers, if there is a balance for PRO battles it is enough
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players who use Support nanobots are rare, even if several use an isida can only cure one at a time, currently it doesn’t even do it enough
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525 (HP/sec)
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My focus is PRO battles without supplies, Overdrives, Drones. MM battles are very unbalanced
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Striker (Missile launcher "Cyclone") average damage of 7040 HP without Double Damage Shaft your maximum damage should be: 3950 HP modules are useless VS Hornet's Overdrive - Scout Radar
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yes, i only talked about them why did you quote
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your most used combination is Freeze and Wasp + Mammoth, or you are a MM battle player or you play defense, you have no experience of what I am saying
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Have you checked my KD? I don't mind dying, I worry about not being able to save anyone with Healing from isida. Larger maps have bigger problems, Shaft 4125 HP in a single shot, Striker average damage of 7040 HP, Gauss Min splash damage radius sniping mode (m): 20. The game is completely unbalanced.
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all PRO battles for patent legends have these augments!
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Firebird (Incendiary mix) Damage (HP/sec): 1050 total damage: 10500HP kills Heavy Hulls with 50% protection Freeze (Corrosive mix) Damage (HP/sec): 990 total damage: 6930 HP kills Medium Hulls with 50% protection
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245,000 is not expensive, in two weeks without premuim adds that amount.
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Compact Fuel Tanks is powerful, but you only need to use a Heat Resistance to protect yourself
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But the most OP in PRO battles is: Firebird (Incendiary mix), Freeze (Corrosive mix) Hammer (Dragon's Breath), Twins (Heavy plasmagun), Ricochet (Plasma-torch), Smoky (Incendiary rounds), Striker (Missile launcher "Uranium"), Vulcan (Incendiary band), Thunder ("Sledgehammer" rounds), Railgun (Large caliber rounds, Hyperspace rounds), Magnum (Mortar), Shaft (Rapid-fire mode), all turrets with Adrenaline. the game absurdly increased the damage within the game but reduced the healing and can only equip 3 mudulos at a time.
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? these maps are important, soon reach maps are for MM battles
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