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Nuclear

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Everything posted by Nuclear

  1. @Opex-Rah could u explain to us what made ur brain to do that?
  2. Yea, comparing a module that u could get for 2.5k tk in 50% and augments that u have to grind for ~1k hours are totally same They nerfed the phx turrets and they gonna compensate us with a new one, i get it, idc that part What pisses me off (and most of the players) is the way they do that He says on the vlog that bs that players basically played to get an icon and others gonna think that "waoo they are true veterans of the game" Yea, sure thats why everyone grinded, and im pretty sure that those who have phxes (and those who close to get one) are happy and gonna use it after this patch
  3. Nerfing phx turrets somewhat understandable as it would make the game unbalanced as a lot of ppl would get it eventually. Scamming ppl (bcz u knew at the beginning that thats gonna happen) is not a nice move but what do we expect As for the compensation, instead of giving us an aug that will be on the epic container & nerfed eventually, I think you should give a unique paint for the current phx owners with a *YOU GOT *****ED* write on it or smth
  4. Nuclear

    Tanki Alphabet

    turret/bullet
  5. Nuclear

    Tanki Alphabet

    Quite true. Just because they've made prototypes back then that won't make it "LC" skin as it was never released to the game before, same goes for the tesla LC (and the gauss LC that's coming soon) Little sad that they keep spending money on skins like that in 2025 instead of focusing to the remastered maps that they promised a while ago.
  6. Nuclear

    Tanki Alphabet

    I can't wait to try out the new, amazing, good looking vulcan skin! Keep up the good work devs
  7. Nuclear

    Bug Reports ❗ NEW ❗

    Paladin and Hunter still have 3k damage on blaster The engineer augment affects the juggernaut and we get only 1k hp when we take the supply box with it.
  8. Nuclear

    Let's Discuss Crusader!

    https://www.youtube.com/watch?v=04xrlL-zbQM What I said, I said it based on in-game facts. For me, it's clear that the driving differences between the crusader and paladin are due to the different control mechanism as I mentioned couple times and the shape has nothing to do with it.
  9. Nuclear

    Let's Discuss Crusader!

    I've checked both the crusader and paladins hitbox and shape, and it's basically same. There's maybe a minor difference but its hardly noticeable. It doesn't seen that you have a lot of experience with hovering hulls (based on your profile), but I would suggest to try out the paladin and crusader and you will see, that easier to drive the crusader because it controlled by camera position, meanwhile the paladin controlled by hull position as I mentioned before. If you play with crusader and you press the forward button (usually W), it always goes to the direction where your camera is, meanwhile the paladin moves based on the hull's position while turns based on the camera.
  10. Nuclear

    Invite a friend

    What's your problem with this idea? You literally lose nothing, and if there is a chance of getting new players with this approach, its a win-win.
  11. Nuclear

    Let's Discuss Crusader!

    I don't think that the shape has anything to do with it. The reason why the Crusader is better (or lets call it the most OP hull) is because its control. Meanwhile the hopper and paladin controlled by the hull's position, the crusader and ares controlled by the camera position which makes it much easier to play with it.
  12. Most of the exotic augments designed to be strong in either short, mid or long range, meanwhile the phoenixes are meant to be good in short/mid/long range. but not overpowered. Even if the 0.01% of players have it, if it makes the map extremely unbalanced then it has to be nerfed. I like the updates (especially the blaster nerf), but I wouldn't mind if you were nerf the shock freeze's tick rate.
  13. Well, I really don't want to check the grenades too to figure out what protection should I use against it. Not to mention, that we can change only once, therefore who changes later could get an advantage that would make match more unbalanced.
  14. Nuclear

    Let's Discuss Augments

    Bcz they want to finish the HD skins before they introduce the hovering hull for JGR. The console/mobile only hovering hulls might exist in your dream, far from reality. You talking about skill issue, funny. I remember when u were crying about the JGR abuse and said, "i can make 2k score easily on any map, bla bla bla, meanwhile none of us could do that tbh. In reality, your ego talks for you. "cuz i dont have every augment memorized? I don't play this game 24/7 unlike you" no offense, but you looks the type of guy who literally memorizes every single augment At this point, I rather stop arguing with you because can't be taken seriously.
  15. Nuclear

    Let's Discuss Augments

    It feels like I talk to players who don't understand the game/developers perspective AT ALL, but.. lets try to explain it to them, cry babies... If Hazel would believe that hovering hulls were a mistake and ruin the game, he wouldn't have introduced one after another. Hell, he wouldn't plan to introduce a next one for JGR, but he DOES! Why? Because he wants to make this game to be playable in multiple platforms, and playing with tracking hulls on mobile or with joystick is not enjoyable at all. You can cry on forum all day if you want, but they are not gonna be removed from the game. Alright, and who cares the "if" part, if it can be used by "trashcans". Again, you are trying to make the removal of the hovering hulls as a decision point, when it's not gonna happen. Hypersomnia 2.0. It's pretty clear that you have no clue how to develop a game. Without the augments, this game would become extremely boring in a short time. 1. Vacuum Striker is overpowered, it doesn't matter that you miss with it sometimes, because you can keep shooting the enemy from spots where you can't be killed. 2. Sustained Nanobot Isida not op at all, it has +50% energy consumption when you attacking an enemy, therefore it barely can kill 1 player without a reload. 3. Magnum Destroyer op and annoying 4. EMP Shaft too op, the time of re-activating the supplies should be shorter. 5. Gauss Solenoid Cooling not OP, not even with extra dmg. 6. Hyperspeed augments either OP or useless based on the map, therefore it should be nerfed. (The ricochet hyperspeed currently the most broken augment) 7. Mortal magnum not OP at all 8. Thunder Bolter OP, should be nerfed 9. Striker's Faust and Tandem might a little stronger than it should be, but I wouldn't call them OP. It's strange that you didn't mention the shock freeze which is one of the most broken augment IMO along with the blaster
  16. If new players want to participate, they have to pay for it. I know it seems harsh, but tanki is a "free to play" game, therefore the devs must persuade the players to buy for real money. Back then, when we would have to pay ~40-50m crystals or ~100k tankoin to finish an event (for the vulcan DC for example), well, that was crazy. Providing a limited silver contract in every 24h seems a good middle way to me and I support that idea, but I see no chance (nor I agree) about making the same for the golden contract. Note: I know that this event is expensive, no doubt, but we get much better prizes than in usual events.
  17. That's the part u misunderstood. The minigame event the only one that requires huge amount of crystals, the rest of the events don't, and even if you can't finish, you still can get good prizes. (I don't want to repeat myself, but as i mentioned before, lower price would result lower rewards)
  18. I support the idea of adding a discounted silver contract in every 24hrs, but you have understand that there are players sitting on 10-20m crystals and there has to be events where we can spend it. (lower price would result lower rewards)
  19. it costs ~5.5m crystals/20k rubies to finish the minigame the rewards: 5 skin, 2 skin key, 3 aug, ~220 common cont, ~100 epic cont, 15 weekly cont, ~500 snow grenade, ~150 bomb grenade, ~2k supply each, 40 nuclear energy we can complain for a lot of things in this game, but i believe that the price of the contracts are fair enough
  20. Nuclear

    Let's Discuss Augments

    I agree that the hovering hulls have advantages over the tracking ones, no doubt, but you literally want to blame the hovering hulls just because you spent money for that augment? Well, that's ridiculous.
  21. Nuclear

    Let's Discuss Augments

    Everything is about the hovering hulls for you... This augment is OP, even if we use protection against it
  22. I think the price of the silver contract quite fair compared to the rewards of the event. The bronze might should be adjusted to 5k crystals for 3 gingerbreads.
  23. I started the list with "remove all disadvantages". What I meant, that the impact force should be zero only when we hit a teammate. Shaft has a -15% dmg decrease. Both shaft and thunder should have the same advs/disadvs imo It would apply for shaft and thunder heal only. The main issue with the long-range healing that if the teammate uses defender and the shaft/thunder heals ~2500dmg/sec, it's pretty difficult to kill him. We often abuse that advantage with phoenix hull, so even the status effects worthless against us. You talk about "skills" for the usage of the nanotech (which's partially true), but in reality, there are couple map where it's actually useful (like desert, iran, dusseldorf), meanwhile totally useless in the most of the maps.
  24. Yes? The 2 healing augment should be balanced. You quoted that like there's a dozens of shaft healers, meanwhile I was referring that much more player uses shaft than thunder for healing. I agree on that shaft/thunder heal can be overpowered in certain maps, but taking away its aiming assist is a very stupid way balance it. Devs logic (no offense) sometimes blow my mind, like why did it take a decade to fix the visibility in night maps. Anyway, back to the thunder, I think the balance would be pretty simple: - Remove the current disadvantages from the turret - Remove the impact force when the bullet hits the teammate - The teammate's armor should be considered, which means that: if the thunder heals with a 100% double damage (1800dmg), but the teammate has a 100% armor , the amount of heal should be 900 if the teammate uses defender, the extra armor should be considered as well
  25. What you said make no sense to me. Comparing thunder and shafts dmg/reload, there is no significant difference at all, but if there is, I would say that the shaft is better as it can heal more "fluently". Thunder dmg: 900, reload: 2s Shaft dmg: 710, reload: 1.5s Shaft's advantages: - It does not have projectile speed - Its "bullet's" hitbox is much smaller, which means that easier to hit the teammate even if he's surrounded by other players (the dead tanks make the healing with thunder way harder) - Impact force is removed on both augment, but the thunder's impact force is higher than the shaft's originally Thunder's advantages: - It has splash damage, therefore it can hit the enemies during healing If you would be right about the thunder-shaft balance, there wouldn't be ~10+ times more shaft healer than thunder.
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