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Everything posted by iplayatankonline
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This event is great! Im not equipping fire, or freeze, or hornet, or viking... I think the hornet od could be done quite fast. Im a hefty vulcan titan driving around equipped with fire immunity, fire protect, and freeze protect having a field day blowing up firebirds and freezers left and center. My weekly mission was to do 500 kills. I did it in one day between server reset and server reset. Also, not specifically to do with this thread, and I forget which member of the tanki team I was talkinga bout vulcan with. But though I love my vulcan rubberized rounds, in debating vulcan rubberized vs vulcan incendiary, I decided to reequip incendiary band and have been playing it for the last week or so.. almost exclusively. So three maps stand out as massacre, stadium, and I think its the forest one? with the hill in the middle? Its not that rubberized rounds cant use its advantages on those maps, but incendiary is definitely better overall on these. Also, just in general on all maps, been playing incendiary and I often take top place. I would often take top place with rubberized rounds too... but I forgot the sheer power in output from incendiary. Id been playing adrenaline, then got rubberized and played that for like... a while. Then got back into incendiary. Ok, so even in the worst games, where you have lots on other team equipped with fire immunity or fire resistance, its kinda the same as when I said vulcan IB can force out fire protect and vulcan protect, leaving other teammates with different equip less opponents equipping their protects. So you help your teammates out. It is same with fire immunity. Less opponent with emp, stun immunity and others giving teammates options. They devote so much to blocking you vulcan IB rest of team can do well. Ok, and then the times were like none on opposing team have fire immunity...and then yes, you see what vulcan IB can do. Now, there are still times when Im quite distraught not having rubberized rounds equipped. With rubberized, its mainly just knowing and see where opponents are hiding and where they are. That magnum hiding in behind some buildings? With incendiary band you need to get pretty much in line of sight. With rubberized you can just figure out angles from a multitude of directions and just say ok, I need to either get the far right of his spot to bounce him to death, far right, or some how get above him. And then its easy to kill him without even seeing him. Im mainly more on the fence of which is better. Incendiary band I also forgot to mention is clear winner in taking on groups of enemy tanks. You can do 3 sweeps of enemies lighting them all on fire and tickling them with 500 damage while they burn. So clearly like in siege you can do well. So it is vulcan IB is a blunt tool, rubberized is maybe more precise and fine tuned. Both are probably better than I give them credit for. But maybe neither is largely better. Depends on map, and game mode. Both pack a punch.
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Bundles not even close to worth it. Be especially crushing to anyone who buys... and then either tomorrows challenge or next challenge after viking heat immunity is there. Shock freeze and compact fuel were already offered recently in challenges. Anyone could have them. No value to that bundle. Most of those containers, 50% will be common supplies etc... some paints. I hope if someone buys they at least get armor peirce smoky or freeze. Something good. Good luck to whoever chances it...
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yeh, I more or less agree. There is a time investment on many maps to learn the bounces. Simple bounces like up and down ramps isnt complicated. But also I think, because you have to spend 10-12 hours perfecting bounces you gain from that enjoyment. There is nothing mundane or boring about it. You are actively learning something new. Like on maps where you are going up a ramp, and there is a ceiling... rubberized can bounce off that. Brest and wolfenstein I think at the very least have these probably others too. Barda Im pretty sure is also just a whole heck a lot of bouncing. Ultimately to each there own, but like with any combo, sometimes time to master it is required. I just hate when jugger goes behidn taht central grey wall in their base on highways. Its a good protective spot. But either vulcan rubberized or ricochet can get them there. And tahts the other thing, im probably not even the best with reubberized right now, meaning i have room to grow. I also just like vulcan play style. Both are good options. But I think in its prime, rubberized does well in more situations. But for siege, maybe i really should go with incendiary band more often. In araes where you face a lot of opponents hiding in behind obstacles and buildings, rubberized is good.
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I just used incendiary band in a couple siege games. I admit it was good. Esepcially when you had opponents forced to come to you, and you could just shoot them lighting them on fire as they came. I still think rubberized wins out, but in things like siege certainly argument to be made. And in context, some will always have an advantage. With no heat immunity on opponents team... yeh its strong. BUt what is it,the barda map? Where the whole perimter of the map is a wall? Rubberized there for sure any mode.
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Nope, I think you understood perfectly and the response is fair. Were just looking at different information to focus on. Rubberized in my view still beats incendiary hands down. I dont even think it is a competition. Two main thoughts to keep in mind, 1) what does the augment let me do in addition to not having it 2) what counterplay options do my opponents have to stop me. I freely admit rubberized and incendiary band add a lot (rubberized adds more). And obviously keeping both thoughts with heat immunity equipped in mind. Having said that, if I have rubberized roudns with heat immunity, and someone else has incendiary band with heat immunity in straight up battles I beat them. They dont ignite me on fire. You can chase them around corners and have line of sight as long as you know the angles in so many ways. I accept some may think equipping heat immunity is out of favour, prefering to equip emp immunity or stun immunity. But still. I think my point stands. if they want to stop you, they will equip it, then you incendiary band is toothless. So I think it becomes this, which is better at hitting their targets and doing what their augment allows. Does incendiary open fire on the oppnents and light them on fire when they re in sight better, or does rubberized hit them in the open killing them, and also chase them behind buildings finishing them off and killing them. With vulcan rubberized... you cant always get an angle, but you are actively killing more tanks more often in my view. One thing I will give incendiary band credit for maybe is only this: if they dont have heat immunity, and choose to equip both vulcan protect, and fire protect just to deal with you this helps your team if it means they only have 1 free slot to protect against the rest of your team. So some other team member if you have a rail, hammer, gauss, shaft, your opponent is only equipping protect against one of them. In dealing with rubberized rounds, I can only get them to equip vulcan protect, and they have 2 free slots to equip still. Also, in the modes, like specifically juggernaut. In my view rubberized rounds is at least twice as good if not three times as good at killing the jugger than incendiary. Juggernaut is immune to all effects... can a juggernaut even be frozen or lit on fire? i dont think it can? So a big portion of incendiary band is blocked. But finally, its in those speicifc moments where the juggernaut runs behind a building thinking to get out of the way that incendiary cant chase waiting to activeate its ovedrive. Rubberized will get the kill. Not always but a lot. On highways and osa, and most other maps, very common jugger hiding spots are no longer spots to hide. Theyve just oput themselves in a spot wher eyou can hit them, but they cant get you.
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So you have all the striker augments... and you describe one you dont like? I have all striker augments too... and so I would say my faovurite is hunter. You didnt describe any of shafts augments. You just stated gauss is better... A lot of your comment... i dunno man. You are responding to thread about augments... and you are just comparing stuff or saying stuff isnt good. I guess I was thinking youd be writing about the best of each. Maybe I misunderstood what your post was intending to do. So all good. With my last comment, maybe you were jsut writing to say you didnt like rubberized and vulcan. I thought you were commenting on the augments, now reading more, I see you were perhaps doing something else. Some you def described the augments you mentioned. But with thunder and some thigns above, you didnt really elaborate. think wild001 hinted at an idea I would actually recommend as an alternative. Maybe you could do your top pick for each turret, and then rank your view of the all top turrets and their best augment. Can vulcan rubberized be first? :P :D I mean sure.. make gauss emp first if you want... but, in any case. Gauss emp has a whole augment that can shut it down. Vulcan rubberized... you can really only get a protection against it. So Id say vulcan rubberized is best. I would vote fore list of best augment for each turret. Then rank each combo of turrets with their best augments.
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Um come again ... I am sorry but what? Lets just slow this whole sentence down. But please let me prove you wrong about.. whatever this sentence is. No one should place any valuation on a description of rubberized round with the above quote. I almost dont even feel qualified to comment as Im not even sure what it is saying? I should give you chance to clarify first... and then I think its clear you are not even evaluating rubberized rounds.. this is just a statement about vulcan. To be clear we are talking about rubberized rounds which does this: +400% number of projectile bounces. (so 5 bounces? feels like it is more in practise). Minimum Richochet angle of 10 degrees vs 60 degrees for standard vulcan? And the negative is -25% in projectile speed. The positives are huge boon. No real sacrifice to damage. Projectile speed down side... is not that big deal. But lets just be a bit more attentive to the phrase. You begin ... I have got the buyer only rubberized rounds from free container *free ultra container I assume you mean. Ok check, Im with you so far. I got it too. I paid for a bundle got it in that way, but I aint complaining. But lets continue, so then you wrote, worse than I thought. Ok. It is worse than you thought... guess this could still be true... maybe you thought it would be better. I think it is absolutely amazing and the ultimate destroyer of worlds... but lets continue. You write, as I dont have heat immunity for hulls and vulcan self heat damage make not effective compared to twins in todays fast pace. Ok, well then your complaint is with vulcan. And I cant disagree with you that with heat immunity vulcan will be at a whol' notha' level if you know mad tv. So in this sense, everything seems like what you say is legit. But what did you write that describes rubberized rounds? Just that, when you use rubberize rounds as an augment ... you overheat? Im sorry but things start to fall apart here. There is no augment for vulcan the turret that removes heating. Only the hulls. So in your view, maybe you are saying the best augment for vulcan the turret is a hull augment for heat immunity? I mean, aside from being not an augment for the turret vulcan I can see your thinking... but lets assume you do have a hull augment that is heat immunity. Then what vulcan augment would you pair with that hulls heat immunity.... Well you opened it in a container, you would use rubberized rounds. Because it does so much better than any of the others. Entire areas of map become open to you and impossible for enemies to hide- anywhere. If you are on the highest highway on the map highways right perched on top of the opponents base you can literally hit them anywhere they are except a very very slim number of places. And even those places you probably can, I just havent found the angles yet. I can confidently say the world is your oyster up there, and you can find ways to hit them. So... normal vulcan cant do that. Adrenaline Vulcan cant. Incendiary Band vulcan cant. Shooting speed and regulator cant either. Neither can twins. Lets say they have like 6 spots on highways map to hide... maybe. Anywhere back in the buildings, you can get them. Its up near the grey slab walls. Anyways. Maybe you think Im cherry picking maps? Um no. Every map becomes opened up. You spend a gratuitous amount of time anticipating where people are just by firing at buildings to see if they are in places where you learn the bounces go. Every ramp whether from below or above becomes usable as a valid ricochet spot. A very few number of maps do not truly benefit from rubberized rounds. And really, its just massacre. You could say... rubberized rounds isnt good on massacre. And other that. Rubberize rounds will kill anything. It is better than twins in every way. Twins fires from two barrels... constantly. Vulcan fires from one... constantly. So constant fire is same. Twins has less range. Twins will self damage at its close range. Twins will miss a large range of its shots at its longest range. So there are a few downsides to twins there. Vulcan will have trouble targeting or rotating at the closest of ranges against enemies. BUT rubberized rounds equipped will often ricochet in many locations to hit them mitigating this one downside soemwhat. Vulcan over heats... so yes. But there are remedies in heat protection and heat immunity which negate that as well. And other than that, vulcan does high damage and you can aim and hit target fairly well with it. I could go on about how great vulcan rubberized rounds is for ages... I could write up a series on every map, with various modes. Sometimes Rubberized rounds is exceedingly good because of: assault mode location of score spot like in chernoybl, you literally just camp on top of the holes of the ceiling and you can ligtht hem up underneath with them having zero ability to shoot back at you. Where cps or rugby points or flags are. Really, you ahve rubberized rounds ... so you gotta use it. So get a heat immunity SOMEHOW. ideally on titan if youve got it. but I think on lots vulcan can do well. I just would recommend some health to pair with it. Or just equip fire protection and get some practise in. And use this combo. Its really good. So so so so so so so good. The only problem maybe when they equip some vulcan protect against you... maybe. In straight up one v one, there are several combos that can beat you. But with rubberized, and in areas with buildings and walls, and other things. Or maybe its that your vulcan isnt upgraded to the level it needs to be at your rank in compared to others I dunno. but you can slam teams to death with it. Also depends your style of play. Rubberized should be played to get you kills. It may not help you score goals when you are traversing open ground to the score point, but it will help you in many ways sneaking up, or just planning a route. And to be fair, scoring a rugby can be done when you can shoot around corners killing everyone there first. It just does so much...
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Not sure. I mean, I think they def add it knowing its not underpowered. It is something new, they want it to make a bang in the game. So they probably dont add stuff to just buff it right away. The benefit of adding something over powered is people will go for it. I mean, I have to say, bit of troubles with making hard turns for hopper. And my side to side strafing is not that good. So I wonder how people are doing the side to side so easily. But I upgraded hopper to mk5 and scored 2 flags. 1 each in consecutive games. I upgraded it to mk6, and I;ve scored 3-4 more times with it. Ive only played on ctf. Only like 4 games I think. And to admit it, I probably sucked really bad. the hp was like... 1500? or 1600? I stil scored more in 4 games with hopper (around 6 flags captured) then I would normally Getting like 1 flag captured in 6 games. Wolfenstein you can jump from off the platform over the wall and be prety secure head lead on any chasers. Ugh. It was delightful to jump that wall on wolfenstein and score - all the power I was wanting. And I know its overpowered... but I was using mk6 so I mean... engh. I worked a little for it.
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omg. i can use hovering hulls now! I know this is my fault. And that it has probably been covered EVERYWHERE on tanki to do this. But I did not know... I have hopper, crusader, and ares. But I couldnt control them. Now I can! Thanks man The power of hopper shall be mine! ... once I upgrade it to mk7 lol
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This should have gone into point 4) ... if you have a splash daamge turret equipped. If you are using thudner, or twins, or gauss, etc etc. Sometimes it is worth to equip your own turrets protection to lower the self damage you take.
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Strategically... I would say it is imperative. But only if you are going to do it right... which gets complicated. And I have a method probably like anyone... it may or may not be any good. Ill somewhat describe it. First, go into battles with your typical protections you feel you will face. Sometimes this can be based on whats common at the time... as in right now, every battle I go into, I equip rico twins and hammer protect every game. Sometimes you join game, and with todays special mission its exactly what you find. 2 hammers, 3 twins 1 rico... well gee... 6/8 plyaers I have 50./50 protect against... so this game should be fun :D Or, if just a regular battle, maybe you feel the three most threatening turrets are thunder, rail and fire. Or maybe gauss magnum and vulcan. My personal hatred is magnum shafts gauss and rails. These guys will just kill me you in one shot. Leaving 0 counterplay. If i equip my protects, sometimes I survive a few shots, and can turn them to dust. I cant stand being one shot. I have done everything I can do guarantee myself some counterplay. If I go out into battlefield and 3 of my spawns are instant deaths... Im wasting a lot of time. I want 2 kills every spawn. Going down 0-3 is no ideal. Ok now into the more nit and gritty common sense part. Only go to garage after you have died. Do not spawn, go to graage change equip, shuffle back, wait to self destruct then respawn. Its a simple system. You die. When you are lfiting off the battle field, go to garage, change your equip. You will reequip during that death, and not have to respawn. Do not change equip after first death. Usually I reequip on death 2 or 3. During the first 2-3 deaths you have a few answers and things to keep tabs on to make sure you get your equipment right. 1) Distribution of opponents turret 2) Top opponent turret 3) Effectiveness of the protection vs turret 4) miscellaneous 1) Literally, in your first two spawns or three, identify every one of the 8 opponents turrets. If you notice they have 2 of a turret, almost guaranteed it is smart to eqiup that protection. Of the 8, if there are 2 twins, and 2 rails... right there you have protection against half the team. Find one other turret that bothers you or is killing you often and equip it. This number to reapeat, is identify the turrets, and IF there are numerous of one turret, equip it. 3 magnums? If you are facing 3/8 magnums, and choose to not equip it... there had beter be a good reason. 2) This is a bit of combination of things but basically, look at opponents team after first few mins and make mental self note. What have you noticed going into the battlefield seems to be doing the most killing? I.e. they might have 2 rails, 2 magnums, and 2 ricos. But their SINGULAR striker is the top player, and getting massive kills in a tdm game. Meanwhile, their 2 ricos are slugging it out in the bottom 3 of their team, only getting a coupel kills each. Whatever the player on their team doing the most kills, you might want to equip that protection. They know how to use their combo. Protect against it. One final point, ok, they mgiht have a couple shafts, and 1 great vulcan on their team. But the shafts are not good, or, they arent really bothering you. You havent even been shot at once by the shafts in your first 3 spawns. And the vulcan is good... but you are maybe really good at dealing with the vulcan slow turret rotation and in this game... youve actually killed that vulcan twice! and not died once!. But they have 1 twins, 1 isida, and 1 fire. And you seem to face them a lot each spawn, and they are the ones i your face killing you. In this case... protect against whats killing you. They might have a coupel shafts... but if the shafts arent killing you or bothering you - ignore them. If their top player isnt getting kils on you, and you actually kill them more often, maybe your combo actually just PRECOUNTERS theirs, and you dont need their combo. But, you are playing midfield, and you dont face their most numberous turret, or their teams top turret, but a few singular turrets that you always butt heads with... so equip those. So that was a scraggly paragraph.. but Im rushign this. The point of paragraph 2, is equip based on what you are dying to. or what is likely on their team to kill you. 3) Ok.... Some protections do much better vs a turret than others. For example, turrets that take a long time to reload, really rely on each hit to do the job. So when you equip protection against turrets like: Hammer, Rail, Thunder, Magnum, etc this can be MUCH more game ending then when you equip protections against say turrets like twins, vulcan, fire, freeze, or isida... and others. or particular augments. I notice in games when I can equip protection against a hammer, this player is completely toothless. Same for magnum. They go from killing you with heavy dmaage output ina coupel seconds, to needing shot after shot after shot to kill you. You completely neuter them. So sometimes, Ill equip a protection just to completely shut down a player. Ie. when an opponent is firebird, and you equip 50 percent protection and fire immunity... and they are just firebird with adrenaline. Um... that guys barely gonna scratch you all game. But lets say you equip protection against twins or vulcan. In my view... these things do constant damage and are still going to kill you fairly fast. You will gain more time... but protection doesnt really shut these turrets down as so utterly liek they do against hammer. THe last thing a hammer user wants to see is that he is doing 250 damage against you per shot. How many shots is that hammer gonna need to do 250 at a time, 6 seconds apart? whereas if a vulcan starts doing 112 damge per bullet isntead of 275... I mean, 112, 112, 112, its still gonna kill you. Youve just gained a few seconds. So point 3, by eqiupping this protectiong against turret X, how much time am I gaining in counter player. In a turret liek amgnum shaft or hammer. you might go from I have no time to counterplay regualrly... I just die. to omg I can survive like 4 shots, 20 seconds? I kill him every time now! Or, against twins and vulcan.... ok without protection he kills me in like 5 seconds or less. With protection I have about 9 seconds. So Ive get 4 extra seconds to kill him.... can MY TURRET benefit from that? IS 20 seconds going to gain you that kill in a 1 v 1 sparring much, is 4 seconds going ot make a difference? Just questions to ask. 4) I will maybe revisit this. I might have bundled things together in last few posts. I feel there is other stuff to consider. But engh I dunno. It might be just game particular. Like what map are you on. Dyou feel that you are on a map that really favours vulcan... and you feel if you switch to protect yourself... they ll just equip vulcan and then you r screwed because you cant reequip? Like if in a ctf or rugby game, sometiems just having freeze always equipped is worht it. Even if they dont have freeze. Cause maybe theyll switch mid game once they realize your team has switched out. Um Im sure there is more to write but im good for now. Ill maybe edit or respond to quotes.
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What Drones Would You Like To Be Nerfed Or Buffed? And Why?
iplayatankonline replied to FRU1TY in Archive
If you wanted to tweak it. I wouldnt go to much higher in percentage. If someone wanted to argue for 12.5% total boost... ok whatever. The tweak could come with some kind of other gimmick. I get its the one drone thats just purely got percentage bonus no gimmick is partly the definition of the gimmick. Its just pure raw armor and damage increase... and its cheapest drone of them all. Everyone of my accounts has brutus. The weakest account I think I have is at 8.2% I think. But at that rank... it feels strong. So I dunno. But since all things in tanki have a multitude of things given to them.... cough, hopper. Brutus in this sense... I would agree with group saying its the one that needs the buff. Its good, but its nothing compared to a piece of equipment like hopper that generates so much power. Id if I wanted a gimmick added, and something for brutus. Give it some kind of aerial mine. Is it true this was a thing in tanki X? Anyways. Could be anything, but I see that side of the argument. Even though I hate it. I dont think answer to hopper, hunter, crisis, saboteur and other things, is just give everything all these addtiional effects. And its passive. So just every 15 seconds it lays a mine above your tank and stays in the air. Magnetic... I imagine if in tanki X thats what did it. So it will set off and hit ground tanks, but also destroy hopping tanks. :D Defender is good at countering saboteur so I do kinda approve of it. You can handle 3-4 mines and this gives you a way through... but you do take damage. And defender mostly peaks in power when opponents arent default equipped in way to deal with it. But you join a game where there IS counter, emp gauss, 2 hornets with rotating AP, an AP turret or two. I dont think i perform that spectacularly in those games. I just feel like if there was stuff to be solved... solve crisis and hopper way before you deal with defender. -
What Drones Would You Like To Be Nerfed Or Buffed? And Why?
iplayatankonline replied to FRU1TY in Archive
Um ok... Ill come in to defend defender. Is it strong, yes? But only because of it being always active if so chosen. So a very slight nerf in the timing... but lets not kid ourselves, is this drone anything compared to crisis, saboteur, and maybe one or two others? Ima say no. I agree, a slight nerf is in order... but lets be very very... very very very .. .very careful. Cause there is a huge elephant in the room on this subject. Are we all just going to pretend there is no such thing as AP? not gonna talk about that? AP is a complete counter to defender drone. It is literal armor pierce. And if that wasnt enough. Booster and defender and all other drones that equip drugs like trooper etc etc, suffer immediate death to ... emp. EMP is in the game folks. A turret like gauss can do this we all complain about it. Hunter hulls. So I spend 3 armors to give myself that health, and I get APd or EMPd ... and what does it matter. If it is AP, ok one player Im dealing with? EMP anyone can kill me. I cant equip immunities to both. I could equip AP immunity... or i could equip emp immunity. We all know there is a classic combo of vulcan and heat immunity. So any vulcan heat immunity with defender... AP and EMP that $#!^. Im not saying this to act as if defender is not a problem. I was foolishly playing a game of CTF and yeh. Hornet defender with my protection equipped. I just watched him score 5 times. I couldnt do anything to stop him. I get it. I should have taken notice of what equipment he was using, and either gone for emp gauss, or armor peirce rail on him. I could have countered.. or tried to, but game was over in 2-3min. So meh. A defender nerf in my view is to maybe lessen the duration. Or keep it at 30 seconds, and prohibit immediate new duration of 30 seconds. On the other hand. I dont think brutus is that bad off. But Im all for a buff... of some sort. But should be careful on this one. Brutus isnt exactly toothless. You make it like.. 15% or 20%... I honestly think many will start crying. Ive used brutus for a while now. And additional 5% damage and armor at all times... (with regular 5% for all drones ignored) can be useful. Its nothing elaborate and abuseable like saboteur effect or other drones. Its passive. But it works. At the same time, I have to agree, its just kinda good. Like I mean... flat good. Buff could be in order. But be specific and careful with the buff, or Im sure people will complain. -
valid Nerf the starfing ability of hovering hulls
iplayatankonline replied to mjmj5558 in Ideas and Suggestions
In my experience Ares is the only hull that when playing against I would say the owner of that hull is doing the best he can and ares doesnt seem to cooperate. You can really abuse the lack of maneuvability of ares.... so if it were up to me, Id leave ares out of it. Hopper has so many problems with it... where do you start. Anything to nerf it Id readily welcome. Everyonce and a while I try to branch back into the ctf and rugby modes... But I just cant do it. Stun immunity is the only thing that can make hopper somewhat bearable... but it cant counter half of what hopper is capable of. It only counters the stunning/drpping your flag/rugby. Some method should be implemented to give the juggernaut repulsion ability to in game hulls of all modes. Though I would suggest it ONLY work against hovering hulls. And most effectively work against repeling hoppers. Just do some thing where it says ares will suffer being pushed bakc slightly, but always just land back down not flipping. Crusader will be pushed out of the way and be reoriented away from original position but be fine. Hopper will be instantly incinerated upon contact with the repulsion wave with a cool new visual effect as the overdrive it uses reacts negatively with the repulsion beam to instantly destroy the hopper. Hoppers have ahd their ease of abusing game modes for some time now. Lets shut it down already. Everyone keep being vocal. No one is enjoying a lot of what is happening. Aside from the people equipping it and having a field day in rugby and other modes. When I confront the players using it, lots of times I notice they are in first, and they offer some sincere (or not) comment about being sorry their equipment is overpowered. To some extent, ok who wouldnt equip over powered equipment. If it lets you get to some spot as magnum where you can freely bombard everyone without retaliation... well gee. I guess the hopper magnum will have fun at all our expense. Great. Hornet was nerfed. Given time, truly hope hopper is nerfed as well. Im fine with hornet now. So i give tanki devs credit with being able to balance equipment. Hopper needs it. The strafing itself... enh... yeh, for hopper its bad. Crusader yeh, maybe slight issue. Ares... dont think ares is maneuverable at all. Only mammoths maybe have trouble? But i dont use mammoth much, Im guessing the size and weight should be able to still put ares to shame in some instances. I can use titan and weave around an ares and feel embarssed for them. -
Oh wow. I must have misread somewhere... and not even looked myself. I htought it was wasp cold immunity (which I already have from container) but its not! Hornet cold immunity. I dont have that. Even better. I cant say Ive often equipped a cold immunity, I believe it isnt one of the better ones. Coudl serve its purpose in ctf or rugby... If I notice a smoky, or too many freezes on a team. just something else to bolster your garage I suppose. I have both turret augments already.
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Yeh I dunno. It feels basic common knowledge. Ill give credit to #2 for rugby. In fact, you can do this in a few ways. 1) one yes if its in your teams base and you have no surviving teammates defending but you and you are low health, chuck the ball out of bounds especially if you got enemies inbound, dont think you have teammates ready to spawn in perfect position to help you. get the ball out of bounds and reset 2) if you are in the lead lets say 1-0 or 2-1 and its a close game and you barely accomplished that lead, to run the clock you can constantly throw the ball out of bounds. Or better yet what I like to do, is if you got like under a min left and have lead, run to a spot thats both protected and easy to throw the ball out of bounds And you can just run the time like in basketball and then throw it. Not letting them score etc tie the game. Now, even if you wish and its 1-1 .... you can if you want do this. Or try to score. But if you think you are outmacthed, like lets say they scored early 1-0 and you worked like heck for 5 min to tie the game and you finally made it 1-1. I would at very least consider holding the tie. I think for like best advise out there you have to show how to deal with the big problems. Best I can suggest is stun immunity. You survive the hunters and hoppers both when you are attacking and defending. Um, the biggest thing I would want to add is pass the ball but most infuriatingly WHEN YOU HAVE A TEAMMATE SITTING ON THE OPPONENTS GOAL SPOT. Now a margin of times this might be a thing where you think Im making a pointless observation. If you are on teammates base, and you are doing SOOOO well that you have like 4 people basically camping there base, where player 1 is moving toward point, player 2 is already at the point etc Then why even make the point. But no, seriously I would really critically make the point of always observing when you have the ball, and the proximity of all your teammates to the score point. If you have a teammate on the score point, you should memorize the length of a pass, and know for the most part the perfect distance to score a pass every time. Ive seen it so much where people are on point, where I am at the point, and they just want to score for them selves is one possibility, or... they just forget to pass. And its the latter that concerns me. Because specifically think about an enemy mammoth camping the spot. Then he activates his OD and charges you or whoever is directly advancing ot point. Now picture a friendly slipping in from behind after who knows what kind of a path to the score point. If you have that great team work mindset this is a perfect score that often enough Ive seen missed. You just got the mammoth off the point and forced is od out. If you pass it over top of him, the teammate in behind can score. Great set up... Id also make observation on industrial zone. Um, so the side where the score point is on the side with 2 exits to the tunnel, both within the buildings. When you are scoring against that side, playing the side with one exit from the tunnel. To score easiest with certain hulls, go to the building on the right that has the speed and repair kit. Go up that ramp, and there is a little destroyed piece of roof that has collapsed. You can use that to get in behind and score in rugby pretty easily. Can be hard to defend. But ultimately, Hopper has ruined these variants for me. I rarely play rugby at all anymore. And ctf is meh. Sometimes I will. Hopper ruins this game for these modes. Picture Brest and a hopper coming to score off the high ground. I literally dont know how to stop him scoring using his OD when he jumps from off there. You tell me how to do this, Ill take it as advanced. Because I know juggernaut has a repulsion over drive that can propel tanks away. This overdrive really needs to be given to another hull that can be played in game, and serve almost completely as a counter to hopper jump. Meaning if it currently cant counter it well the way juggernauts od is, a new one needs to be made so that it very effectively repels any kind of hopper in mid flight. I cant impress enough on the fact that hopper isnt a creative new hull that offers to game play tactics, it ruins game. Ive played games in assault since christmas sales where a team has 5 hoppers. Games are over in less then 2 min. Rugby and ctf games can finish in less than a min to not a team of 5 hoppers, but a single Hopper with crisis drone. Hunter was already terrificly terrible (Ive got it now... and at least benefit from its ownage) But hopper is even more next level than hunter. Power creep much tanki? Stun immunity helps... but ugh. I think stun should be removed from the game, or at least, dont make it drop flags and rugby. I dunno. Anyways.
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of course. auto cannon right after i bought it. at least i got it 50% off. and to be fair, ive been using it quite a bit last few days. so what can you do. but now... it will be even more widespread. anyone and everyone could have it in a few more days. my smoky protect is not one of my higher ones. but ill be upgrading it. i am happy however that i did not spend any tankoins on hull augments. i still have many tankoins left over. and have better part of a whole year left of challenges saved up for. so if hull augments are now 2 per challenge. they essentially cost 250 tankoins (worth even less when you think of the containers and crystals you get). Much better than had i spent 2495. Already got the wasp cold immunity in a container once. But its promising news, and Ill take the mammoth cold immunity. Think everyone should be giving tanki a shout out on this affordable way to make an impact on your game. Sure... the prices of bundles is nuts. Like, wow. But, 6 bucks for 2 hull augments *when they are suitable to you, and all the other stuff. Just saying. This aint that bad.
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I would ask the garage have certain changes: 1) show more information about the length of the upgrade before anything is selected, just like the cost is displayed, show the upgrade length. 2) make it difficult to impossible to misclick between differing screens, sometiems in sequential order. giving letter commands is helpful, but more effective methods can be made like subsequent screen selections not overlapping 3) display larger portions of information for a particular piece of equipment over all mk levels for easy comparison. Include aspects of upgrades, ranks equipment is made avialable. An entire additional section potentially to clearly show the comaprison. if it is cruretnly in game I do not see it.
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I would like to suggest and request 2 additions to the damage display system. 1) Add an additional colour lets say yellow for friendly kills 2) a generic area on the screen for any time you do damage (specifically off screen) Expanding on point 1: Yellow number to signify a friendly kill. You always see damage you inflict on the view screen when doing damage as white that is not a kill, and red when damage inflicts a kill. Adding yellow as a colour to display all friendly kills. So you will see possibly red colour kills *even behind buildings like normal but you will now see all kill shots for the entire game. Meaning lets say 10 red kill colour shots displayed, and 60 yellow kill shots displayed. Let us say for example that you and another thunder have each seen an opponent run in behind a small obstacle that obstructs your line of sight. You each fire bombarding shots inflicting splash damage only. You never see red. But your teammate does. Now, if you see the teammate kill shot as the yellow shot suggested, you know that the enemy is killed. Ok, the uses for this are more widespread. But I was giving an example. For instance, lets say you are chasing a tank around a very large building like the raised ground on sepurhov, but then as he turns the corner, you see a yellow number. You know the tank you are after was killed. So instead of driving around trying to see if he s still inside your teams base causing havoc, you just know he got killed. So that is summary of requesting visible kill for all friendly kills. You will know, the kill is made. Instead of wasting additional fire, or moving to intercept an opponent already killed. expanding point 2: Ok, for all types of turrets that deal splash damage, or ricochet damage, burn damage, or other kinds of indirect damage in all cases Id like a generic area of the game screen to show that you are dealing damage in ADDITION to the already displayed damage on the screen right where it is happening. So you are a firebird hitting a tank right in front of you and you see that damage great! Now also show me that damage somewhere else on the screen. With appropriate colours. Someitmes liek when fire bird is lightning 3 people on fire and then turns turret away, or weapons like rico or vulcan you sometimes shoot at angles where you have to shoot at a spot where you cant see the target that is being hit thought it is. Anytime you are doing damage offscreen. This is what I would like to be made visible. Splash damage this is more rare, but could still happen conceivably. You can burn a target, go in the opposite direction and see the damage right up to the kill. But off screen. So maybe the lower left corner or something?
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AutoCannon rocks. Twins is obsolete. Both Smoky autocannon and any number of vulcan variants now put twins wholely to shame. Twins for a long time was bread and butter to me. No need to ever use it again. The next twins augment better be the most over powered thing on tanki. Cycle it back tanki devs. Give twins some lovin again. Not that historically its been underpowered. But certainly last year or so. Any good augment combo with any turret happy to here. I dont have magnum and will never get it. But my garage is now full of everything else. So... AUGMENTS!
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In my opinion, tanki needs to make everyone legends straight up with some degree of boost to the low ranks. This isn't a good solution. But with the way things have gone... I dont really know. I can attest that I personally as a legend go into games regularly and see double red star players, or triple red star players and above. So that is lieutenant colonel, and colonel and above. I also have lower accounts that breach this threshold. Being in the double red star, and triple red star ratio. And a couple lower. The lower ones are spared. But the lower ranks I have in the double red star and above often face up against legends at this rank. As a legend, in my games there are at times a small number of low ranks in a game. Say 1 or 2. Or at time, Ill go into a low rank game, and be one of a handful of legends in a low ranked game. These are the scenarios. If this is because the only way games can be filled is to put high ranks and low ranks together... then ... the state of the situation for the game is yikes. Maybe I should not be putting any money into this game. If you can make more players legends... this will of course create lots of problems that need addressing... but as of right now. I dont play on any other account any more. It makes no sense. I havent played on the low accounts except for the very rare times when I can complete 2 missions at beginning of a challenge and get 2500 crystals for essentially doing nothing. And a few other things like that. If everyone became a legend, thered need to be a system... but with these high xp events. No one can even avoid becoming a legend. It will just happen to anyone that plays tanki to any degree of consistency. So do it with purpose. To some extent... maybe we could argue they are. They are throwing events, and discounts, and containers, and weekly stuff at us to make us stronger. Once people decide to swallow the pill and just accept they are going ot make it to legend.... we need to find a way to make that transition ok for everyone. Maybe if you are not legend, you pick 1 combo, and tanki gives you that combo mk7. Across the board free. Not mk7+ unless that is deemed necessary. Your still gonna be outmatched. But that singular combo can be your fall back. Then we all benefit from these events. Obviously the skil wont be there for everyone. They can still do the matchmaking according to gear score. Rank wont matter anymore All players will be legends. So you can have legends with lower gear scores, if people decide to stick wtih it, and the system would have to work on that. I cant say this is better tahn older systems. Obvioulsy it isnt. But doesnt this just move things along? Ugh, basically be a legend... or keep yourself below double red/triple red star.
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Ok, I could be convinced for getting adrenaline. What kind of damage would say adrenaline, with brutus do? I mean, I dunno. Maybe I should be goign for adrenalines.
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Never want to waste anything. But I have a nice chunk saved. 600k I might be able to get that up to 700k by the sales. I plan to get slugger for hammer. Incendiary for freeze. And smoky auto cannon. There are several adrenalines that I do not have but wont be buying any at this time. And absolutely agree, they really are just good. Especially when you find yourself in 1 v 1 spars on the field. I dont know if these come in regular containers, but maybe Ill wait to get these. I dont have fire, twins, smoky, rico adrenaline. Maybe couple others. And then I have upgrades I need to do. Upgrade rail, upgrade hammer, hunter. And some protects. I never felt rail was my style. But got rail and scout. i think my rail is 17/20. Im blown away how good it is. Of course, rail protection in games is feirce. It almost makes it not worth it. But with gauss, and other turrets sometimes taking the protections, like fire. vulcan thunder. Sometimes just sometimes you get in a game where rail protection is not prevalent. I never realized how great it is. It isnt my style as much. Ive always gone into the thick of things. Played the field and experienced being attack by long range but dont think of how to play it well. I think I was recently playing a game of ctf or rugby on sandal. I used rail and parked myself up on some of hte high ground spots. I was amazed at how good it is. I mean, sandal isnt really even a large map to be fair. But my garage is slowly becoming fully upgraded so I get to retire with getting the augments and picking which one. This year has really been graet for me for tanki and I guess the lock downs and what TO did for summer. I ranked 8 times or so in legend. Got 9 of my protects up to 50/50. And the others that I had neglected are now at least mk7. Those discounts every other week. Man oh man. It was great. So now its really seeing what these augments can do. They make some turrets so much different.
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High precision aiming is my bread and butter for smoky. On this account, and a baby account. I find it most useful... Um, assault rounds ... I think is useful when you have discipline. Aim every shot at a corner of the tank, and I appreciate that when things fall into place, even though it takes time, you might score the kill without even taking a hit in return. I feel there are a few shafts out there that have had there days ruined with constant failed lock on attempts. These two I got back when augments were cheap... I believe they were modestly priced before changes? I also have supercumulative rounds. Um, dunno bout this one. This one is great when you have patience and a few bushes to hide behind. I feel they all perform well enough with my fully upgraded smoky... but this one is probably not one Ive used as much. But it packs a bunch sometimes right when you need it to. I thought I had one other but I do not. I have seen cryo rounds used to super effect... one could comment on cryo rounds vs auto cannon I suppose. I always avoided the heat rounds and the cryo rounds cause i didnt want to give up crtitical hit damage for a critical hit effect. freeze or burn. But freeze I say works so well of the two because even though you dont get hte extra damage, like assault rounds, you remove their counter play. And in this instance, I could see wanting it. But i dunno. Maybe before immunitiies came into play I felt I wanted this, but now... even though they arent common you could get freeze immunity out there
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I am considering getting the auto cannon augment for smoky. Could someone inform me about this choice with ideas about gameplay. I realize the individual shots are like what, 200 damage? Maybe 300? But then increased number of critical hits. Please advise if this augment is good or not. I sometimes face it in games against opponents and ... I have mixed thoughts. Sometimes it seems the players are doing really well. It is not about which augment to get for smoky. I am either A) buying it, or B) not buying it. I have 3-4 other smoky augments. Just considering getting this one. If it is worthwhile.
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