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Posts
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Everything posted by OUTAMYWAY
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@Marcus If you don't reach your next checkpoint, will you lose the items you've earned in between checkpoints at the end of the event?
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Not sure that's very accurate. Tesla may share characteristics with both twins and ricochet, but the play style is still unique. a short-range attack and the ability to hit round corners if you take a few seconds to set it up. Scorpion is literally just a striker and thunder bolted together, and buffing both to make thunder at least fairly redundant IMO
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Why is easily wiping out snipers necessary, snipers and camping are valid play styles that just require players to find and then outmaneuver the tank. there are few maps that do not provide ways to get around snipers, either via cover or back doors/ramps. Furthermore, many scorpion users i have seen simply hide behind cover as well and let the homing function do the work. which is an inconvenience to everyone. Snipers at least have to contend with cover
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At first I thought this was like some ultra-powerful upgrade for Striker, because that is all anyone seems to use it for. Thought it was some special event tank, a terminator turret miniaturised to test players, but no its just kinda bs. Don't know what the developers were thinking with this one. The "main cannon" is 30% more powerful than thunder with barely an addition to the reload time. Why does this even need a secondary fire mode, let alone one so powerful, no other tank has such a mode, they just have a special ability related to their ammunition type. I've read that people say that the secondary fire mode is hard to aim at moving targets, which is fine on modes where you never stay in one place, so only Rugby, CTF, Juggernaut, Siege, Assault, or control points may now entirely be decided by how many scorpions you have on your team Balance seems to have been forgotten here, and this fills no skills gap or solves no problems that i can see. If you wanted to eliminate campers (a legitimate play style that requires skill on its own and can readily be overcome), the secondary mode begs to be used in a camping style, with no direct line of sight needed to offer a counter to the opponent. I am curious to how the number of thunder and striker players is affected once this hits the garage, really not impressed by this. If you must have included this, why not make it a Striker upgrade, the cannon is just a thunder rip off so i'd lose that. Having it as a Striker upgrade would be better as it would just be a super powerful salvo, with a long reload and a single fire unguided rocket like you can fire from most striker modes right now. That would be more balanced, probably quite boring but it should be for this power. I really don't want matches to become scorpion shooting galleries, but i get the feeling that everyone will want a piece of this when it hits the garage. Tesla was a powerful, but limited addition, i just think they went too far with this one.
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So I'm going to assume that camping is an issue for med and short range turrets (personally I relish the opportunity to try out shoot another shaft and have plenty of trouble still with other long range turrets). I think you overlook that a lot of maps have very few good sniping positions at all, while a smaller number are inclined towards long or short range fighting. most maps provide easy access to all sniping points for anyone who doesn't just charge straight down his sights. Given the strength of protection modules and double armour, there isnt really a good chance of killing first shot anyway, and given its poor arcade mode damage, the mediocre range increase is not really a compromise. A shaft tank was dead if caught in close combat, that was the case before this if you actually faced a competent opponent. All that's been accomplished is at best: shaft is now a really dull to use due to any small error in setting up results in another 10 second wait, or at worst: made every single user a sitting duck because they have not other meaningful defence. Railgun (which I see go buffed in this update), magnum and gauss are long ranged turrets which perorm pretty well at medium and short ranges, shaft does not have that luxury, nor has it all of the crazy augments that the others do. I've spent most of today trying to run from tanks that have survived the powered shot and have not been fussed by the pathetic arcade damage, honestly I cant find a spot i dont have run from other than the back of the maps, which if avoiding camping was an objective, sounds like a failure to me
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Question about heat immunities Does using the immunity negate the ability incendiary band with the vulcan turret. I would like to know if this combination is possible, or if the tank needs to overheat to use the ability
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Does anyone know what this new Armadillo module is in the new ultra containers. Im concerned this will be like an uber OP item given that a turrets are currently covered
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Is there a way to view my tank stats rather than gear score in the garage? I would prefer to see my stats without having to go into upgrades, gear score is just not as interesting. This would also allow me to compare turrets and hulls without having to go back and forth as the general stats in each subsection don't tell me the specifics I want to see.
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In capture the flag, can you please re-introduce the status notification on the flags, where the flag icons flash if they are in transit/ dropped and stop flashing when at base. It helps players of turrets that may not be involved in the thick of fighting be aware of if the flag has been captured until a point has been lost. E.g. Shaft/ Magnum as they need a lot more attention given how they work. Now that we have hulls like hopper in the game, that can take shortcuts over terrain in multiple ways, I would say that longer range turrets need this edge.
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Hello, Just following up with the requested video for the glitch I'm having with the Shaft turret. It shows how when sniping, if a tank spawns over the top, it deactivates the sniping mode. First time uploading video so hopefully this works. https://imgur.com/gRrE29k
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Hi I'm having difficulties uploading video to the forum. How do i do it?
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It might take a while but ill get on it.
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This is a bug I noticed with the Shaft turret. In the current HTML5 version of the game (issue didnt occur in flash) the sniping mode can be interrupted by someone spawning on top of, or in close proximity to the players tank. This doesnt fire the shot prematurely, it just deactivates it entirely. For the record when a recently spawned tank solidifies in front of a shot, that is understandable. However, this deactivation often happens in areas of critical cover, without warning and is really obnoxious due to the long charge times charging shots, often leading to massive missed opportunities given the power of a fully charged shot. Please consider fixing this.
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So I just checked the drone wiki page. For the Engineer drone it says (Bonus time RK) Does anyone know what RK stands for?
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Will scores from players with premium be ranked directly against those without? For example, if a player earns 801 crystals in a match and their premium status doubles that to 1602, will they be ranked higher then a player who earned 1600 crystals with no premium status?
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What on earth were the developers thinking with the new Railgun augments. Why are these new railgun augments necessary? Railgun is one of the most effective turrets in the game, on the topic "what are your opinion on the current state of tanki online", railgun comes in 3rd for most effective turret. The incendiary round augment is just absurd. It is just arbitrarily giving it for the sake of doing so. The damage is fine how it is , with plenty of possible variations. It doesnt need changing. Stun rounds is just ludicrous! The stun element alone is stupid. One shot screws over Shafts, Gauses, Strikers, Magnums... you know turrets that take a few seconds to charge up shots havnt a chance at a fair fight here. On top of that there is a 40% damage increase! how on earth is this justified. You are gonna have to be completely incompetent to have much trouble with this augment in place. I really hate all the premium augments as they lack balance but at least up until now, the turrets getting them could be perceived to be getting a rough deal, but railguns are a regular nuisance at best, and im really annoyed that developers think that causing chaos in matches is fun. You are ruining the fun and the skill of fighting different turrets in favour of giving a few premium players more easy kills. I am getting really sick of this.
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Not sure if this is the right place to put this but its a fix for the Shaft turret that i think does need considering. In the current HTML5 version of the game (issue didnt occur in flash) the sniping mode can be interrupted by someone spawning on top of, or in close proximity to the players tank. This doesnt fire the shot prematurely, it just deactivates it entirely. For the record when a recently spawned tank solidifies in front of a shot, that is understandable. However, this deactivation often happens in areas of critical cover, without warning and is really obnoxious due to the long charge times charging shots, often leading to massive missed opportunities given the power of a fully charged shot. Please consider fixing this.
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How are any of these augments effectively balanced. Paralysing rounds - turn you into a sitting duck. All it will do is prevent hunter users from actually having much effect on the field when people try to avoid this. EMP rounds - creates a EMP salvo with a higher RPM, so you take an augment many think breaks the game and make it even more annoying. And again prevents hunter users from actually having much effect on the field. Bravo! Rubberised rounds - WHY? you have 2 turrets that utilise this where it makes sense. Explosive rounds - Again why? its now just a small thunder. Its not even vaguely related to critical hits its just thunder. Sorted Ammunition - All thats been done is make it more reliable. How on earth is that balanced Why have 5 brand new augments been added to smoky already extensive arsenal and nothing to any other turret, and barely balancing these new augments. I'm finding it really hard to keep invested any more, my hearts just not in it. Its impossible to enjoy when you cant predict how an opponent will fight. If you can't do that then losing is just frustrating and not a "i'll give it too him, it was a fair fight and he was better" moment. It will definitely be a wait and see period but I maintain that these augments are not balanced and I honestly thing I'm about done with this game.
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Ultra containers. had some ultra containers stored but now after this update they are labelled as "old ultra containers". what is different between these and the new ones?
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Do you have any suggestions which sub section is appropriate? I have 2 separate issues about terrain features (buildings in both cases), that i want to suggest fixes for but none of the topics seem appropriate.
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Unfortunately no, not realistically. I have tested this out using my shaft here is a diagram of the map. the red spot is where the hopper was, in our spawning half. the green spots are at roughly about the minimum distances where the elevation angle is great enough to hit the roofs. This is not guaranteed however as Tanki still has a big issue with roof hitboxes/roof textures (see my Jan 9 post). It would be practically impossible to get into position, wind up and take him out in this Juggernaut match, given I have 7 enemy players and a tank that can one-shot 2/3 of all hulls at my back. Changing hulls and going after him isn't really viable as I would need 4 minutes for the 2 overdrives needed to get up there, all while I hope I am not noticed and destroyed. Neither is reinforced gun carriage particularly helpful as the hopper now has better visibility and manoeuvrability. Do you have any other suggestions?
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Just another post about why changes need to be made to how roofs now affect gameplay. The Magnum-Hopper combo in the pictures is now completely impossible to hit with any turret bar a player with reinforced gun carriage. At this point, i would appreciate knowing whether the developers think this is an issue or not. I find it hard to imagine this was the outcome they specifically were aiming for as it gives this team an unfair advantage.
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When using a drone, the wiki says it uses 1 battery per minute. Does this mean that in a MM battle it will use only 8 batteries? are any extra ones used if you are destroyed in the round ?
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No but the reason most augments make sense is because they have drawbacks. The arguments for stopping splash on mortar (in my experience) is to reduce its effect when shooting blind to long ranges, which cannot be predicted well by the other team. The counter to such an argument is that Magnum players need that damage to 'walk' their shots onto stationary targets. Reducing splash damage might be called for and the damage reduction is right. EMP salvo however, just breaks the game. It makes it extremely difficult to even attempt fighting back past mid-ranges and removing arcade splash damage is barely even trying to balance it. Its is/ was (given as im not sure exactly how you might get it now) a premium augment that really only justified its obscene effectiveness by the price tag, which only helps reduce the scale of the issue.
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When using the Mortar upgrade for Magnum, does a placed mine count as Magnum damage or Mine damage? I've just realised that might be quite important when protection modules are factored in.
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