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The_Voltage

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Everything posted by The_Voltage

  1. Lol suggest kill Mks and MUs too so.
  2. The_Voltage

    Let's Discuss Magnum!

    Kill zero damage bug. Atleast on Mortar
  3. EMP must be long enough to give EMP-user a chance to kill enemy before he'll use RK. So, I think we need a nerf of EMP-rounds down to stun ones, not the other way around.
  4. I'd just apply Shaft mechanic. So EMP e.g. 10 seconds salvo reload, but you can still shoot regular shots each 1,5 sec.
  5. Augments for Striker Missile launcher "Duet" Launcher equipped with clip of two rockets, that allow it aim faster and shoot rocket simultaneously is truly good for active play. Rockets always store in clip, so reload after salvo is doubled. + Aiming time decreased + Pause between rockets in salvo removed – Reload time after salvo increased – Number of rockets per salvo decreased Missile launcher "Bull" Unique launcher equipped with rockets that detonate a bit after hitting the target. Still working thrusters push tanks a lot harder than explodes. All of this provides by dense shell of rockets, so they don't deal explosive damage and penetrate armor with critical hits less frequently. + Impact force heavily increased + Self-damage removed – Splash-damage removed – Critical chance step decreased Rocket Linear Accelerator New accelerators allow rockets fly with linear speed wich make turret easier to use. But they're less maneuverable, than rockets with regular accelerators. + Minimum rocket speed heavily increased – Maximum rocket speed slightly decreased – Rocket angular speed decreased Rocket Exponential Accelerator Rockets with exponential accelerators can reach enormous speed. Reloading mechanism set up to work slower due to nonstandard shape of accelerators that can jam inside it. + Maximum rocket speed heavily increased + Rocket acceleration time slightly decreased – Reload time slightly increased – Reload time after salvo slightly increased
  6. Augments for Thunder Fougasse rounds Blasts of this type of explosive projectiles terrifying enemies. If only they don't know how to maneuver. Decreased speed and weak direct due to lack of armor-piercing steel in shell's core make it easy to counter. Especially knowing that smart armor know how to counter the exploder. + Splash-damage greatly increased – Direct hit damage decreased – No splash-damage when direct hit Shaped charge rounds Construction of those rounds allows to focus the explode energy and deal good amount of damage to tank's internal struction, but not so good with external splash-damage. Also there are too many factors in the equation so successful focusing happens rarely. + Critical damage greatly increased – Critical splash-damage radius greatly decreased – Explosion impact decreased Thermobaric rounds Thermobaric rounds are more effective than others in deals good splash-damage without critical flaws. Except they can't reach tank's unarmored spots to deal critical damage and move it hardly. + Average splash-damage increased + Weak splash-damage increased – Chance to deal critical damage removed – Impact force greatly decreased
  7. Does Magnum Mortar have 50% chance to deal 0 dmg? Because I clearly hit the target (even mine does not planted) but with no dmg...
  8. But this is typical gameplay role for sniper... Maybe I'm wrong with calculations, but regular mk7+ shaft deals in ideal conditions 4,3 shots per minute. Your augment does (with 3 sec between shots and 15 after clip is done) 5,5 shots per minute. IDK how bad or good it is. I think it needs longer reload (~20 sec). Like you kill 3 tanks in a row and wait. So there will be no total extinction of tanks it the battlefield).
  9. maybe kill arcade mode completely would be better?) And some tweaks with reload time
  10. I wonder if we gonna get superb version of Destabilized rounds in UC ?
  11. The_Voltage

    December Challenge I

    Ok stun and EMP needs to apply with thinking, because first stop the target (you can stop enemy flagbearer) and second can accidentally refresh target's supplies if you're not ready to kill it. But AP is cool in any case.
  12. The_Voltage

    December Challenge I

    Freezing is still not so powerful. Make it applies this effect every third shot (not for 10 sec, of course). It makes more sense to randomly apply EMP or AP, because they're pretty powerful.
  13. The_Voltage

    Tanki Online V-LOG: Episode 324

    Was it new amazing Freeze Ultra skin?
  14. The_Voltage

    Jammer Tweak

    I think he means change it like AP works. It temporarily blocks your armor, not disable it fully (like EMP does with supplies).
  15. There was unreleased augments that we seen in one on the '18 Vlogs. For Freeze and Firebird in particular (slowly make temperature up/down to 0 while firing). Now there is a plenty of statuses and those augments would work kinda like resistances, so I can equip stun immunity while have partial resist from fire. Would you release them?
  16. The_Voltage

    Test Server Watch

    Twins augments here All ststus ones are just hell. They apply effects ~Railgun's time but with rapid fire. Its like Gauss but without need to target. They're just insane, especially Stun, that starts stun and give this effect to the target THE WHOLE TIME of attack...
  17. this turret is still most fun to play with out of all long rangers, because it deals insane damage.
  18. Basically anti-supercharge. Makes your critical chance goes to 0. Cancel out with supercharge. Good against crit-relied turrets like Railgun, BB-Hammer, any crit-SE augments. Could be applied via Hunter's OD, turrets' augments, you all know how it works.
  19. The idea behind Hammer critical chance augments (IMO) was to ressurect one interesting mechanic with pellets spread. Everyone ignores it, because it lowers your damage, but gives opportunity to hit multiple targets. Problem is that you never know, when exactly it occurs. And because of that everyone (includes me) use BB to one-shot one target. it would be interesting to have Sorted ammunition analogue for Hammer. So, say, every last shot deals critical. In this arrangement Hammer users will know when turret deal CD and strategically try to hit multiple targets at once.
  20. Now I want weariness status (that make you critical chance =0%) even more :) Like we have burning and freezing cancel out each other. So destabilization be like IcnBond for Vulcan (you want negative status applied on your tank)
  21. The_Voltage

    November Challenge II

    Why they include really interesting augments, that require some time to be designed properly, if they have a ton of CTRL+C CTRL+V status augments? Don't get me wrong, I'm love these included)
  22. And its all because bad sound-design!
  23. Assault Rounds for Smoky CHECK! ~ 1500 m/s Subcaliber Rounds for Thunder CHECK! ~750 m/s But they kills key features of each turret being critical damage for Smoky and splash-damage for Thunder. So yeah I wanna see some alternative (leg rarity, of coures ^_^)
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