-
Posts
299 -
Joined
-
Last visited
Everything posted by The_Voltage
-
Was it? Reload is faster now. And bigger horizontal spread now let hit multiple tanks with critical damage (this is the reason behind this aug in the first plase, i think). When in was introduced it looks like strange copy of the Slugger (wich reload between shots needs to be longer due to its Rare rarity). Salvo... rrr...
-
BTW, Why is the icon for VN is not the same nanobot icon as supportive one, but with bat wings and vampire teeth?
-
Meh. We have Smoky aug that makes projectile flies with insane 1500 m/s. 33% of the second (if we use Berlin without houses). But it's still projectile, not a ray. Railgun is a railgun, but in Tanki it's a bit approximated)
-
Railgun have projectiles, ours doesn't. It's just spawn a ray that deals damage. So it's a raygun. Case solved) But if you willing to call ray a gigantic light-emitted rail as a joke, then it's a Railgun)
-
They just need make LCR deals on critical damage, but old standart damage. It was good as it was.
-
We need just more buff mechanics via drones, augments and OD's. And rework for IB, of course)
-
valid Make old MK1, MK2-MK3, MK4-MK6 and MK7 sprites as Skins
The_Voltage replied to B.A.B.I in Ideas and Suggestions
I don't wanna them here -_- -
I spent ~500k on every 30% MU sales, sooo
-
valid Negative status-effect Explosives
The_Voltage replied to The_Voltage in Negative status-effect Explosives Ideas and Suggestions
Negative effect that imposed for some time and at the expiration of it deals ~200 splash-damage in 2 meter with 100% of weak damage. Looks like debuffed version of Burning, isn't it? But here comes the difference (remote splash-damage infliction aside). The effect powers-up by hitting enemy tank while effect still active. Stack up to some times. Say, 5 times. So, at max effect can deal 1000 damage in 10 meter radius with 20% of weak damage. All numbers here just for the example. What the purpose? Benefits from teamwork. Like you impose the effect, teammates buffed it up, and then you kill the tank. On the other hand, teammates can kill enemy faster, so effect isn't too powerful in this case. Also it can rearrange enemy forces (like how everyone tries to run from Wasp's bomb, but now bomb can move). Strategically inflict it on enemy's support unit. Stuff like that. -
Maaybe :\ But they're start showed up in challenges. The_Resistance. And I'm not a 100% Railgun lover, but experienced Falcon-user)
-
Are you change your modules every battle? Modules are pain in the butt to fight against. That's partially why AP-effect exists (other reason — Defender) and introduction of the critical damage was because of this (and SE augments + make sense to show damage numbers). My point is that you must can play with equipment, that you wanna play. Modules kills it for Railgun and Thunder, f.e.
-
Even if there is no railgun in battle, still everyone equip modules against it. No point to adapt) Or your point is not about play with different turret and wait for modules to wipe out? If so, these modules kills turret.
-
Cybersport problems.
-
Think that your's favorite turret's module will be equipped on every enemy in almost every battle plus upgraded up to 50%
-
IDK why it is that way. Update have its flaws, i'm not gonna lie, but for the most part — nothing change. Critical damage for all isn't a bad idea at all. But realization in some cases lacking (at least on paper). Like sudden DB nerf and strange manipulations with Raigun's augments. Let's wait for friday's balance ajustments. And not saying about huge Gauss nerf in the pach note even after several helpers sad that it isn't bug is straaange decision. C'mon almost everyone waiting for this)
-
It has projectile radius 1m = direct hit. They can although just wrote AP radius = 1. But does it work with Stricker?
-
other To Buy or Not To Buy: The March I Challenge Battle Pass
The_Voltage replied to Tidebreaker in Newspaper Archive
Just complete daily missions ;) -
Not all. Only those, who doesn't special mode/ conditions (BTW Railgun's is penetration, so IDK...)
-
And all daily and weekly missions' prizes as well at the same time parallel. Also don't forget about shards)
-
That's ridiculous...
-
Cryonanobots for Isida + Cool down its own tank while heal someone else. + Freeze up enemies while attack them. - Freezes only enemies who already have their temperature below zero. - Range decreased a little. Somewhat support augment, so it is correlate with main feature of the turret (like Smoky' s heat up critical shot). You need to support others to use SE. Range decreased, because you'll eventually slow the sprrd of them. Incendiary nanobots for Isida + Warm up its own tank while heal someone else. + Heat up enemies while attack them. - Heates only enemies who already have their temperature above zero. - Damage decreased a little. Somewhat support augment, so it is correlate with main feature of the turret (like Smoky' s heat up critical shot). You need to support others to use SE. Damage decreased, because you'll eventually deal more by afterburning. Stun rounds for Thunder + Stun enemies for a brief moment of time (like less than 0,5 seconds) + Stun by splash damage - Stun doesn't applies by direct hit - Stun doesn't drop the balls/flags - Min splash damage radius decreased Stunning by an explosion? Sounds realistic. Unlike Magnum, where hit the target via splash is more easy than a direct shot, for Thunder it is the other way around. Also it is correspond with mine idea, where you need to use turret's main feature for applying SA. With decreased area of applying it will not be OP. Penetrounds for Thunder + Penetrate through allies + Bullet speed is heavily increased - Doesn't penetrate through enemies - Reload decreased a little - Self-damage increased Situational stuff. Would be powerful with Viking on crowded maps. But self-damage is like insane a bit. Like +50%.
-
What Is Your Opinion About the Current State of Tanki Online?
The_Voltage replied to Maf in Game Discussion
Did you even test it? 1 sec of stun with nerfed LCR setup is just doesn't make any sence to me when I hear it. Why do you even need this 1 sec? I agree with OR, though. It'll be cool if this was a halfed LCR at least (maybe just regular Railgun) with 0,25 seconds of stun or something. I have to see, that I didn't experience it either. -
I understand this. So I say that you must to do this, so you couldn't resist against any other SE.
-
Must do so to avoid it. You can let's say release augment for Vulcan that applies 1 sec stun with every bullet. You can equip Stun Immunity to avoid this. This logic is kinda strange, don't ya think?