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What Is Your Opinion About the Current State of Tanki Online?
CrazyJack_EN replied to TheCongoSpider in Game Discussion
I think one of the worst part's about actual gameplay is spawn protection. I think it is great that spawning players are protected; it reduces spawn killing. The problem I have is that spawning players can deal damage. -
Don't you think it is a bit overpowered?
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I use UHJK for movement, zx for turret turning, shift for overdrive, and 12345 for supplies.
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Yeah, this is my highest account. I have been playing sporadically since around 2014-2015 (I don't remember). I have so many turrets because I couldn't decide what I liked. I don't play on this account anymore anyway. Regarding hopper and defender drone and modules, I believe you are right. Most people only have Mk1s, so I don't mind yet. I don't plan on playing at higher ranks though.
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I love this update so far, not because I want to get hopper, but because it has such low health. Basically free kills. Will wait to see if this changes.
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Here are my thoughts on your suggestions: I won't comment on augments/alterations much since I don't know much about them. Freeze- I agree with increasing the turret freezing level, but only to 40%. I don't think freeze needs to freeze the turret much more than that to escape fire. If it were to be increased to 50%, I would decrease how fast it freezes or increase its energy consumption slightly. The wiki says the freezing level is 10%, is this incorrect? Isida- I disagree with this. Isida has the highest damage per second (1000) of the short range turrets without afterburn. If the reload time were to be decreased, it should not be below 8 seconds. Why do you suggest decreasing energy consumption? Hammer- I completely agree that its damage per pellet should be increased from 120 to 130. Thunder- I don't think thunder needs its projectile speed to be increased. It works just fine at medium ranges, and shots can be lead at long ranges. Striker- I agree that its projectile speed should be increased, but why to 900m/s? Do you think lock-on time should be decreased at all? Vulcan- No comments. Shaft- Can you explain why energy consumption should be decreased? I think I agree, but I would like to hear your reason. I agree with increasing arcade mode range, but weak damage should remain the same or only be slightly increased. Magnum- No comments. Gauss- No comments. Railgun- No comments. Thanks.
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Now that I think about it, I think you are riht about magnum. It still has to charge the power. When you say that the change to freeze would do nothing, do you mean it wouldn't be enough of an increase?
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I have a few ideas on how game balance could be improved: Freeze- The freezing level of the enemy's turret should be increased from 10% to 20%, or at least increase slightly with each modification. If this becomes too powerful, then fuel consumption could be increased, or freezing rate could be slowed. Freezing level of the hull should be decreased from 80% to 75%. Hammer- Hammer's damage should be increased about 50-100 points per shot, or its reload time between shots should be decreased slightly. Its reload between clips should remain the same. Striker- Striker's lock-on time should be decreased slightly. If this is too much, then its damage could be decreased. Gauss- Increase regular firing mode reload slightly. Magnum- The wiki says its Mk7/M3 reload is 2 seconds, which is faster than thunder's. The reload should be increased to about 2.2 or 2.3 seconds. Wasp- Make it take a bit longer for the overdrive to charge. Also, while this does not apply to game balance, spawning players should not be able to damage opponents without being able to be damaged themselves.