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Everything posted by Abellia
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Do you people not want your turret to get buffed?
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Honestly I don't know, even without all the ultra container augments I'd say it's significantly worse off than the majority of the turrets - Firebird, Freeze, Isida, Tesla, Hammer, Twins, Ricochet, Smoky, Striker, Vulcan, Gauss, and *arguably* Railgun. For 2021, it just has unacceptably low damage output. 2.2 seconds is too slow, and with sledgehammer having pathetic range to do 750+ damage now, there just aren't good options for it now unfortunately.
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"Right now" MLH is identical to how it was in 2019. It's just that now base striker is ridiculously strong, and MLH makes it easy to use that base, whereas before it made a good base easy to use. /j What do you mean MLH is obscenely easy to use? I can count to two for light hulls, three for medium hulls, and four for heavy hulls before swapping to an arcade shot! Aren't I skilled for holding down the fire button and getting free 1.58 second reload homing shots?
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Yeah, I just tested and that's definitely something to do with vertical autoaim - it doesn't adjust fast enough and shoots where your turret is pointing instead of snapping to enemies. Weird...
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The new smoky is great. I'm genuinely able to enjoy some of what used to be just mediocre augments, like High-Precision Aiming System and Explosive Rounds. The aiming could still use some tweaks to be a little more intuitive (I seriously need to warm up for like half an hour to get used to Smoky's janky aim in order to play it properly) but on paper, the new Smoky stats are incredible, and in my experience so far, they definitely hold up. Great patch, I hope Ricochet, Twins, and Thunder get glow-ups like this later down the line.
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@wolverine848 Yeah, I'm running some tests with Smoky - I genuinely think that the moving and shooting problem is caused by Smoky's vertical autoaim either straightup being off, or not adjusting fast enough to the change in angle of your hull when you're in motion/changing directions. As for the higher hit rate with Striker thing, I kind of have to disagree out of obligation as an RRE player :P
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@wolverine848 Yeah, Smoky aiming is really inconsistent - I think the delay on the html5 highlighting might not just be visual, it could be something with vertical autoaim messing up and not connecting to targets properly thanks to a ridiculously thin line of sight. I'd disagree with Smoky being terrible after the buff though. On paper, almost every Smoky augment (exceptions are Assault, Supercumulative, and Paralyzing Rounds) now shreds through tanks at a similar pace to Striker. Hell, I've been able to make Explosive Rounds work of all things - and I know firsthand just how terrible it was prior to this buff, but it was significant enough to let me make use of the splash to land multikills. And don't get me started on EMP Rounds - it could actually somehow rival pre-nerf AP Rail, (on paper at least)... I don't disagree that an aiming change would be nice though, the highlight timing being off of when I know is when I've aimed correctly throws me off if my aim gets knocked to the side (which happens a lot with low ping, apparently).
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Surprisingly little = relative to other turrets, just that Tesla is (or hopefully was, with the upcoming nerf) so ridiculously scaled that it was still a broken increase.
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I should start by saying that by effective max I mean the turret kills people in as few hits as it ever will - I don't think it's terribly misleading, considering that the effective max for most turrets is actually the effective max because: 1. THEY DON'T UPGRADE FOR ANOTHER THREE MODIFICATIONS TO IGNORE PROTECTIONS. Seriously, 980 damage is ridiculously close to the next barrier at 1k that it makes tesla protection relatively mehhhh. If you scour the forums, you'll find plenty of people talking about how their Tesla protection doesn't really feel like it's doing anything. Based off the stats I brought up - I WONDER WHY. And since effective maxes are typically so late, this often means that effective max really is not a misnomer. It's just tesla being broken. 2. THEIR EFFECTIVE MAX IS ONLY EFFECTIVE MAX IN TERMS OF NUMBER OF HITS. Seriously, have you seen how many fixed parameters tesla has? Ball speed, ball reload, lightning reload - that would all be fine if Tesla was any other melee turret, and didn't have the ball and was a normal melee turret, but you know. I'm sure those don't matter to someone who doesn't seem like they've played in a good while. My advice isn't to stop at mk6 - if you read further down, you'd have seen me talking about how much more ridiculously potent tesla gets at mk7+. Also, I talked about protections - you don't seem to understand that hp, for most turrets (like Smoky, Ricochet, Hammer, Twins, Gauss, Magnum) boils down to simple division of health - you don't get a whole lot of extra value in a 2v1 scenario beyond a simple 2x dps in most cases - unless you have obscene excess damage past barriers. You know, like Tesla. Anyways, you're ignoring the point anyways - Tesla is broken. Try to justify that, and then let's talk about semantics regarding my terminology.
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Fun facts about tesla: 1. It reaches its effective max against a non-defender, non-crisis, non-juggernaut player with equal supply strength at mk6. Upgrading past mk6 doesn't save you any hits to kill on any hull classes, and as all of tesla's other parameters are fixed, there is surprisingly little value for an mk7+ tesla versus an mk6 one. Not no value, but considerably lower than the value of other turrets upgrading even from mk7 to mk7+. Why does tesla get to be effectively cheaper and yet still be so ridiculously broken? Because tesla is... Fair and balanced. 2. Versus an mk7 7/10 or above tesla, Defender only extends your life by one hit for light hulls, no hits for medium hulls, and two hits for heavy hulls. Fair and balanced. 3. At mk7+, your Weasel module has to be at 34% to start mattering, at all, when you are in a light or a heavy hull. It has to be at 39% or higher to start mattering when you are in a medium hull, and it only reaches its effective max (under 500 damage taken per hit) when your Weasel is at 49%. For comparison against Smoky - you need 7%(under 500 damage per hit) for it to start mattering against normal hits, and 38% (under 334 damage per hit) to reach effective max, for all hull classes. Why is it so terrible in comparison? Because tesla is... Fair and balanced. 4. Adrenaline tesla on an mk7+ tesla renders all your protections nearly useless thanks to how close Tesla is to breaking the 1k barrier. Fair and balanced. 5. Any tesla - particularly electroturret thanks to the high ball speed - can instakill a light hull at close range with 1 lightning shock and the ball. Why were the two reloads separated from one another? Because tesla is... Fair and balanced. Do you people defending tesla hear yourselves? What a way to tell people that you're a meta shill without actually saying it, sheesh.
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5 MM maps you would do anything in tanki to not be put in ever again, and why?
Abellia replied to PirateSpider in Archive
I think I'm going to group them into categories, rather than single maps. Giant maps that encourage camping - Highways - Stadium - Lost Temple - Brest Maps that just suck because they're giant - Scope - Berlin - Dusseldorf Maps that suck because of team imbalance - Highland - Tribute (only in Rugby) Maps that suck because they're just gimmicks - Dusseldorf again - Archipelago - Massacre Maps that suck because of space limitations/they're just too cramped - Sandal - Wolfenstein And an honourable mention to maps with abhorrent turret balance: - Cologne - Sandal again - All the giant maps - Archipelago again -
Is Electromagnetic Accelerator "Scout" the new Thunder?
Abellia replied to TheCongoSpider in Archive
On this topic - it's really not just Scout beating the hell out of Thunder. There's also literally the entire existence of Striker overriding that of Thunder, and in particular its fire rate increasing augment (Missile Launcher Hunter) making a joke out of Thunder's that does a similar thing (Sledgehammer). There is so much wrong with this post. First off, Scout ignores protections every other hit, whereas Thunder has no augments that allow it to bypass protections. As for scout being better only in a long ranged battle - Scout has higher damage, 900 or 960 depending on crits. Railgun LCR sucks some serious *** now, it doesn't ohko light hulls with da on, the only thing of value it gets is unprotected light hull oneshots with non-criticals. Which is abhorrent considering that it has a 60% reload penalty attached to it and other augments (Adrenaline, Super-Armor Piercing Rounds) allow you to do the exact same thing without that reload penalty. As for splash damage - Thunder also contends with self-damage, whereas rail does not. Additionally, Railgun has a way to hit multiple people at once as well - it has penetration. As for Slegehammer - I find that in the ranges where the damage reduction doesn't matter, other turrets are so much statistically superior that it's just not worth using Sledgehammer, and in the ranges where the damage reduction matters - you'd rather be using Scout, as the consistent damage across range would save you more time than Sledgehammer's faster reload. Thunder is horrible - it's just barely good enough to be in the "can be carried by booster or defender clowns" category, even with its best augment. -
valid Change hunters and Vikings Overdrive.
Abellia replied to PirateSpider in Ideas and Suggestions
I really don't think Viking OD's identity has to be entirely overhauled like you're suggesting - it needs tweaking to be less powerful when active and active more often, to be more similar to other overdrives, yes. It needs to be deleted from the game, no. It can act as a slightly more powerful version of Crusader's Icicle, without the utility - instead of doing that burst of damage with an icicle that does freeze and ap, it does a similar burst of damage using your turret. As for Hunter - I don't think it having overlaps with other Overdrives is a reason to simply delete its overdrive from the game. Crusader overlaps with Dictator and Hornet in that it has freezing and AP, Dictator overlaps with Hornet in that it has supercharge. Crusader, Ares, Mammoth, Hornet, Hunter, and Wasp overlap in that their Overdrives can take out those under Titan domes, but they all take either time to do so or need to be in close range, etc. If the criteria of "it overlaps" is enough to warrant a complete redo of an overdrive, you might as well remove the hulls entirely. -
Are there plans to buff some of the worse items in Ultra Containers? All of the legendary smoky augments except for EMP, Wyvern's Breath Hammer, Incendiary/Cryo Rounds for Rail, and Rubberized Rounds Vulcan are all just simply not strong enough to warrant being Ultra Container exclusives. If not, when will they be sold for crystals? :)
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This was intentional because there are more Teslas now so they gave us an interesting and cool way to fight back with clever use of older weapons. Tesla is still an amazing turret, and it was finally released in the garage for crystals to everyone, along with brand new augments.
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The change country button is right there, and I'm sure you've used it plenty of times.
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Why mention F2Ps vs buyers at all? They have access to status augments through Ultra Containers, according to you, and it's not like the meta drones (booster and defender) are too expensive for F2Ps to maintain, according to developers. Hell, if everyone has access to status augments and meta drones - why is there an economic problem? Funny how the first time I hear a complaint on here about shop prices being inconsistent is after they increase the price of items bought though the Brazilian Real...
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Yeah this is something that always bothered me about this augment - it has better sustained healing and burst healing than SN isida (outside of crits), more range, and isn't completely helpless in a fight when alone, especially with the new shaft buff. I think Healing Emitters should keep its ability to burst heal consistently, but with an energy recovery penalty similar to rfm (but not quite as drastic) so that it can't keep up the consistent healing like it can now. I'm also a fan of the damage reduction like Akame said - just under 3000 damage. As for healing score increase, I don't really know if it's necessary, as the other "bypasses" to protection (ap, EMP, criticals) don't inherently give score, and that's how Healing Emitters is designed - as a second "bypass" augment for shaft, alongside AP.
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You know, I was thinking that maybe you could turn this into a status effect applied by your turret where if you are killed, whoever has the status effect takes damage. And then I realised that entails another Status Effect, another set of Hull Immunities that are going to clog up the pool, and another round of Ultra Container exclusive augments that are just "stock but better" like AP. No thanks.
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You see, I'm not a degenerate Gauss player, so I wouldn't know.
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But...spawn protection syncs up perfectly with Gauss' lock on time. Maybe your conversion was genuine ?
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I established how none of them are consistently viable counters in a siege setting - they're all short range or they're AP options which makes them useless as AP Immunity is practically the standard in siege (or they're both), and depending on the map, have fun getting to the point with an entire team's DPS on you. Viking has more soft counters in that it inherently lasts for a shorter period of time and does not gain near-total invulnerability during its overdrive - a competent player who realises the Viking is going to use their OD can often focus them and reduce their ability to last the full duration, which is often important for the role it plays in Team Juggernaut - whereas Titan just has to take a dump on the dome with its point when teammates are there - doesn't matter if they die or not. More counters doesn't mean more effective counters.
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You know, I was doing some thinking on how people always disagree with Viking's overdrive breaking Team Juggernaut and being incredibly polarizing. But why is the same attention not brought to Titan's overdrive? Siege games have devolved into "who has more titans" - everyone is running AP Immunity, leaving only the soft counters to titan. Every non-AP turret augment counter to a titan dome with any immediacy is a close range solution. This is a significant issue because if there is an entire team's worth of DPS sitting on a siege point under a titan dome - very rarely is a wasp, hunter, or mammoth going to make it to a point (with the exception of abusing meta drones such as Defender or Trickster, but then it would be safe to assume those under the point have boosters ready to annihlate enemies as well) that is covered with an entire team under a titan dome. As for ares - its balls take far too long to reach the point and can be easily dodged. I'm not saying that Titan or Viking OD need or do not need changing, but it should be kept in mind that Viking is not alone in the level of game-break it has. @TheCongoSpider @Tidebreaker @MysticBlood @yellowghetto @mjmj5558
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I think the solution here is obviously to make the augment Ultra Container exclusive. /s In all seriousness though, Armadillo is becoming mandatory for TJR - otherwise you get slaughtered by supercharged autocannons, strikers, and shafts. I miss when my modules did something and I didn't have to pray for a unicorn drop from UCs that costs too much to upgrade anyways.
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What Is Your Opinion About the Current State of Tanki Online?
Abellia replied to Maf in Game Discussion
"We definitely understand that set some limits for new players on what drones they may use. We are setting these limits on purpose. New players have the simple 'Brutus' drone to use at first. It doesn't consume batteries and gives a passive boost to supplies, while all the other drones introduce more opportunities and strategies with their different mechanics. So it's harder to play with these drones equipped. Earning crystals is not that hard nowadays. So by ranking up and earning more crystals, you can unlock and buy these drones when you have enough skill to use them." costs more = better epic balancing ?
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