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Abellia

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Everything posted by Abellia

  1. To do this, you have to bring their normal damage up, and 15% is far too low for any railgun with how many prots there are now - Railgun balance uses its critical rate to counter protections, and status effects which have much more easy to access protections cannot compensate for more than a tiny change, and if you go down that route at all, you need to extend their status lengths so that they can chain them, etc, etc... ...in other words, you're describing AP Railgun. Frankly, I don't see a need for any of the status rails to be nerfed right now. They're not particularly overpowered among the wide array of status augments, and that's what you should be comparing them to. Asking for individual rather than net nerfs is asking for trouble, and unfortunately it's pretty impossible at this point to ask for a nerf to every single status augment in the game with how many there are now. I don't think it's worth trying to achieve balance between garage and legendary augments together, achieving balance within each category is a much more feasible goal.
  2. It doesn't look like there's a planned rework for Magnum coming, so I might as well throw out my buff proposal: Magnum normal damage increased from 750-1500 to 865-1735 Reinforced Gun Carriage average splash damage radius increased from 5m to 10m Automated Gunpowder Loading Mechanism average splash damage = 25% Automated Gunpowder Loading Mechanism reload time penalty removed Mortar lays mines only when a tank is hit rather than only laying them when a tank isn't hit Harpoon projectile speed increased from 30-130m/s to 60-260m/s Harpoon impact force +100% Armor-Piercing Core damage -12% Now to explain changes: The first change this allows Magnum to make use of its average splash damage radius, as it will be doing 1561.5 damage within that 5 meters (90% of full damage). It also allows Booster Magnums to oneshot any light hulls that are either undergraded or even the slightest bit injured (1995.25 damage). The change to Reinforced Gun Carriage serves to change it from being a direct downgrade of Automated Gunpowder Loading Mechanism with slower reload into a multikilling focused vertical Magnum, with the increased splash damage radius letting it also act as a more beginner-friendly vertical Magnum. The changes to Automated Gunpowder Loading Mechanism work to boost its current "active artillery" playstyle, by reducing its self damage risk in the same way as Harpoon, while also promoting it for skilled players who can land direct hits, with its direct reload boost over Reinforced Gun Carriage. The changes to Mortar turn it into an even more tricky to use vertical Magnum - it must land direct hits to reach its full potential, but when it does, it can place a mine underneath whoever it hits and do a devastating amount of damage - enough to wipe out a light hull instantly and nearly instantly wipe out a medium hull. The changes to Harpoon work to let it overwhelm people close range more easily with its impact force, with the projectile speed change to facilitate the impact force working more reliably, as slower projectiles are less likely to successfully deliver their impact force. The change to Armor-Piercing Core prevents it from accessing 1500+ (twoshotting medium hull) damage in its average splash radius, pushes it further back from the 2000 damage barrier with Booster, and prevents it breaking 2000 damage per shot with Crisis/Camper. In summary: RGC for splash AGLM for active vertical magnum gameplay Mortar for tryhards Harpoon for point blanking Armor-Piercing Core stays the same as it is now Thoughts? Actually, one last thing - add Harpoon to normal and ultra containers. It's been in the game for a year and a bit, containers have gone through three iterations (old, shard, current) and it still isn't in the rewards pool.
  3. I don't feel like digging through my old responses to you to find what I said twice before, I just want to know what you think of the buff proposal, aka what I created the topic for.
  4. I honestly don't care about answering your question for the third time. Now, what do you think about the buff proposal?
  5. Now, what do you think about the buff proposal?
  6. Alright, so what seems to be happening is that Smoky determines whether the next shot will be a critical hit as it delivers the previous shot, and then after dying, it fires out that shot as a "buffer" before going back to the initial crit chance, which explains the sorted rounds pattern and the increase in frequency of the crits on spawn when dying 4-5 normal shots after a crit. Brilliant.
  7. You do realize that you don't need to full charge if you use arcades to shoot people yh?
  8. What's wrong with Shaft right now? Yeah, out of the crystal augments, three are duds, but there are at least two playable ones, and Shaft as a whole right now is pretty good for active gameplay.
  9. Did you see what they did to Firebird lul
  10. Currently the planned buff for Thunder seems to be to give it effectiveness through its criticals, and Sledgehammer is the only augment that doesn't benefit from that. I'd rather not suggest anything for the other augments since they probably have something planned already for them, but if they go through with those plans Sledgehammer will be left behind. I'm just suggesting something to keep Thunder playable while they're still working on the critical mechanics and so Sledgehammer can stay relevant after said critical update.
  11. Only for the mediocre augments (they made the worst one better for people who know what they're doing, and they made one that was alright but only for people who knew what they were doing busted, but still only for people who know what they're doing.) I'm a fan of the Stun Smoky change tbh, it needed something, it was really weak and in my games tonight, it seems like it can get its footing much more easily and isn't as subject to RNG anymore (fire three shots as soon as you spawn, doesn't matter if it hits someone or not.) I would rather they put it back into uncommon and rare albeit for less time so getting it becomes incentive to continue playing, and to change the premium daily reward to supplies based on rank. Oh yeah also AP Freeze has a new feature, instead of landing critical hits it just doesn't register the hit onto the server. It's super fun to use with the "CLICKCLICKCLICKCLICK" sounds with supercharge where your turret doesn't do anything, I suggest adding this feature onto the rest of the Freeze lineup.
  12. Sledgehammer has received far too many penalties recently with the Thunder reload nerf, the removal of its crits, and the range nerf that hit Sledgehammer especially hard because of its unique mechanics. To counter these and make people remember why Thunder was such a popular turret before the nostalgia kicked in, I suggest the following changes to Sledgehammer: Increase in reload reduction from -25% to -35% Range of Max Damage reduction reduced from -95% to -50% All the other parameters of the augment will stay the same as before. In essence, this turns Sledgehammer from being an augment that's only mildly stronger than the unplayable stock Thunder at close range and a hilariously pitiful peashooter at mid and long range into a close to mid range only powerhouse, like it was meant to be. It will be doing 750+ damage (four shots to kill a medium hull) from 0 meters to 47 meters, 667+ damage (three shots to kill a light hull and six shots to kill a heavy) from 47 to 59 meters, 600+ damage (five shots to kill a medium hull) from 59 to 67 meters, and 500+ damage (four/six/eight shots to kill a light/medium/heavy hull respectively), with a reload time of 1.495 seconds at mk8. I think this buff isn't excessive - in fact, my proposed Sledgehammer is slightly worse than the other strongest epic augments of the other mid range turrets sit right now (Missile Launcher "Hunter", Adrenaline Smoky, and Adrenaline Vulcan), which should still hopefully be enough to help Thunder players compete like they used to.
  13. How could they!?!??!???!?!? THIS IS NOT WHAT I PAID FOR!!!!!!1!1!!! That's an interesting change, an artificial boost to Paralyzing Rounds' downtime. So... kits only. Alright. Took long enough for these nerfs to happen. Toxic Mix Freeze should have had 45% critical damage from the start, and it was problematic since they first buff freeze's crit damage. Similarly, Tesla has been getting free extra kills once every seven seconds because of the ball. FINALLY they nerfed it. Overall, a relatively safe patch. Unfortunately that there's no Thunder buff though.
  14. Stun Striker is rightfully at the top of the food chain and if it ever gets dislodged from that spot I will complain about it for several months before jumping onto the next uber tier augment.
  15. Abellia

    Tanki Online Turret Tier List

    Round Destabilization is "good" in that it gives you essentially stock rail performance from the initial critical update (details in a previous post above" but yeah it doesn't scale up as high, it's good by early 2021 standards, not late 2021/2022.
  16. Abellia

    Tanki Online Turret Tier List

    Adren Smoky is quite nuts. It only takes you losing 20% of your health to start killing medium hulls faster than Vulcan. This is not taking into account ultra container legendary augments, only crystal augments. Only with EMP honestly, also this is for @2shots2kills's list, which is taking into account crystal augments only.
  17. Abellia

    Tanki Online Turret Tier List

    I think you can move Smoky up two tiers and Railgun one, Adrenaline Smoky hits very hard and Round Destabilization is basically just an unnerfed rail from when the critical update first dropped - it has -50% normal damage instead of the (relative to current) +50% normal damage, but it also has a flat 50% crit chance instead of 50-10, and you can't forget that Death Herald with Booster is the same as a death herald rail back then with more critical chance, and that currently Hyperspace Rounds breaches 1k damage for SGE and TJR. Also, I would add in D, D-, E+, E-, all empty, then and F tier and move Thunder there
  18. Abellia

    Let's Discuss Thunder!

    We might have misunderstood - Thunder is certainly in the middle of the road, it sure gets run over a lot!
  19. Abellia

    Let's Discuss Shaft!

    You mean lower, since I'm able to do well by not fully charging my shots and not waiting 12+ seconds, and you should clearly always full charge your shot unless you're fighting people with undergraded modifications of equipment.
  20. Abellia

    Let's Discuss Thunder!

    If by mediocre, you mean that it's currently the worst turret in the game by far, I agree with you. I disagree with Thunder being in the middle - literally every turret provides more value in a team than Thunder does, currently.
  21. Abellia

    Let's Discuss Magnum!

    I don't have a problem with AP Magnum at this point in time, actually. It seems strange since it's strong, but there are, unfortunately, far bigger problems to deal with, and getting them to AP Magnum's level would be a good thing - you'd have an easier time getting Stun Striker and AP Freeze to the same level as AP Magnum and the other "weak" AP augments if they were actually there - EMP Gauss only got nerfed once other augments got brought in that were just a little under its level, as an example. (And then they introduced augments that were way stronger, but ignore that for my comparison.) I'm mostly referring to magnums who do nothing the entire battle, be they Saboteur AP Magnums who camp, or Magnum Mortar Miner players who put down a minefield on the attacking team in ASL.
  22. Abellia

    Let's Discuss Shaft!

    This is why everyone thinks Shaft sucks now.
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