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I do feel bad for the people that dropped hundreds on Ultra Containers to get some of these augments that we are now seeing in the challenges that you can purchases for a few bucks. Glad I don't drop stacks on the game like I used to.
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Any of you guys know which hulls are getting the EMP/Cold immunity?
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I don't know if other people experienced this, but I been using magnum on the "Desert" map, and its been giving me problems. No damage will register when I make shots across the map (far distances), whether it be a direct hit or splash damage. No damage appears. Its only when I'm in closer combat on this map that it will register damage properly. I tried restarting the game, but it still gives me this problem. This isn't an isolated incident; every time I play on Desert, I keep getting the same problem. If it means anything, I was using armor piercing magnum alt and ares every instant I played on Desert Just letting you know
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This update could seem like a good idea, its still up in the air for me. Yes, it would be nice to get some more damage on ppl with 50 prot + defender, but I wouldn't devalue people's prots as much as this update did. In theory, it sounded like it had a little potential...maybe. But the implementation has been dreadful so far, and this can be easily observed with railgun. Augments like prime destabilization and scout could one shot a light hull with some change disregarding even 50 prot modules. But smoky remains more or less the same? It is evident that this update was poorly planned out, given the huge discrepancy of power between different turrets. Not to mention that the critical module is arguably one of the rarest items to obtain in the game now. You'd probably spend a fortune on ultra containers trying to get it, and spend another fortune of crystals upgrading it, as if people don't have other expenses in the game to worry about. And I know when Tanki first announced the idea of critical damage, alot of people were skeptical and even against it. The biggest argument being, "Why use smoky if every turret can do critical damage". While I understand that it eliminates the dynamic of smoky, Tanki is an always evolving game. I was apprehensive at first too, but I still have this foolish fantasy that one day the game will return to the way it used to be, so I'm willing to give each update a fair chance before making a decision. After giving this update a fair chance, I think its safe to say that if Tanki wants to keep critical damage in the game, it needs to go back to the drawing boards, and rework its mechanics...extensively. The devs are limiting our options here. First they release heat and cold immunities, eliminating the iconic characteristics of firebird and freeze. Now this update favors any hull other than light, as they clearly devalued in usefulness as a result of critical damage. Instead of diversifying gameplay, you guys are limiting it.
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I haven't used vulcan yet, but I'm assuming that its more or less the same? I tend to use adrenaline with it. Also rail destabilization augment is so overpowered. It can one shot any light hull when it crits
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Oh nah, this definetely a joke lol. You actually had me there. The devs aren't this stupid are they haha! :sweatingintensifies:
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I really like adrenaline. Does anybody know if smoky adrenaline is good? Even with this "nerf" of smoky
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Adrenaline with vulcan is pretty good. I personally use it alot with titan with heat immunity, since a fair amount of ppl nowadays have some sort of heating protection, along with vulcan protection, so I stopped using IB in matchmaking for the most part. With adrenaline, you can get the previous power of vulcan before the devs nerfed it last year, I think it was a 12% decrease in damage, which personally I think was too much. It was a little strong at first, maybe like a 5% damage I would have been ok with. But soon after they make vulcan good again, they seemingly throw it back in the trash. Still though, at half health, its almost like a long range isida, Its more agile than IB vulcan, but not as agile as RAT vulcan. Don't get me wrong, plenty of ppl still use IB vulcan. I just feel as time progresses, more and more people will be able to get heat resist, and pair that with vulcan protection, it just makes it harder to get kills. Unfortunately, I do use defender drone. IMO, it shouldnt exist, but if you cant beat em, join em. P.S. CP is the best mode for this combo
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Imagine pitching that idea to tanki 7-8 years ago. I'm sure they would be appalled by it
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In addition, I changed "close range gameplay" to "medium range gameplay" shortly after my first post about magnum, prior to your reply.
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Direct hits themselves are even less likely to occur with the decrease in projectile gravity. The original left/right magnum was fine as it was. Splash damage wasn't insane, but speed and gravity compensated for it. The new harpoon augment was just a roundabout way to nerf the original left/right magnum. Splash damage isn't good, and now its unnecessarily more difficult to achieve direct hits
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The introduction of immunities was purely based on a financial motive with disregard to game balance, as with many things in Tanki. Heat and Freeze immunity are the worst ones by far. Fire immunity prevents afterburn damages from firebird, or other turrets/hulls with heating capabilities. So what should we call firebird now since it can't heat up people equipped with this immunity, just bird? All it does is flat damage now lol. Its literally been reverted to the old mechanic of firebird, where it just did flat damage. This is analogous to freeze, as cold immunity prevents tanks from being frozen in place. Need to come up with a new name for freeze since it can't even do the task it was named after anymore. Its an abomination that Tanki has literally stripped these two turret's identities for the modest price of 4990 tankoins. Please tell me how this doesn't break the game. I know that firebird and freeze weren't perfect themselves, and needs some attention (compact fuel tanks, shock freeze) but outright removing their distinguishing characteristics is moronic and unprofessional. Not to mention that these immunities allow for some unprecedented op combos that only add fuel to the dumpfire this game has become. Alterations themselves mean that it weakens an aspect of a turret, while strengthening a different aspect. Of course, they had to change the definition of alterations, because immunities wouldn't match the definition above anymore.
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I don't read the wiki often, so was ignorant that it was planned. But it is what it is still. Just another turret that doesn't fit my playing style.
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I was playing with Magnum the other day with the Harpoon augment. To be honest, the Harpoon augment was the original magnum left/right with an angle of elevation of 3 degrees, until the change back in september increasing that elevation to 12 degrees. Soon thereafter, they came out with the Harpoon augment for the modest price of a quarter of a million crystals. Seems I was paying again to get my old magnum back. But back to what I was saying, I was playing with Harpoon and noticed my splash damage was significantly decreased, and I just come to find out that there in fact was an update on Christmas decreasing its splash damage again. At this point I'm just going to stop playing with magnum. Sure the up/down magnum is still an option, but its mainly for campers, which I don't like. And its just a boring experience overall. Harpoon was actually good, and I took the decrease in projectile gravity with an increase in splash damage very well. But now that splash is decreased again, I see no point in playing with Harpoon anymore. Projectile gravity is so low that you can't shoot effectively from afar anymore, And the nerf in splash discourages medium range gameplay as well. It was fun while it lasted, but rip magnum
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category Ideas for Hulls and Overdrives!
NobleWinchester replied to Ilia.ArchangeI in Ideas and Suggestions
The idea itself is counterintuitive. Once a player presses that shift button and their overdrive is activated, they shouldn't be allowed to use it immediately afterward. I'm not disagreeing with you, but I'm dumbfounded that retention periods was an intentional addition to overdrives lol. And with regards to dictator, I didn't even know dictator exhibited a retention period. Alas, it must be incredibly minute that it just evaded my detection of it. And if that's the case, might as well not even have a retention period since it doesn't serve nearly as well as hopper and hornet. I'm assuming retention periods were added to aid a player who used his/her overdrive at a not so ideal moment, giving them the opportunity to use it again. Still, I feel that it is a rather unnecessary and unfair addition, especially since not all hulls exhibit this retention period, nor is it equally distributed among those that do posses these retention periods. Thanks for your reply, I didn't know about these retention periods