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Posts
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Everything posted by EmeraldCat
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Or, the other way around where there's 8 people per team who can't move or shoot... Times up. No one wins. The only people who will be able to move are the P2W players. Because they bought lots of Energy.
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Now that I think about it, I think Energy is required to actually move your tank. If you don't have Energy, you can't move in battles. You can only watch.
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Haha, imagine if "Energy" is just a resource we have to get in order to play the actual game. Energy would be used to fuel your tank for 1 match and 1 match only. If you run out of Energy, then you have to wait 12 hours before you can earn another energy. That's what I think it's going to be.
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Okay, the special mode for April Fools sucks, literally. I join a game and there are more Hoppers in the game than any other regular game mode. Trying to catch these Super Gold boxes was no fun because there was always a Hopper to catch it high in the air. Hopper removed what was fun about catching gold boxes. The only people actually enjoying themselves are the people who use Hopper specifically to catch gold boxes and gold boxes only. But yeah, this special mode sucks and Hopper sucks.
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Looks like it wasn't an April Fools joke. : (
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Already found it. Just searched up "tanki challlenges" and found it in the second link.
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Haha, I didn't even know a Challenges Archive existed until now. But still, it would be kind of nice to know this information on the announcement.
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@Marcus When announcing the Challenges, can you please announce what the specified Hull is and the Augment it will get? It's getting really annoying that you announce the Challenge 1 day before it starts, but you don't actually tell us what the Augments are going to be. All you do is show us a photo of the Augment icon. Turret Augments are easy to tell, so they're not much of a problem, but since all Hulls have the same Augments, there's no way for us to tell what it'll actually be. So please announce the Augments when announcing the Challenges, thank you.
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I feel like if Railgun got buffed, even more players will use Falcon. Even though 50% of Railgun's shots ignore Falcon Modules, there's still that 50% chance where Railgun doesn't critical hit you and the Railgun ends up dealing nothing to you. Either way, it's a super dumb way to try and make players use Falcon less. I predict that in a few months, when more players have the Critical Module, they'll have both the Critical Module and Railgun Module combined, and maybe have the Smoky Module as their third one because Smoky is pretty op with its AC Augment at the moment.
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Railgun(Scout) Damage Test If you click this link, I have made a video of Railgun(Scout)'s damage. Everything in the video is visually explained, there was a bit of lag at the end, not sure why, but whatever, so... My first account, "diamondcreeper159," with his Railgun and Scout Augment. His Railgun is Mk7 5/20, and it deals 820 damage. Since garage stats do not change when equipping an Augment, the damage I showed in Garage is accurate. In the garage, it said my critical damage was 1459. If I subtract that by 30%, the damage would be 1021, which is the damage I projected onto "Emeraldcat345" my second account. So that is accurate. As you could see, Emeraldcat345 did not have any Modules to protect against Railgun, no Defender Drone either. So, I was hoping for diamondcreeper159 to get a regular shot and not a critical on the first few tries, but I got so unlucky that my first 5 shots were critical hits. That's right. 5 shots were critical shots. Imagine I were playing in a standard battle. Anyways, eventually, near the end, I deal 820 damage. So, I've proven my point, there is no bug, there was no mistake with the Wiki, I'm sure if you used double damage, you could bypass their double armor, aaaaaaaand Railgun is still op.
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So, Railgun(Scout) M4 will deal regular 900 damage, with no damage decrease, with a reload of 2.18 seconds plus delay time, and its critical damage will be 1120... Why?
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Well, if that's the case, then I wish most of the players on Tanki fair well as they will be quitting.
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No no, what we need is for this critical damage update to be removed. It was a flat out stupid idea to begin with. Removing Smoky's uniqueness without thinking, saying "Oh, but on the other hand, Smoky and literally every other turret's critical hits ignore modules." Literally favorite childing Railgun and giving it the most op power ever. It's very clear that the Devs never thought this through. It was said in the latest V-Log that Railgun had some problems with its Augments, and that the new Railgun Augments were "too weak." It was also said in the V-Log, and I quote, "Railgun has no alternative fire mode to work with status effects, and it can't simply be added without breaking the turret's play habits." First off, why even add status effects for augments, they make gameplay the absolute worst. Specifically "AP, EMP, Stun." Second, this problem could have been fixed in various other ways. They didn't have to "1 - Remove the damage spread for all turrets. 2 - Add critical damage mechanics like Smoky's for all turrets." and I quote again. I think one solution would be admitting that status effects for augments are a bad idea and make gameplay crap, and simply remove them from the game, that way they can think of Augments that ARE'NT unoriginal. Another solution would be to stop making Augments so powerful and convert their name back to Alterations, that way, you don't have to worry about "play habits" being broken. Because the whole point of Alterations is to change the turret's play style. I think those are just 2 out hundreds of other GOOD solutions the Devs could have taken to solve their problems. Not breaking the game even more with this critical damage nonsense. As a matter of fact, this update is kinda nonsense, because I don't see how removing damage ranges and giving every turret was going to fix their problem that I quoted up above. I think the Devs should really think things through before deciding to add something. Because I know for a fact this critical damage update was not thought out.
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Skill can be found as an Exotic Rarity inside Ultra Containers.
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Hehe, can't park just yet, gotta get my 4 main accounts I've been working on for 7 years to Legend(Including this one). Which means I gotta keep fighting through all these crappy updates. :')
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To be 100% completely fair, the game is slowly losing players, and a few updates before this one caused some major decreases in players. I totally understand that the Devs need money, I think what they're trying to do is justified, but the way they are trying to go is just wrong and it won't work. Agreed, I don't think the Devs thought this through. It would most definitely be a lot more fair, but, why play a game where you're split into 2 categories "incredibly weak or insanely overpowered." With this update, from the looks of it, if you don't have that Critical Protection Module, you'd be considered incredibly weak, and it would be hard to hold your ground in battle. On the other hand, if you have a Critical Protection Module, you now have the upper hand against literally everyone. Same is said for Railgun. You're insanely powerful if no enemy has protection against critical damage, but insanely weak when your opponent does have critical protection. There's really no middle ground for this stuff and it honestly pisses me off.
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So far, the only thing I'm actually enjoying on Tanki right now is the Team Juggernaut Rugby Mode. It's pretty well balanced, everyone deals the same damage, has the same hp, no one has modules against each other. Though, you are still able to use drones in the gamemode, which ticked me off. Getting absolutely annihilated by the Juggernaut and its Booster Drone was unfun. But yeah, Team Juggernaut Rugby Mode 7.5/10, critical update in general 1.5/10.
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At this point, I don't want this update to be fixed by the Devs, I just want this update deleted. They kind of ruined their chances to release an actual good update, but they ruined it with this one. I'm sure if what you just said was their plan of action, I might've actually liked the update, but, they absolutely ruined it. Literally just made every turret an AP turret, didn't hesitate when deciding Railgun, didn't even hesitate to make Smoky lose its uniqueness. Yeah, this has got to be probably the second worst update in Tanki history.
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Theoretically speaking, if this is not an April Fools Joke, in a few months, I'm going to see a lot of Critical Protection Modules. Might as well throw Fox, Falcon, and Grizzly away.
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From what I understand, protection modules were supposed to mix things up in battles. You start a match and some enemies don't have protection against you, but some do. It was supposed to be random. Protection modules were added for players that wanted a chance against turrets they didn't like. But, Tanki is so imbalanced, that Modules ended up being predictable and most players would choose either Firebird, Thunder, or Railgun protection. Those 3 protection modules are literally the only ones I see a lot in battles, no other turret gets as much as those 3. I think if the Devs were actually good at balancing turrets, I'm sure Modules wouldn't be a problem, but they are.
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If only your words could be seen by most players in the game, but I believe majority of players don't even use the Forums. :')
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Pretty sure the Devs did the opposite of "widening diversity." It's actually really hard for diversity to exist in Tanki now since each turret is slowly losing its uniqueness.
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Nope, because the only way to earn it is to get lucky when opening Ultra Containers. You can earn 7 Ultra Containers from completing all the Special Missions, that's the only way to get it, the other option is to spend money to get Ultra Containers.
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I dunno know what to tell ya. If the new Gauss isn't fitting your satisfaction, there's always other turrets like Thunder and Magnum.
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