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Everything posted by EmeraldCat
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Well, it would be a bit more logical for it to have a slightly higher splash radius than the Arcade shots, but hey, it's progress I guess.
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Oh, it still has splash damage? I didn't know that. I would assume it has the same splash damage as its Arcade mode. Since Arcade's splash is incredibly small.
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I'm sure it is disappointing, but I'm 100% positive that this was a bug. Simple mistake. Though, at the same time, I do believe Gauss should have its splash damage nerfed. Not nerfed to the point where it only hits one target, but nerfed to a point where it has less of a splash area.
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Gauss can only deal critical shots with its Arcade Mode, you're not going to get any critical hits using your Sniping mode. Also, I was unaware that every Gauss had no splash damage, Augment or not. But from the way your spelling looked, it looked like that EMP was the only one affected by this, and that you just didn't want EMP to be nerfed. I also didn't know the full story about Gauss for this update. It seems highly likely that this in fact a bug, but, Gauss for sure needs nerfed splash damage. That goes for Augments as well. Also also, I believe that Thunder is the turret that specializes in splash damage, not Gauss. Gauss is just a copy of Shaft and Thunder, making it specialize in unoriginality.
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You're joking right? Do you not realize how overpowered and broken Gauss' EMP Augment is? I'm actually glad that the EMP Augment got nerfed. You're more worried about Gauss getting nerfed than, for example, Railgun's critical damage and critical chance? Not surprising, you've gained more xp and hours on your Gauss than with any other turrets in the game.
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I'm curious to see how many players Tanki is going to lose from this update. I bet it'll be too late if it were an April Fools joke because most players wouldn't even see it as a joke and just leave. I wouldn't be surprised if Tanki lost so many players that Matchmaking would place Recruits with Legends every few battles.
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I think the crystal gain and/or garage prices are a problem as well. Actually, maybe just the garage prices. Xp got boosted x4 while crystal earnings got boosted x2. I'm sure if Xp was lowered to 2x, the gain between xp and crystals would be balanced. Garage prices, on the other hand, should probably get changed. This is just from my experience, but I can't seem to manage upgrading 3 modules on time before I unlock the next Mk. I just made a new account and I've recently unlocked Mk4 on some of my turrets but all 3 of my Modules are still Mk3. Drones are also too expensive. I bet if I were only to use 1 turret, 1 hull, 1 module, and 1 drone, that drone will cause me to delay my upgrades on other turrets. Then again, Drones are meant to be a buyer's tool, not meant for F2P players to use.
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Its critical damage is the same as its regular damage, it's just capable of hitting critical shots more often than other turrets. Practically making it an AP Machine Gun. I think the Devs purposely buffed the Railgun because no other turret is more special than Railgun, according to the Devs.
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Ah, just tested Vulcan out and it's basically just an AP turret now. There's no increase in damage for its critical. But you could get 3-4 crits a second. Actually, I saw about 8 yellows when hitting an opponent.
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I don't think Smoky(Autocannon) gave the player an increase in Critical Chance. Though, the Augment never did decrease Critical Damage or decrease Critical Chance. The only time it received Critical Chance changes was when Smoky itself got changed not too long ago.
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I just tested Smoky(Autocannon) and Railgun(Scout), and both of these turrets are very overpowered now. Since critical damage is not affected by modules, with their fast rate of fire and untouched critical chances, these two turrets can deal insane amounts of damage. It really doesn't matter if both turrets lose their damage in return for faster rate of fire. The only time critical damage is affected is when the enemy has Double Armor, Defender Drone, and Critical Protection Module(Which I have seen no one use yet).
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Oh, the test server isn't 100% yet. Currently, all the critical damages deal the same damage as the normal damage, excluding Smoky.
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Kinda reminds me of this other scenario that happened. "Firebird's burn damage deals 300 damage per second and the damage won't decay, we also decided to give the burn damage to other turrets to as Alterations,, buuuuuut, good news is we've added Fire Immunity, so that you can not get incinerated by this op amount of burn damage." It's not exactly what happened, but it basically sums up what's happening here.
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It won't. Might wanna put Assault Rounds with the useless Augment List.
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They are technically touching every turret.
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A protection module that can only be accessed by Ultra Containers, says the update. Another item that can only be used by buyers, and used by those very few lucky individuals who did all that extra effort to get 7 Ultra Containers for this week's event(Easter and/or April Fools). Though, not a lot of non-buyers are going to have this item because no one is going to want to play Tanki after the Server Update in 9 hours. So, Tanki won't gain much from doing this.
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I have 4 main accounts. I got this one "EmeraldCat345" but I have one that literally specializes in Smoky(Autocannon) and Dictator. So, that account specifically is gonna have some awkward changes.
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Well, if I'm reading this update correctly, Hornet will not only give the player the ability to AP other people's armor, but it will also allow them to have a 100% chance to hit a critical shot as well.
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God I hope this is some giant April Fools Joke, and on April 1st, this update will be removed. First off, I want to point out that adding this update to the game will ruin Smoky for good. Smoky's critical damage was what made Smoky unique, different to other turrets in the game, and if you look at Smoky's Augments, more than 50% of Smoky's Augments are benefiting its critical damage. Giving that critical ability to every other turret will make Smoky insignificant, not really special. This same exact scenario, in my opinion, happened with Firebird, when the Devs decided to add Alterations that deal fire damage. Players didn't feel the need to use Firebird anymore since they can burn stuff with other turrets now. What made Firebird special was its ability to burn enemies, no other turret could do that. Another interesting thing to point out is the fact that after Fire Alts became a thing, that's when the burn damage became severely ruined, and many changes had to occur to make in decent but still absolute crap. Now we have things like Fire Immunity and Incendiary Bands. 300 damage a second is still a pain. Smoky is going to end up having the same fate as Firebird.
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Wait a minute, why is this month's Challenge getting an Easter paint if Easter is next month? Would it not make sense to put the paint in the next Challenge instead?
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