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Everything posted by EmeraldCat
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@Tanker-Arthur and @diamondcreeper159
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Shaft actually has slower reload. Let's start with M0 Gauss and Shaft. For Shaft, you must aim for a total of 4 seconds until you can get the full damage(1650). Take note, this sniper shot is a single target only, meaning you can't hit multiple targets. You are also stuck in scoped mode when aiming your shaft and you are unable to move. Also your rotation speed is slower. After shooting your sniper shot, you are forced to wait 5 seconds to fully recharge your ammo to charge up another sniper shot. There's also the scope exit and enter delay. Both of those are .5 seconds each. So basically, you must wait 10 seconds per shot to actually deal 1650 and your second option is once you've fired your shot, you can shoot an arcade shot, but, those got heavily nerfed to where their max damage range is 20 meters(4 blocks) and minimum damage range which is 30 meters(6 blocks). Arcade shots are also only single targets so they can't do splash. For Gauss, you gotta aim for 2 seconds, but unlike Shaft, you are able to move, and unlike Shaft, you must keep your aim locked on a target for 2 seconds. The max snipe shots damage for Gauss is 1070 damage. If you lose aim, you get 2 seconds to recover your aim, unlike Striker which only gets 1 second of aim recovery(Striker also takes 2.2 seconds to aim at a target). After shooting your Gauss Snipe Shot, you are forced to wait 4 seconds until you can deal any form of damage again. So, that would add up to 6 seconds to wait until you can deal 1070 damage again. Another thing to point out. Gauss can deal splash damage, nearly similar to Magnum's splash damage, which means you can hit multiple people in groups, all dealing about 1070 damage, also, you don't have a laser that indicates the enemy on if you're aiming at them or not, which makes it even more worse, and, unlike Shaft, you can use mid-short range combat quite well with Gauss. So, if I do the math here, M0 Shaft reloads 66.6% longer than Gauss, but has 64.8% more damage than Gauss. I'd say as far as sniping goes, both turrets are pretty balanced out between each other. But, Gauss has the capability to move while in aiming mode, and deal heavy splash damage, and hide whether or not it's aiming at you or not from a distance. The only indicator for Gauss is the 2 bunny ears that lift up. As for Arcades go, Gauss easily is far better. It can deal more damage and has splash damage, even has further range, but slower non instant bullets. Shaft on the other hand deals less damage, single shot as well, but very close range. I think in a Gauss and Shaft Arcade duel, Gauss would easily win. But, Arcade shots are pretty alright for the time being. I think the damage and reload for Gauss are fine, but nerf the splash damage by a lot, and give it some down effect when aiming, either rotation speed decrease or a lasers(I totally think the scope should only be Shaft's thing). One other thing is that Gauss' EMP Augment needs to be deleted, seriously. You're right, people like Gauss because of how much splash damage it deals and its fast reload. Damage is also quite high. People also like how the EMP Augment can erase your supplies, and it is capable of reloading in about 2 seconds. You basically described the reason on why it is overpowered. It does in fact kill players more times than any other turret.(Excluding Incendiary Bands + Fire Immunity) Which is why it needs a nerf.
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You're right, because the Devs want to milk our wallets.
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Gauss needs a nerf Hull Augments need to be deleted Hovering Hulls need to be converted to Tracked Hulls while also deleting the new Crusader hull Mobile and PC servers need to be separated from each other for full fairness. If that happens, hovering hulls can be returned only for Mobile Hull Overdrives need to be converted back to the Zero Supply Overdrive, with a few tweaks of course. Augments themselves need to be converted back to Alterations. Meaning some of the current Augments would need to be changed. AP, Stun, and EMP Augments should be deleted Drones need to get deleted Mk system needs to be reverted back to the old M system, with a few tweaks I had in mind. The old M0-M2 skins need to be returned along with the old M system. Also the return of the old shot effects.(HD M0-M2 skins. I like what they're doing with the M3's) Afterburn needs fixing, along with Freezing. Hull hp/speed changes to differentiate the 9 hulls from each other logically A few minor balance changes to some turrets And bam, these are all the things that need to happen.
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Defense vs Offense. Instead of Defense/Offense vs Defense/Offense. It's a good idea honestly.
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I must agree with you, using Drones and OD's combined to break the game is really bad. You have EMP Gauss and Incendiary Band people, who destroy you with firepower, but for those who use Mechanic, Dictator, and Isida have an advantage when it comes to points and battle fund. But, I don't think these nerfs will actually work. The whole point of Dictator gaining points for boosting the team is the fact that it's a Support OD, and that you should be allowed to benefit off of helping your team out. You'll be missing out on points if you decide to use it by yourself, but sharing with your team will help you in return. Also compared to other OD's, Dictator won't exactly help in combat. If I can't gain points for supporting my team, what's the point? I think it would cause a lot of players to not use Dictator anymore. 2 points per person is pretty insignificant compared to the 15 points you gain from destroying another tank, or 50 points you gain from capturing a flag. I think 10 points is reasonable seeing as no other teammate is going to be alerted that you have 100% OD charge. In fact, most people don't even care if you have your Overdrive ready. There's not much teamwork in the matches to begin with. You'd be lucky to even get 3 people to boost with your Overdrive. One last thing, Dictator is known for boosting other Hulls' ODs by 50%, but a Dictator can't boost another Dictator's OD, thank god. As far as the drones go, I don't mind whether they get nerfed. My belief is that they should all get deleted, whether they're op or not. Drones just don't work out in Tanki. I would also say the same thing with Overdrives, but since I will not be explaining my alternative for Overdrives at the moment, I'm not going to suggest deleting them. Also, you can now gain points from Ares' OD now. It was a recent update the Devs added, as well as a Defender Drone nerf, which is cool.
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Same. :')
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This would be kinda cool. Let's hope this is something the Devs can pull off, if it ever happens.
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Thanks to keyboard ghosting, I had to switch entirely from arrow keys to mouse controls. I learned to adapt to mouse controls, and honestly, mouse controls are a lot better than arrow keys. I recently got a new computer and the keyboard ghosting is a lot worse than the keyboard ghosting from my old computer. Which is why I had to switch. The only keyboard ghosting problems I have now are when I press tab when using wasd or 12345. I am unable to move if I'm holding tab. Which sucks, but it's whatever. I do agree with you on this though, I support the idea fully. On my old computer, I had to adapt to keyboard ghosting, which wasn't too bad. I did quite well in battles, but others may experience it much worse.
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valid Divide augments into two categories when creating a PRO battle
EmeraldCat replied to E_polypterus in Ideas and Suggestions
Yeahh, pro battles need some major improvements. -
159% agree with this. Those who have it don't got to worry. All they got to do is wear the Hull Augment that protects them against the effect they give.
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"Wanna protect yourself from an Augment that deletes your supplies? Buy the EMP Augment that costs over 5k Tankcoins." Says the Devs.
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It's actually still really popular. You can't make a point about how many people use it in battles because Tanki doesn't have even near as much the amount of players it had before. Generally, every turret lost popularity, but Railgun still stands at top. Doesn't matter which turret is more op. But you're right, some turrets I should've made a topic on deserve a nerf, but the Falcon Modules are very high in battles, and I'd like that to be died down a little. Make Railgun less of a target when it comes to Modules.
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I made it clear that it is in need of a nerf.
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Buffing Railgun will buff the amount of Modules that are against it. There's already more than 50% of enemies using it per game. Is that something you want? Being in a game where you can't deal the full damage of your Railgun?
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I'm not opposed to the Augments getting nerfed as well, as a matter of fact, this is exactly what the Devs wanted. Since they changed the name from Alteration to Augment, there's literally no down effects to the Augments, even though they do indeed have down effects. But, I do believe Railgun needs a nerf itself.
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Haha, sure, I can make a topic on that as well.
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With the 50% nerf in mind, I think Hyperspace should get a little buff. Like, say Penetration =200%. Because hitting 2 opponents is basically a luck shot. I also thought of Round Stabilization in mind, because it seemed kinda useless at M4, since now all railguns =100% penetration. So I basically indirectly buffed it. As for Scout, I think it needs a nerf of itself as well. Mainly an impact force nerf, and also either a damage nerf and reload nerf.
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I totally understand, but double armor isn't as bad compared to a Protection Module that permanently decreases your damage by 50%. With double armor, you can use double damage, with Falcon Module, you need Hornet to pierce armor and Falcon.
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Actually, I thought about it, and now there's 3. Reload nerf, Impact Force nerf, and Penetration nerf. I didn't add the 1.1 second delay because it wasn't a changing factor when the turret upgrades, so there was really no point in adding it in. Though you are correct, adding in an unchangeable digit to your equation will indeed give you an answer of 34%. That's like saying that Thunder's max range of damage is increasing with every upgrade but its projectile speed isn't be increased. Shot delay or no shot delay, 34% is still very high compared to most other turrets. Although, you mighta convinced me that Railgun should also receive a Shot Delay buff with the other nerfs I just gave it. M4's shot delay would be .825 seconds. Add that with the 3.3 second M4 reload, and you got about 4.125 seconds per shot, compared to M4 Railgun's 3.7 seconds per shot. Also, if you subtract 25% from 5.5, you get 4.125, which most definitely looks balanced. if an M0 Thunder and an M0 Railgun were to fight, both are far superior at specific ranges. But, assume that at M4, both turrets doubled their damage, and their reloads were both increased by 25%. How is the M4 battle gonna change compared to the M0 battle? I believe if both turrets decrease their reload by 25% M0-M4, nothing has changed in reality, just the fact that the battle will end up being quicker. Penetration is getting nerfed because a percent based stat is already being upgraded. Percent based stats depend on other stats that are upgraded. Tanki basically made it so that M4 turrets are doubled in damage compared to M0, with slight 2 digit number changes, so basically, no turret should be increasing more in damage. But, since penetration is basically damage based, it's damage gets quadrupled compared to M0, which was 200-400 to the second tank. At M4, you're now dealing 800-1600 to the second tank, so you are in fact quadrupling your damage compared to the other turrets who only get their damages doubled. Keep the penetration at 50%, and M0 penetration will deal 200-400 damage, while M4 Penetration will deal 400-800 damage. Timing a shot is not skill, that's called luck. You can technically play XP/BP with any hull you so desire. Not sure why using Hornet and Railgun is considered skill compared to other turrets. Popular is a strong word for Falcon. Actually, it's popular in the bad way. I think I'd rather lose some penetration, lose some reload, and lose some impact force, just to not have every enemy have permanent 50% Falcon Modules. I think my nerfs are a lot less bad than only being able to deal 50% of my original damage most of the match.
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Getting a damage nerf and a fire-rate increase doesn't seem that bad at all. Assuming the amount that was changed. If you're suggesting it was like LCR, which currently has +40% Damage and +50% reload, then an update like that should not have been a problem. Yeahhh, honestly, the afterburn for Vulcan has caused too many problems at this point, even now, it's causing a lot of problems with Fire Immunity, and is not getting fixed. I think Vulcan should be changed to never be allowed to deal burn damage or get burned after ammo bar reaches zero. As far as my suggestion for said changes for Railgun, the whole point is for it lose the amount of players or popularity it has. I believe that a game that allows you to have many different combinations of tanks, should not be allowed to pick favorites. Because that gets you to having most enemies having 50% modules against you. Compared to Vulcan's problem, Railgun problem is not Augments. Though, you're right, Scout is insanely overpowered, and even if I convert M4 Railgun to have a reload of 3.3 seconds and nerf M4 Railgun to have 440 impact force, Scout is still going to destroy. So, some nerfs can be given to Augments as well. Lastly, I respect your reasons for wearing the Railgun Module, but most players have it because it's just straight up popular. That's my main focus here, and I believe it could be achieved with nerfing the stock turret.
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What's unfair is the fact that Railgun has to have so many protection modules against it. I do agree that Scout is broken, but Scout is not the main problem here. The main problem is that the Devs give it so much clout, i.e. skins, augments, its own mode, many sports events using it, and don't get me started with the Terminator. Railgun is favored by the Devs, and because of that, it's been popular with the players. Heck, even Youtubers love showing off their luck shots doing a 360 degree spin on an XP/BP match. Because of this, the amount of modules have increased. People are mistaken because they assume since it's favored by so many people, it's considered overpowered, which is why you see even more modules against it. "You don't nerf all rails to fix scout," why do you still think my main focus is on Scout? Like I said, Scout isn't the main issue, the main issue is the turret itself. Could you recall a time when Railgun was discouraged? More specifically, could you recall a time when it was ever given a nerf? Can you tell me a time when Railgun has never been promoted? Because I haven't. I've only seen updates where Railgun gets a massive plus. You got a point, Tanki has had a bad history with afterburn. But you got that all wrong. The devs didn't nerf Vulcan because of Incendiary Bands, it was because the Isida-Vulcan combo got super strong when Vulcan got the buff from the indirect burning nerf. Lemme go in depth on what I mean... In late 2018, Firebird's afterburn was increased to 300 per second. However, the max burn duration is now 10 seconds, no matter if the CFT alt is equipped or not. This would also apply to other turret alterations with heating abilities. This is actually a major indirect nerf to Compact Fuel Tanks, as default M3 Firebird now gives practically the same effect, but with double the ammo. The new burn also unintentionally affected Vulcan's overheat, making it deal extremely high damage to itself when overheating. Instead of making Vulcan's overheat use a separate heating mechanic/code, Vulcan was seriously buffed to compensate for the high self-damage. Vulcan was nerfed to oblivion after it went OP for a few months. It would spend most of 2019 in this trash state. In 2020, Vulcan was reworked to actually be good and more versatile in battles. It is the version of Vulcan we see today. Meanwhile, after over a year of the new burn-based alterations being out, most people had bought Firebird Modules to protect themselves against various burn effects from Smoky, Hammer, and Vulcan, as well as Firebird itself. this in turn, cause Firebird to be extremely weak due to so many people having a protection module against it. Instead of making each turret's respective modules protect against their specific burn effects(like a Smoky module protecting the burn from a Incendiary Smoky, or a Hammer module protecting against Dragon Breath's burn), developers decided to completely nerf the Firebird Module by removing it's ability to reduce heating effects. The same was done to the Freeze Module for the freezing effect, to keep Firebird and Freeze on par with each other. Firebird ended up being pretty strong....not as overpowered as, a Gauss for instance, but just annoyingly strong in battles due to this. To nerf Firebird being strong again, developers released Hull Augments, including Heat Immunity. This actually killed Firebird, because people weren't gonna give up their Firebird Modules so easily after spending tons of crystals to upgrade it. Additionally, the only hull augment that everyone wanted was Heat immunity, cause no one likes being burned apparently. Thus, a Module stacked with Heat Immunity made Firebird useless. Hull Augments gave the developers the idea to just turn all Turret Alterations into Augments as well for some reason. This means, it's perfectly alright for an alteration to be overpowered in battles, something that 2016-2019 developers would've never allowed to persist for more than a few months. Since all alts are augments now, developers removed them from purchase, and made them only available in containers. Everyone got extremely angry about the container augments update, and as such, developers were forced to revert the previous change... but with a catch... Augments were once again purchasable... but... their prices were increased dramatically. Most of the augments(alterations) are now 245,000 crystals to obtain. To put this into perspective, before all these augment updates ever happened, the most expensive alts in 2018-2019 were Hammer's Adaptive Reload and Ricochet's Berserk, which each costed around 235,000 crystals. Additionally, every turret practically had one 20,000 crystal alt prior to the augments update. Additionally, the rank restrictions on turret augments were completely removed. Meaning, alterations that normally took lots of skill to adapt to (such as Smoky's Autocannon or Hammer's Duplet) were now available starting from recruit. New Players don't know how to fend off so many different gameplay mechanics at once. Meanwhile, in the background, word had spread about the interaction between Vulcan's Incendiary Band and Heat immunity. In no time flat, this combo dominated most battles due to how it literally turned Vulcan into an infinite-ranged Firebird with infinite Ammo. With other various updates including major buffs to mid and long-ranged turrets such as Magnum, and game-breaking alts such as Gauss' EMP, along with the still prevalent widespread use of the Firebird Module and Heat immunity, Firebird is the worst turret in the game and is very well "Dead" in matchmaking battles above the Brigadier rank. But yeah, afterburn didn't have to be like this, and no, my plan for Railgun is nothing like what happened with the afterburn.
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I never said everyone chooses the Railgun Module because Railgun is popular, but I do believe it's a very common reason players have it. My plan was never to indirectly nerf the Railgun Augments, I simply wanted to nerf Railgun, and decrease the amount of Modules are used in battles. All of you keep saying that the Augments are the problem, and if you all think that, then Stock Railgun's nerf will indeed nerf the Augments as well. There's nothing unfair about it, every Railgun is getting nerfed. Thank you for stating out the fact that ODs are too overpowered, and should not exist in Tanki. I'm pretty sure I said something about the fact that Hull ODs should be deleted and reverted back to Zero Supply. I do admit that Overdrives seriously counter Modules. As a matter of fact, they even counter Drones, which are also a big problem in the game. I say it will have the impact that I think will happen. We can always do a 2 week testing event just to find out, the Devs had no problems doing that twice.
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This is basically what I'm tryna tell everybody. Notice that I didn't mess with Railgun's damage at all? I think Railgun's damage is quite fine, though a tiny change for M0 Railgun's damage making it "400-800" instead of "390-810" would be greatly appreciated.
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The thing is, Railgun itself is being targeted by all these protection modules. I made an account just so that I can use Railgun, and it's almost every battle where there's more than 50% of the enemies using a Railgun protection module. This isn't because of 1 single Augment, it's because the game decided to make Railgun super popular. Giving it its own mode which apparently is fun, giving it tons of augments, giving it a lot of skins. Also, nerfing the actual turret will nerf the augments. Instead of M4 Scout having a 1.3 second reload, it will have a 1.65 second reload. Instead of M4 LCR having a 3.9 second reload, it will have a 4.95 second reload. Plus, Railgun's nerf would actually benefit Stabilized Rounds in a way. Stabilized Rounds makes your penetration =100%, but an M4 Railgun already has 100%, so there's no point in having Stabilized Rounds. I'm not opposed of the idea that Scout should get an Impact Force nerf, it would make a lot of sense, but I do believe that Standard Railgun should get nerfed in order to lessen the amount of modules are being used against it per game. Not sure what's so bad about Railgun's M4 stats being changed to: Reload =3.3sec, Penetration =50%, and a new one because someone made me realize how op Railgun Impact Force actually is... Impact Force =440. Everything for M0 will stay the same.
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