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EmeraldCat

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Everything posted by EmeraldCat

  1. You're absolutely right, why nerf something that is "not op?" Well, to decrease the amount of people using it, that is. When there's a decrease in the amount of people using Railgun, there will be a decrease in the amount of people using the module. Also, you're right again, it will take a while for Falcon Modules to decrease, I estimate a year or so to finally reach a specific amount per battle, but it's all about patience. I'm simply widening the variety when it comes to modules per game. I hate it when I see that more than 50% of each enemy has Railgun protection every single battle, this seriously changes game balance. As far as Freeze go, it's pretty alright in terms of balance. I do believe it needs a few changes, but, it's pretty alright. Which is why you don't see as many Freeze modules compared to Railgun Modules. Yes, I know it's a player's act. For me, I like defending from Firebirds, Vulcans, and Shafts. I don't target the most overpowered turret. But in most cases, players pick their modules by defending against the most overpowered turret there is, or the most used turret. It's less about being annoyed when it comes to Railgun, more about how it's popular. Simply announce that Railgun will get a nerf, if the devs decided to go into detail about these changes, then so be it, explain to them what's wrong.
  2. I believe, in a game where there are many combinations to use, I believe there shouldn't be a popular turret or hull. The fact is, there are so many protection modules against it because it IS the most popular turret, not because it's overpowered. I find this super annoying. If you nerf the turret itself, it will become less popular, but people won't just never use it again, the turret will still be used. These aren't severe nerfs. Also, the Augments will get nerfed as the turret gets nerfed, because they have percent increase/decreases that depend on the turret itself. Which is why Augments aren't upgradable.
  3. That is Hyperspace's power, yes. But, with my idea in action, Hyperspace will have a constant penetration of 150%. It does suck that my M0 Railgun can't deal extra damage if my penetration goes from 50% to 100%, meaning I'm just dealing full power with every shot. I wanna be able to deal extra damage. Here's a question for you, what do you think about "Round Stabilization" at Mk7 20/20? I'd say it's a pretty good augment, -25% max damage, but +50% minimum damage, so the damage spread is a lot shorter. But, penetration =100%, meaning no matter your Railgun's upgrade, it will always be 100. But wait, my Railgun M4 already has 100 penetration, I don't need this augment. But, the thing is, there's always a rhythm to upgrading. For example, from M0-M4, every hull gets doubled the amount of hp at M4, from M0. So, Wasp has 1000HP at M0, it will have 2000HP at M4. How do we balance that out with the turrets? Have the turret's damage increase be doubled. For example Freeze deals 450 damage at M0, and deals 900 damage at M4. How do we balance out the fact that every turret gets a reload about -20% at M4? We increase hull speed by about 20%. For example, Thunder. You already know about Thunder, but for example, Wasp, 10m/sec at M0, 12m/sec at M4. 10 + 20% = 12. I decided to look through every turret's impact forces and I found that Striker, Gauss, Railgun, and Magnum all nearly triple their Impact Force from M0-M4, compared to the other turrets that only get theirs doubled. As far as reload time goes, Striker and Gauss are fine when comes to decrease from M0-M4. But Magnum. Oh boy. Magnum's M0 Reload Time is 5 seconds, but Magnum's M4 Reload Time is, are you ready, 2 seconds! 2 seconds, that's a 60% decrease in the turret's reload. Not to mention its impact force is multiplied by 2.8 M0-M4. No wonder Legend ranks never use it as an artillery turret anymore, because you can go full on assault with the little amount of reload there is, and be able to knock off everyone's aim with direct hits. Well, if impact force increase every upgrade, what opposes impact force? Bingo, weight, rotation speed, and turn speed, but mainly weight. Rotation and turn speeds are just just like hull speed, and should all increase by 20%, but I'll save that for another topic. Anyways, weight. Weight helps prevent how much impact force will knock you off, and by the looks of it, weight is doubled for every Hull, M0-M4. Not sure why Viking weighs as much as Hopper, but whatever. If weight is doubled, then impact force should also be doubled, so that there's no imbalance. Thank you for helping me realize that impact force is also a mega problem, I now believe that Railgun's M4 Impact Force should be 440, instead of 650. The thing about the augments is, if you nerf the turret itself, it will nerf the Augments as well. LCR, in fact, had an unannounced nerf. You will now increase your reload by 50%, instead of whatever it was before. I think it's quite balanced now. Scout should definitely get a nerf itself, and AP Augments should get deleted, Death Herald needs more logic(But it's a cool and balanced Augment), and Stabilized Rounds should be more useful at Legend ranks.
  4. I'd like to suggest an idea to fix Railgun, because currently in battles, Railgun seems to be popular with the modules. Falcon is one of the most used modules in the game and it's because it's a popular turret. Railgun does not have all these Modules against it because it's overpowered, as a matter of fact, there's not much wrong with Railgun. It's the fact that the game has made Railgun very popular in different ways, which makes a lot of people use it. I believe nerfing Railgun to make less people use it will greatly decrease the amount of Falcon modules that are being used. Here are the changes: Railgun's penetration will now be at 50% for all Mk's. So, no matter how upgraded Railgun is, it will be stuck at 50%. For those of you who don't know how penetration works, it is the amount of damage that the 2nd tank you hit in 1 shot will deal. As for the 50%, that shot will deal 50% of the damage that your shot did to the 1st tank. If there's a 3rd tank, then it will deal 50% as much damage as the 2nd tank received, and so on. Railgun's charge time will be decreased. But not at Mk1. Mk1 Railgun will keep its charge time at 4.4 seconds. But Mk7 20/20 will have a charge time of 3.3 seconds, instead of 2.6 seconds. Reasons for the changes: Why shouldn't Railgun upgrade its penetration anymore? Because I truly believe percent-based stats should never be upgraded. Percentages are based off other factors that are already being upgraded. Take Smoky's critical chance for example, it has a chance to deal critical damage at Mk1 with 11.5%, meaning, 1/10 shots is going to be a critical shot. but, at Mk7 20/20, the critical chance is 20.2%, meaning 1/5 shots is going to contain a critical bullet. But the thing is, Smoky's reload increases, meaning if smoky's reload increases, the chances of getting critical shots is a lot faster, so you're basically having a massive damage boost with Smoky compared to other turrets. What makes this worse, is that the chances of a critical shot are even greater due to the fact that it doesn't go "9 bullets then critical, 9 bullets then critical, 9 bullets then critical." Each time you fire, the chance of a critical bullet increases every time by 11.5%, which is why it's rare to shoot 9 bullets and get no critical. Of course, this isn't a topic about how Smoky has a percentage problem too, this is Railgun's problem. As for the penetration, it depends on your railgun's damage, so if it's 50%, and my Railgun deals 800 damage, it will deal 400 damage, but if it's 100% and I deal 1600 damage, that means that the second tank I hit will be hit with a bullet that got a 4x power boost from Mk1. Keeping percent based stats un-upgradable will keep game balance from breaking. As for Railgun's reload, from the looks of it, excluding the melee turrets, every turret decreases its reload from Mk1-Mk7 20/20 to about 20-25%. Let me explain what I mean by 20-25%. Take Thunder for example, it's Mk1 reload is 3 seconds. it's Mk7 20/20 reload is 2.2 seconds. 3-25% equals 2.25. So, thunder is roughly close to -25% reload time from Mk1-Mk7 20/20. Every other turret is quite similar with Thunder. But Railgun decreases its reload by over 40%. That is a huge percentage, compared to what the other turrets get. I believe this to help balance Railgun out as well. These are all the changes I believe Railgun should receive.
  5. EmeraldCat

    Ideas for Missions!

    I think the reason why is was nerfed was because Isida's would basically make you immortal. Repair kits would heal 1000 units per second, healing for 3 seconds, but Isidas could do that easily and with a long period of time.
  6. EmeraldCat

    Ideas for Missions!

    Ah whoops, I was quite positive Isida was healing for 250/sec(M0). Like really positive. I think they mighta changed Isida again. I feel that to be the case because since Freeze's AP Augment now decreases Freezing Rate by 50% which never was the case before, and Railgun's Large Caliber Rounds increases reload by 50% instead of 30%. Lemme rephrase what I think now. I think Isida should heal 250Hp/Sec at M0, and 500Hp/Sec at M4. It will deal 500Dm/Sec at M0, and 1000Dm/Sec at M4. If you manage to fully heal a teammate, it will give you 10 whole points.
  7. I dislike the whole concept of AP. I say get rid of the AP Augments and Hornet's AP OD, and give an AP effect for Railgun only. Because Railgun would actually make sense for having an AP ability, since it LITERALLY pierces through an entire tank. Pierces through any tank as a matter of fact. But that is just a small idea of mine. I still hate AP, so, I say get rid of it.
  8. EmeraldCat

    Ideas for Missions!

    I do admit, Isida has gotten seriously nerfed over the years. But, I do like that it does 250 healing/sec, and 500 damage/sec at M0, then having those digits doubled at M4, it kinda makes sense, seeing as all the other melee's and Vulcan deal 300dps or more. IT brings balance to the game. As far as xp goes, think if you fully heal a teammate, you deserve 10 points for it. Basically how Dictator's OD works. You get 10 points per teammate you boosted. As for the Juggernaut points, I think it's a valid point that you should receive more xp for healing it.
  9. EmeraldCat

    Ideas for Missions!

    I'm afraid that it won't be likely that healing will count for damage dealing missions, but I'm sure Tanki could replace "Deal Damage" with "Deal Damage or Heal." I totally respect your idea. I also suggest that if you're going full medic, you should at least have another turret to use for damage or assault. Or rather take off the Nanobot Augment. But yeah, great idea.
  10. EmeraldCat

    Ideas for Missions!

    I saw this as an immediate problem when I joined a battle. There's a special mission today that requires us to capture 5 flags in 24 hours(Now less). The thing is however, teamwork was greatly decreased(Not that it has ever been that high in the first place). For example, I have the flag and I'm running for my life trying not to get destroyed, and a teammate comes and blocks me, I was halfway to the flag and we both end up dying and the flag gets returned. Or another scenario where your teammates end up flipping you, whether that be by shooting you, or just ramming into you at just the right time next to an obstacle. This really angered me. I propose an idea, one that should most definitely be added to the game. For the missions that require you to capture something(Flags, balls, points, juggernauts), I believe that you should get the mission completed for capturing that objective, even if you weren't the one who captured it, but was one of the people who held it. Let me explain: Let's say Player 1 and Player 2 both have a mission which requires them to capture 1 flag, Player 1 takes the flag and gets destroyed. Player 2 takes the flag from destroyed Player 1 and ends up capturing the flag. Though, Player 1 won't get many points, both Player 1 and Player 2 have completed the mission of capturing 1 flag. For points, it would only work if you had progress already done with the point, as you died and the blue slowly starts lowering back down to gray. If a teammate comes and captures the remaining point, you and the teammate would have captured the point and would get the mission requirement completed. This also applies to Siege, since both CP and SGE are basically the same. For balls, if you held the ball but lost it, and a teammate picks it up and captures it, you will gain to your mission to capture balls. It should all make sense at this point. For Juggernauts, if you even deal 1 damage to it, it should count as killing the juggernaut. Pretty cheaty, but, that'll only stay true if the Juggernaut actually manages to die, or doesn't heal to max during that time. So basically, you can deal 100 damage to it, hoping your teammates would kill it, but that all depends on if they actually can kill it. And last but not least, I didn't think this was necessary, but for TDM(Or just getting kills in general), if you have a "Destroy Tanks" and you get an assist on someone you were trying to destroy, you should have full rights to count that for your mission. Too many people who go for kill steals in the game, of course it'll be disappointing. I feel like with this idea in motion, teamwork wouldn't have civil wars in each of the teams. There would be far less fighting between the same team, and we would work together to achieve victory of the game, because that's literally the point of playing. Trying to win the match.
  11. EmeraldCat

    Trading with a special pass

    We all hate it when we don't get the Augment we want, or the skin we want from containers. It's super unsatisfying and really disappointing. Example, I use Viking M3 and my Hunter is M0, I open a container and it gives me Hunter XT. Here's how the trading will work. You can request to trade with an online friend by clicking their name in the friends list. Once you click the request button, they will get a notification saying that you would like to trade. They can either decline it, or accept it. Just like how group making works. If the player clicks accept, you will get a list of all your tradable items and 2 empty boxes. The box to the left is the item you would put for trade, and the box to the right is the item the other player would like to trade. In order to place an item into the box, you will simply click the item you would like to trade, and then put it in the box. Once the other player has selected their items, you both must click ready to begin the trading. When clicking ready, you and the player will wait 10 seconds with a button that'll allow you to stop the trade if you have second thoughts. This will help with any accidents. Another thing is, if you get a connection error in between the 10 second wait time, the trade will be cancelled. You'll be able to trade with any ranks and there would be no rank requirements on when you'll be allowed to trade. The items you will be allowed to trade are Skins, Paints, Augments, and Shot Effects. So no turrets or hulls or drones that could easily exploit the entire game. Rule 1: Both players must give 1 item in exchange. There won't be any free giveaways in the trading system, because that's not how trading works. You can't have one player give 1 item and another player give no item. Rule 2: You can only trade items that are in the same category, for example, I can trade a paint for a paint, but I can't trade a paint for an augment. Rule 3: You are only allowed to trade 1 item at a time. Rule 4: There will be a time limit each time you trade. For now, I'm saying 1 hour per trade. This is to prevent players from looking for players for hours trying to trade equipment, instead of playing the actual game. Rule 5: You are only allowed to trade with friends in your friends list. No random people you found in chat trying to annoy them with trade requests. Rule 6: You can not be given items you already have. So, if your friend wants to trade his green paint, but you already have the green paint, it won't allow him to. Same would apply to everything else. Rule 7: You are unable to trade special paints as those paints belong to those who were there for the event. I'm pretty sure I covered everything. What do y'all think?
  12. EmeraldCat

    Festive season

    I believe @wolverine848 is right, this double XP boost is a little too much for 17 days straight. Currently we got the 4x perma-boost, double that and we've got 8x XP. Now, currently, I dislike the 4x perma-boost because I feel that I was levelling up too fast even for my own equipment. If I can go from Major to Brigadier in just a few weeks of playing not too much, then there's definitely a problem. Imagine those low level players trying to upgrade their equipment, but they upgrade so fast that they're now at Warrant Officer 5 and they still don't got Mk3 equipment.
  13. EmeraldCat

    There is no fixing Tanki Online

    It's all coming together.
  14. The new modules gave players the ability to have more customization options over their tank. Paints restricted that. If I wanted 3 modules, Shaft, Vulcan, and Firebird, but Tanki didn't have a paint for that, I would be highly disappointed. I really enjoy the the new modules, and they don't need changes. Now, here's your problem. You hate Modules because everyone in Legend Ranks has a Railgun protection at 50%. Even you use Railgun protection most of the time. The problem is, Tanki doesn't know how to balance out turrets, so most players are going to choose the modules for the most overpowered turret. Another problem is, the Devs have files for all the turrets and they tell everyone which turret was the most used turret of each year. Every year being Railgun. It's a popular gun, and it's misleading to the point where people think it's too overpowered. So, now we got Railgun protections everywhere. I suggest you use a different turret other than Railgun. Smoky is underrated but it multiplies in power by 3 times M0-M4. I don't see many protection modules with Smoky.
  15. Striker's salvo feature, the literal fact that it was based off to be a better Thunder(Reload/Damage), Shaft's incredibly long ranged sniping mode and insanely fast bullets and the arcade shots, Magnum's high splash damage and damage and high impact force, Terminator's feature to have visual changes to the turret when going into Salvo mode. I was being a little dramatic, but here are 5. ; ) So, you're simply complaining about Magnum just because you can't hide in your own base without getting shot? The whole point of Magnum is to deal with artillery. What makes Magnum hard to use, is that a distanced well aimed shot is quite hard. It takes time finding the best position and angle. A Magnum camping is basically a Shaft camping. You can't enter a specific location or you'll just get destroyed. Magnum's weakness being, most of the time, it can't see what's behind all the buildings, unless it has a Hornet OD. Which is why a red laser for Magnum is not needed. Gauss on the other hand deals as much damage as Magnum, and you can't even see if a Gauss is aiming at you from afar, and when you do notice the Gauss, it is already 1 second in at charging at you. You're dead one second later. Plus, it has high splash damage, so your buddies who decided to group up with you are as good as dead. Also, are you seriously saying that the Mine Alt for Magnum is more overpowered than the Gauss alt? An alteration that allows you to drop mines from shooting, versus an augment that literally destroys your supplies in 2 seconds. I'll let you think about that one.
  16. The thing is though, the teams are always randomized, in matchmaking that is, meaning, there wouldn't be any exploiting if you're given a new team every time. To be fair, Tanki's current state is making it to where your chances of seeing the same person in your team is higher, and I think they should upgrade the randomization feature, so, if Zero Supplies was added back, there would definitely be exploiting. I think I'd prefer a game where you and 7 others are randomly paired against another team of 8, with an OD the same as everyone, and the tank combo you decided to use for battle, and the game is won depending on how well your team works together and how skilled the players are. Currently, matches are won buy players who have drones, overdrives, and augments. Mainly buyers. Most of the time, it's because of one player that turns the tide of the battle. The reason why old Tanki Gameplay was better is because no one had to rely on that kinda stuff before. Usually if you had a stronger tank and supplies, you'd have the advantage, but that didn't mean you were un-killable. You could still be taken down. Now you have a game where you can drop bombs that destroy any tank, a shield that practically makes you immortal, an EMP disabling you of your movement, supplies, and shooting You got a hull that allows you to activate jump hacks, which were previously banned in the game. The only skill I see is when an OD is up against an OD. I think the only strategy I see in ODs are making your enemy waste theirs so that you can use your weapon of mass destruction.
  17. The modules bring more strategy to the game, the current ones that is. The way I see it, I don't put on a specific Module depending on the enemies, I use the same 3 for every game. Mainly because my main 3 turrets are Firebird, Vulcan, and Shaft, I can have 3 protections just for those. There's no need to change modules in the middle of the game just because someone is kicking your butt. I'd rather have Magnum then a turret that has 7 features from other turrets already in the game. As long as we don't have more artillery turrets in the game, I see Magnum as a worthy turret for Tanki Online.
  18. The reason I didn't mention the fact that the charge feature shouldn't be added if we reverted back to Zero Supplies, is because currently, Dictators can't recharge other Dictators, and back then, I don't think Zero Supply recharged other Zero Supplies. Either I thought that there was no point in mentioning it, or I didn't give a full response. They definitely would never add the recharge feature if everyone had Zero Supplies.
  19. Well dang, the increased duration is something I actually forgot about. The overdrive I'm asking for is one that charges up in 142 seconds, gives the boosted effect to all the teammates near you, acts as if you're activating a regular supply or acts as if you already have a supply activated but you collect a box to reset the time, and whatever else I said I'd rather have. If this were the OD everyone had, I wouldn't see any problems. Yeah, but it's come to my realization that people only rely on ODs to win. They don't actually use skill most of the time. Imagine a Siege battle, and one team has 4 Titans, that's a lot of immortality and a lot of easy kills to recharge the shield again. Even 2 Titans are bad. If you got attacking wasps on Assault, your defending team that's crammed into one spot will easily be blown to bits. Same goes for a Viking who has a splash damage weapon like Thunder. Hoppers use their jump hacks so that they won't die when capturing the flag, because they're so low on hp, they're vulnerable, not like speed made up for that, or their sideways movements. They rely on their ability to actually win a game. They can even stop people from taking the flag, stop a Hunter from using its OD, and all that is mixed with a high amount of burning. Might as well get the Fire Immunity alt for thousands of Tankcoins, right? ODs are bad enough, but add Augments and Drones, and you got yourself a player that doesn't rely on primary power to get a victory.
  20. Exactly, you get what I'm saying, if everyone uses supplies anyways, then an OD that instantly gives you supplies is perfect. Back then, when times were simple, supplies were our only way of gaining the upper hand. But, not all players had supplies, but that didn't mean it was impossible to play. At least back then, we didn't have Titans that subtracted 90% of all incoming damage for a long while, or a Viking that has quadrupled damage and reload that makes you insta-kill everything. I'd say back then, supplies were the most balanced way to actually have a chance of winning. When Zero Supplies entered the game, it was rather questionable, but everyone actually liked it, it gave those who didn't have any supplies a chance. Take the current Dictator overdrive, get rid of the freezing effect, keep the 10 points per teammate feature, and you got yourself a pretty awesome and balanced overdrive that everyone can have with any hull. If you wanna fight solo, and use the OD to yourself, that's fine, that'll mean you won't get points. You wanna work as a team, like how all Tanki battles should be(Excluding DM), then you'll get those bonus points.
  21. Drones: If you delete almost all the drones, there's no point in keeping the rest. Hull Augments: The Devs created hull augments so that you could defend against other stuff, like, for example, "We've officially made Firebird's burn damage too overpowered, but now we don't know how to fix it. OH! I got it!, Fire Immunity! Where only buyers can get it easily and the rest will have to get lucky in containers, now that's a good idea." Same goes for Freezing(Which is probably not a bad as burning), EMP, Stunning, AP. When I was young, I thought of an idea to give hulls alterations, but even I realized back then that it was a stupid idea. Alterations are supposed to be special to the specific equipment, alterations will increase a stat, but decrease something in return, giving you a new feel for it. The problem with hulls, is that, they're all the same. Well, now Alterations are ruined, with the name "augment" because all it'll do it benefit you in battle, there's no downside to it, it'll make you way more strong. ODs: That would mean, everyone has a chance to get supplies, even those who don't have any. I'd much prefer this over, let's say, a Viking with his OD, where I'm literally so close to destroying him, and he just activates it and instantly kills me, and probably a few other teammates. Gauss: There is no denying that it's in desperate need of fixing. Gauss EMP: That's literally what all games would do if they got rid of an item people spent money on. I'm sure if Tanki didn't decide to refund players if they deleted something, they'd probably get sued. Hover Hull: They make no sense with the current game, and were created for the sole purpose of helping mobile and making money, which could've been fixed without affecting game mechanics.
  22. I say I never liked Magnum, but it was an interesting idea to the game. Focusing on artillery. I think now, if enemies were hiding behind obstacles, a Magnum user can make them run out of their hiding spot. Magnum was the last turret that was added to the game that was actually a good idea. Compared to Gauss, which is a combination of 7 other turrets. The only thing it's special for is the fact that it's way to overpowered.
  23. Drones that should get deleted: All of them AP Augments: Deleted Hull Augments: Deleted OD's: Deleted and reverted back to the Zero Supply OD Gauss: Super Balance Hulls: Differentiate them from hp and speed Gauss EMP Augment: Delete Mk-System: Deleted and reverted back to the old M-System Skins/Shot Effects: Return each skin that belonged to each modification(M0-M3) as well as their shot effects. Hover Hulls: Deleted, or converted into tracked hulls and have a similar design to the other hulls. Also, delete Crusader. With these things taken into affect, I believe the game will start getting better again.
  24. EmeraldCat

    Fire/Ice on Walls and Ground

    What was the second idea?
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