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Everything posted by EmeraldCat
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valid Tracks, Hovers, Hitpoints, Speed, & Overdrives(The Updated Hulls Idea)
EmeraldCat replied to EmeraldCat in Ideas and Suggestions
I'll have to think more on Viking, so I'll keep that noted. @wolverine848 does have a point. Bigger bombs? Bigger damage. Basic logic. -
valid Tracks, Hovers, Hitpoints, Speed, & Overdrives(The Updated Hulls Idea)
EmeraldCat replied to EmeraldCat in Ideas and Suggestions
I know, super weird to see them not op anymore. Like I said, nothing is 100% yet, and I'll probably be editing the Overdrive section soon when I'm not busy. For the time being, it's just to give a general idea to make overdrives less of a reliability. -
valid Tracks, Hovers, Hitpoints, Speed, & Overdrives(The Updated Hulls Idea)
EmeraldCat replied to EmeraldCat in Ideas and Suggestions
All hovering hulls have a stability advantage, not just hopper. Hopper can't be knocked on its side like Wasp can but I bet without any friction, can be shot backwards just a bit, messing someone up. All hulls have a different shape too, with different shape comes a different amount of hitpoints, it's safe to say Wasp should have the lowest hp, Hunter would have the center hp, and Mammoth would have the highest hp. Every tracked hull was even ordered in a way where it would go from smallest to biggest hull. Also, you're right, the current turret damage is calculated by the 3 health categories, which is why I didn't go beyond 1,000hp-2,000hp(2,000hp-4,000hp). As long as the hp stays in between that range, you can change any hull's hp as you please, with the necessary change to its speed, which is what I did. -
valid Tracks, Hovers, Hitpoints, Speed, & Overdrives(The Updated Hulls Idea)
EmeraldCat replied to EmeraldCat in Tracks, Hovers, Hitpoints, Speed, & Overdrives(The Updated Hulls Idea) Ideas and Suggestions
I developed a new form of hull system that should bring more balance, diversity, and logic. As much as I dislike hovering hulls, this game has already invested a lot into them, and they'll soon be releasing the new Paladin hovering hull. This idea of mine has existed for half a decade or more, and before Crusader got released, I wanted Hopper and Ares to have tracks, and then we'd have a perfect amount of hulls.(That being 9) I had to think of a way to create a system that includes hovering hulls into Tanki Online, and I believe I finally created one. I will begin. I'll start with tracked and hovering hulls. Hovering hulls were mainly added for Mobile Tanki, because controls were just too hard for mobile on a regular tank, and hovering hulls provide a new form of mobility. When crusader was added, an idea sparked when I saw it had the same speed as Dictator, so, I considered the idea that each tracked hull should have a hovering hull counterpart. Of course, the overdrives will be different, the hitpoints, speed, and mobility will be different, as well as shape. So, basically, each tracked hull will have a hovering hull that has similar hitpoints and speed, but a different overdrive, different shape, and different mobility, and it should look something like this: Wasp (Hoverer) Hornet (Hoverer) (Tracked) Hopper Viking Paladin Hunter (Hoverer) Dictator Crusader (Tracked) Ares Titan (Hoverer) Mammoth (Hoverer) With this idea in place, we have room to add 7 more hulls, 5 hovering, 2 tracked, with a total of 18 hulls. The Paladin hull isn't fully released yet, and it doesn't HAVE to be tied with Viking, but I just thought it made sense, I mean, look at that lil pattern I made with the list, it looks clean. Now, with the current way these hulls are set up, I present to you all the hp and speed changes with these hulls: Wasp (Hoverer) 1,000hp - 2,000hp 10m/s - 12m/s Hornet (Hoverer) 1,100hp - 2,200hp 9.5m/s - 11.4m/s (Tracked) Hopper 1,200hp - 2,400hp 9m/s - 10.8m/s Viking Paladin 1,400hp - 2,800hp 8m/s - 9.6m/s Hunter (Hoverer) 1,500hp - 3,000hp 7.5m/s - 9m/s Dictator Crusader 1,600hp - 3,200hp 7m/s - 8.4m/s (Tracked) Ares 1,800hp - 3,600hp 6m/s - 7.2m/s Titan (Hoverer) 1,900hp - 3,800hp 5.5m/s - 6.6m/s Mammoth (Hoverer) 2,000hp - 4,000hp 5m/s - 6m/s Everything goes from M0-M3 20/20(Mk1-Mk7 20/20). Wasp, Hunter, and Mammoth didn’t receive any stat changes, but I am still putting it up there. Every other hull that got changed was based off the 3 hulls that didn't get changed, and I'm mainly referring to how their speed only increases by 20% when going from M0 to M4. Each speed for each hull is separated by .5m/s, and the separation between hull classes are 1m/s. As for hp, each hull is separated from each other by 100hp, and each class is separated by 200hp.(Hopefully that made sense) Last but not least, the Overdrives. Hp separation or not, some overdrives need changing. @Tanker-Arthur shared the following idea with me on how to fix the overdrives and make them more balanced, but at the same time, less annoying to deal with. All these stats are M4 stats, and some stats would need to receive changes depending on the level of the hull. Here are the changes: Wasp's N2 Bomb Bomb Damage: 1,000 - Decreases outside the range of maximum damage Bomb Impact Force: 1,000 - Decreases with further distance Bomb Radius of Maximum Damage: 15 Meters Bomb Maximum Blast Radius: 25 Meters Bomb Delay: 3 Seconds Bomb Damage bypasses Double Armor and other Resistances. Overdrive Activation Cooldown: 60 Seconds Hornet's Scout Radar Radar Duration: 15 Seconds Armor-Piercing Duration: 5 Seconds(Any shot the Hornet user fires during these five seconds will automatically bypass Protection Modules, Double Armor, and other resistance boosts.) Radar Radius: 1000 meters Overdrive Activation Cooldown: 60 Seconds Viking's Berserk Reactor Berserk Mode Turret Reload Decrease: 50% Berserk Mode Tick-Based Turret Damage Increase: 100%(Occurs for Firebird, Freeze, and Isida) Overdrive Duration: 10 Seconds Overdrive Activation Cooldown: 60 Seconds Hunter's Electromagnetic Pulse EMP Stun Duration: 2 Seconds Overdrive Damage: 100 Disables the following Overdrives: Wasp’s Bomb, Hornet’s Radar and Armor Piercing Ammo, Viking’s Berserk Reactor, Hunter’s EMP Warm-Up, Dictator and Allies’ Supplies, Titan’s Shield Generator, Mammoth’s AT Field and Speed and Resistance Boosts Overdrive Warm-Up: 1 Second Overdrive Radius: 20 Meters Overdrive Activation Cooldown: 60 Seconds Dictator's Supply Overload: Overdrive Double Armor Duration: 30 Seconds Overdrive Double Damage Duration: 30 Seconds Overdrive Speed Boost Duration: 30 Seconds Overdrive Repair Kit Maximum Duration: 3 Seconds Mines Planted: 1 Overdrive Radius: 15 Meters Overdrive Activation Cooldown: 60 Seconds Titan's Protective Shield Generator Shield Damage Resistance: 50% Shield Radius: 20 Meters Overdrive Shield Duration: 20 Seconds Overdrive Activation Cooldown: 60 Seconds Mammoth's AT-Field Overdrive Speed Increase: 100% Overdrive Damage Resistance: 25% Overdrive Effect Immunities: Stunning, Freezing Overdrive Instant Healing: 500 AT-Field Damage Per Second: 400 AT-Field Radius: 1 Meter Overdrive Duration: 7 Seconds Overdrive Activation Cooldown: 60 Seconds Per his words, the overdrive changes are not 100%, and the hovering hull OD changes are not going to be shared as his idea for them is a bit extreme. (They will get changes, including ya boy Hopper). As you can see, the cooldowns are all 60 seconds, the idea is to provide less continuous usages and less unfair gameplay. Obviously, 60 seconds mean overdrives will be used more often in a typical 7-10 minute match, so this cooldown isn't set in stone for now. The overdrives are also less insta-kill-ly, which me and my friend both think is needed, as currently in the game, a very skilled player, even if they are not a buyer, can easily be put down by a simple press of the shift button which is really annoying to have to face. That's basically it for this idea. -
@Tanker-Arthur, I'm a betting man to the end.?
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You know what would be cool? If we could give our drones nicknames.
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I'd just like the Tesla to get nerfed, I agree some maps need a few changes, but nerfing Tesla directly is a must.
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What? With your 15 meter range? And your 900 DPS?
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It's practically a Magnum because if you have the high ground of about 10 meters you can just shoot a ball of lightning and once it goes over the edge you can hit any enemy from below. Another thing is that Tesla M0 has a DPS of 980(Doubled at M4) damage which is almost as much as an M4 Isida with 1150 DPS. A fix in Tanki Online frightens me because when the Devs "fix" something they didn't actually fix it they just made it worse.
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You literally can get first place in a match of Legends using Tesla M1.
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How does using half a supply give me the full 30 seconds of the boost? If I used .5 of a speed boost, wouldn't it only last for 15 seconds?
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I'm making this topic to ask a question about the new Forum Moderator, @thuglife. Why exactly are they a Forum Moderator? These are the "requirements" one needs to become a Forum Moderator. And this is thuglife's profile. As you can see, they have not said a single thing on the Forum, have been inactive for some time in the game, and aren't even Captain rank yet. I need to know what's going on here.
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From what I'm getting at, the double protection augments are literally the same as having a second augment slot for your hull. So, I don't understand why they won't allow a second augment slot but are planning to have a single augment that protects you from 2 different effects. Personally, I hate the idea of double augments, actually, I hate the idea of augments and hull augments, but hate aside, this is not a very good idea, to have double augments. I do like the idea you suggested to not add anymore status effects. They are a lame excuse for turret augments and hull augments to achieve higher revenue as they are only released in Ultra Containers. They should go for some more original ideas, like Blunderbuss, that augment was a good idea, excluding all the critical damage stuff, that entire update helped with nothing for this game, but Blunderbuss was a good idea. Oh, funny how I mentioned Blunderbuss for Hammer and they just released a new status effect Hammer Augment(Which is unoriginal). Also, that last bit you said is also a must. If they want to add items into Ultra Containers, they should add them into regular containers too, to make things fair... But when has the game ever been fair. : /
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I can't select all of them? :(
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The B0-NK Sledgehammer is an interesting turret, it works great for special modes, but I don't actually see this turret working out in the MM battles, or the main game. So, I hope this turret is only event exclusive.
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I don't think it's the legend players that are the issue, it's matchmaking itself that's the issue. When you see a Legend player, you know they're going to be better in terms of tank level and overall skill. This itself wouldn't be much of a problem for you.. if matchmaking didn't put you in a match with Legend rankers. For me, I'm getting pretty close to Legend rank, so it's expected that most my battles will have Legend players in them. But, matchmaking has caused me to suffer heavily because I'd be at General rank trying not to die from the 9999GS Legend players. So, in my opinion, it's matchmaking that's the problem.
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I like this idea.
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Let's hope so. I was reading some of the previous discussion and it looks like there's a lot of controversy for Tesla. I haven't played Tanki in weeks so I don't know what's going on. But since Tesla isn't released in garage yet, how can someone give their full opinion about Tesla? I mean on both sides of the argument. Tesla is supposed to be effective when in a group with other Teslas, but seeing as Tesla is still in UC's, you can't actually determine how strong or how weak Tesla is yet if only a few Tanki players have it.
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Oh, Tesla's still not available in garage yet? That sucks. I've been on break for like 3 weeks. As for the above arguments, I don't know what's happening.
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This is thinking like a Dev: Something is op in the game? Make something to counter that op thing. Both items are super op? Put them where only buyers can obtain them. We need to avoid doing this.
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This is actually a good idea, because there's a lot of players who suffer from keyboard ghosting.
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Love the efforts to prevent accounts from being stolen, but that seems like too much work just to log into the game. I'll be fine without using this.
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Ah yes, gotta profit off it before you actually release it to garage. Is the Tesla turret as op as it was on the Test Servers?
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valid hammers Ultra Skin to be the hammers prototype?
EmeraldCat replied to The_Black_Pearl in Ideas and Suggestions
I think there should be a Prototype Skin added for Hammer, as well as an Ultra Skin for Hammer. I think Ultra Skins are supposed to look more.. ultra than the original turret skin, and not based off an old prototype. But, I think it would be cool if they added Hammer's prototype as a skin in the game.
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