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Everything posted by EmeraldCat
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Before I begin, I decided to make another account. I played on it for 1 hour and 30 minutes, playing 10 battles. None finished so each battle lasted for 7 whole minutes. So, about 1 hour and 15 minutes of actual battling. If you want to look at the account I made, it's "Abert", very simple name. In all the 10 battles, I counted a total of 99 players, might as well throw myself in the mix and make it 100, though, I attended all battles, but that would greatly decrease the percentage I'm about to tell you, so I'll say I attended 1 to make it 100 players. So, I looked closely at those who repeatedly used supplies and knew what they were doing. I counted 10 players who were all using supplies, 5 of which who were actually either good at using their supplies, or just obvious buyers, and the other 5 who were still kind of a newbie at the game. The other 90 players never used supplies, god knows if they were skilled or not, but you're complaining about supplies, so, the average percentage at which a player will have supplies in your battle and use them okay-great is 10-11%. Chances to see a buyer supply user.. 5%. So, 5-10% and you're over here complaining that buyers are absolutely destroying the newbies at newbie rank? Whatever, now let me get your reply over with. It's honestly not that hard to get a handle on supply pressing. Granted, back in 1st grade, I never really got any good amounts of supplies, but when I did have supplies, I would know which to press. I think I only ever pressed on my 6 button twice in my lifetime of playing Tanki. You're right, it does depend on age, let's see, I was in 1st grade, so that would mean I was 6-7 years old. I basically learned a lot of stuff right off the bat. I don't think I learned how to type in 1st grade, but even I could figure out how to press 1-5 and zxc with my left hand. At age 14 I was pretty skilled, especially for someone who had severe keyboard ghosting. I literally mastered how to overcome keyboard ghosting. I guess if you want to base off your brother's experiences, I might as well base my youngest brother's experiences too. My brother started playing Tanki when he was 10. I never taught him how to fight(Though I did recommend to him HammerHornet), I only showed him the garage, all the menus, stuff like that. Now, here's my proof on why I never taught him anything. Because I never taught that boy to use WASD controls with ",<" and ".>" as his rotation. I look at a battle he's doing and he was doing really good on it, but then I look at his keyboard and the dude playing mirror mode with his hands. I was mind blown myself. But yeah, he practically knew what to do in the first week. Pretty sure for a player who's uninterested in the game will play until they reach.. mmm Staff Sergeant, or somewhere near that rank, and then most of the time, either quit the game or keep going, for those poor souls who do end up playing the game but are still uninterested, and then boop, suddenly interested now, then... it's their fault, why didn't they get interested wayy before they decided to play with the warrant officers? Either way, majority of players playing are players who have interest in the game. For those who don't have much of an interest still probably had the right minds to know what to do. Which means an even greater majority for those players who know how to play the game. Back in 1st grade, I never knew a wiki existed, but I still knew how to play the game. I actually probably didn't know what a wiki was. Oh, I'd also like to say that I was a late learner in school. I didn't learn my multiplication until I was in 6th grade. :') I kinda did base my experience off mine, but also based it off my brother's and all my elementary school friends, and all the other elementary schoolers I knew who also played Tanki. Usually when computers weren't available, I would watch over the shoulders of kids playing, it was actually fun to watch as well as fun to play back then. Heck, even 2 staff played Tanki, both were really good. Actually, they were better than the elementary schoolers who had M1's. Considering it took me less than a month to figure out mostly everything, I'd say the average time is 7 days of playing. Actually, since I've been playing for 1.5 hours, and I got to 9.5k xp, since I gained 2-3x more xp than the other players, then it should take them 3-4.5 hours to get to Sergeant, the newbies. If a newbie decides to play constantly, they could get it done in that amount of time, if an uninterested player decides to play 1-2 hours a week, they should get it done in 2 weeks. By that time, those who are Sergeant should already know how to turn their turret, and understand how supplies work and know what to press. So, yeah, mostly everything? 1 week. No problemo, at Private they give you 10 repair kits. :) CTF - To be fair, I only played TDM for my 10 battles, but, I'd tell ya, it was extremely hard to obtain that Nuclear Box in the center. I'd try and go for it but I end up dying, then some other player takes it and ends up using it. They didn't succeed when using it, but they used it. But hey, for a game of CTF, I doubt I still would have been able to get that flag. Kills - Like I said, 5-10%. :) Top 3 - Exactly, the newbie is going to figure out almost immediately that it's a hard mission. Also, I've seen a few Sandbox matches where they're only 4v4, so basically just get 3rd place and you're all good, oh, and make sure you win, and like I said, 5-10%, so, your chances for a good player are pretty low, and if there is an op player, there's a chance that he's on your side. Your proof has very well easily been faulted by my proof. Actually, you're kinda right about players having a hard time using supplies, y'know since the players I matched up with are pretty new, and then there's also 5-10%. :P I'm going to just say that I got 10 of each supply from ranking up so I was only op for like, 1 battle. Also, I only saw 1 dude who really looked like a buyer, he had the premium and the supplies, dude was stacked. Soooo, 1/100 people are buyers? 1%. So, 5/100 players who know how to use supplies. For each of those players that join your game, it's a 95% chance they're bad with supplies, 5% chance that they are good with supplies, and a 1% chance that they are a buyer. Not to mention you have a 50% chance with each player whether you get them on your side or you get them as your enemy. That's only when the game starts. Yet, you're going to complain that all these overpowered veterans wiped the floor with the newbies. Not to also mention literally most of the veterans don't have any supplies(95% of those veterans that join), so they're wiping the newbies with raw power. If the 3 veterans and 8 newbies had the same equipment with the newbies being Private rank all using 0 supplies, I'm pretty sure the 8 newbies, being more than double the count as the veterans, have a chance against the veterans. Actually, I haven't seen a Magnum, Gauss, Striker, or Ricochet at all yet. So, any of those users? .5% or .1%, just at Sergeant or below. Mainly because some of those turrets require higher ranks, but I have access to all the turrets now at my rank. So, Magnum abusers? .5-.1%. I saw a RailgunViking player, he seemed pretty good, didn't drug, but knew how to use the Nuclear Box, and used it twice. He actually missed a lot of shots. So, if he was good, then obviously, these high rankers suffer from slowness, and if it was a newbie, then obviously these newbies learn faster than you thought because that guy was for sure a few ranks below mine. There was also this FreezeHopper, might've been good, he had premium, I don't think he used Freeze for its Freezing. I think he used is more for damage. Coulda been a veteran, but not 100%. Whether he was a veteran or newbie just benefits my side of the argument. Also, have you seen the Smoky battles at Recruit level? It's literally whoever shoots first wins. Sure, maybe the veterans get the first shot most of the time, but now they're going to suffer from any more damage. Yeah, but hypothetically, if we were to convert Overdrives to a fixed version of Dictator's overdrive, I doubt there'd be any problems here. A newbie presses shift and becomes scary for 30 whole seconds. Seeing as only 10% of players use their supplies with 5% of them being good or having lots of supplies, and the fact that Zero Supplies doesn't take that much skill to use, I'd say it's a winwin. All of this "dying slower helps us..." stuff is kind of pointless when only 10% of all the people at lower levels use their supplies. If I was using a Wasp and a Thunder was shooting me at 400 damage, then they'll kill me in 3 shots, but if they put on double damage, they do 2 shots, so, great, with this update you'll save yourself another 2 seconds before dying. 2 seconds extra and that point hasn't even reached completion yet. I'm capturing the flag, same thing, 1000hp and a Thunder on my tail. 3 hits till I'm dead. Not to mention his buddies see that their flag is gone. Since you want to assume that there are 50% of players each game that are good at using supplies, they end up chasing me and I'm dead. congratulations me, thanks to the decrease in boosted damage, I was able to go 10 extra meters before dying. .1-.5% to see a gauss user, I'm not worried. 5% chance that Gauss user knows how to use their supplies, I'm really not that worried now. I was using Thunder on my account but I still got badly hurt and even killed by those Firebirds, not sure what you mean by there. Also, the amount of long rangers I saw was quite low. I saw like, 3 shafts and 2 Railguns out of the 100 people, maybe a little bit more. No seriously, I was defenseless when a newbie Firebird Hunter entered my base. I get that newbies only develop the strategy to shoot and move, but, honestly, everyone was alive for well over 10 seconds. You only ever have a higher chance to die within 10 seconds if matchmaking puts you with an already going battle. Luckily I had none of that. I never said 50%, I meant 50% as in 75%. Because M4 players get 100% of their supply, M2 players would get 75%, and M0's would be stuck at 50%. I know your idea, and it's a bad idea, trust me. The M2 players should already know how to use their supplies, so why do they only get 75% instead of 100%? Your weaker supplies is going to help a small portion when a big portion of players already have supplies thanks to their free containers. Obviously they're M2 players so they know how missions work. They should also know about challenges by then and how to fully complete those. If M2 buyers didn't have augments, overdrives, and drones, that small portion would be an even smaller portion. Protection Modules are at the level of hulls and modules, they're all weak, but double damage and double armor are only strong depending on the user's equipment, so, double armor and damage are actually still pretty weak. Actually, the protection modules are broken. Not broken as in they're op, broken because most of them are targeted to more turrets than they are with other turrets. So, if you decide to use a turret that doesn't suffer by the amount of modules it has against it, you'll be pretty op in the ring. But, yeah, they're weak but strong at the same time. I literally just thought of this right now. If only 5-10% of players use supplies at Recruit levels, and 90-95% of players use supplies at Legend levels... why do we need a gradually changing supply system in the first place? Doesn't the 5-10% gradually change to 90-95%? In my 10 matches, I literally have not died in the first 5 seconds of respawning. Not because I'm good, but because there was no one shooting at me, and even if there was someone with me in their view, they're most likely occupied with one of my team members that spawned seconds earlier. Also, sure, some players may not have supplies, but you get a few seconds of invincibility. During this time, you can shoot and move, and not lose health. 5 seconds is an exaggeration. Well, obviously, you'll be unable to go down with a fight if you're using a short ranged turret when a Sniper is pointing at you. Literally, none of my games were like that. Usually a camping long ranged turret ended up dying in the games I was in. Well, I guess by your logic, people have a 90-95% chance to have "a real" battle at low ranks. No no, if you noticed, it was a figure of speech, and a hyperbole. Basically, what you're asking for is something like slowing down speed. Y'know, since this whole time, you want games to be slower, but they are already slow. So, you're basically requesting slowness for an already slow game. You're requesting for the speed at which players die to be slowed down. Sure, attack and armor are different operations than hull speed, but if you're requesting to slow down the rate at which players die, you're lowering the speed. "Hull speeds have nothing to do with this." Just a reminder that that was a figure of speech. I'm quite positive you're overestimating, since no one at lower levels dies that fast to begin with, and like I said before, 5-10%. And what I'm saying is based off 2 accounts where, instead of me focusing on killing or not dying, I focused my attention to player count, actual players, players actions. Pretty sure with your 5 accounts, you were able to get tons of kills, and you were most definitely trying not to die, but since you weren't really focusing on the players themselves, you'd realize yourself that, oh, that's not a lot of supply users after all. Y'know what? If I'm ever forced to, I'll make 5 more accounts and do 10 battles on each account and see the percentages then. Can't say the same for M3 players. They can't insta-buy their M4, they have to spend time. Actually, most of the upgrade times in this game are pretty long that I don't think most players would rather wait for. The only upgrading times that are short are M1 and down. M2 and down are medium Yeah, it will decrease the power gap, but then you're left with incredibly boring and slow games. OH, kinda just like my 10 matches because 5-10% if you know what I mean. We're better off just leaving the supplies as double supplies. Newbies don't use the forum, actually, I doubt most newbies know a forum exists. Most of the players who use the Forum are Legend players or people close to that rank. Even if you were to say that a lot of people complained about supplies these days, you're not changing their requests by still giving them double armor and double damage. And when you say "Tanki is too focused on supplies nowadays," you're referring to the drones, correct? Because I know for sure, if drones never existed, there'd be less people complaining. Which I'm hoping drones do end up getting deleted, even though the chances for my hopes and dreams to come true are 0. Exactly, so assume that drones and augments, and maybe all the overdrives(With the return of Zero Supplies) were magically deleted. The battle would be too plain without supplies that double a specific stat of yours. The supplies would kinda act as drones, but more fair. Yeah, but at M0, 5% of people use supplies, and at M4, 100% of people use their supplies, and the M2 warriors who are in between, probably a little over 50% of people use supplies, maybe perhaps even 66% or 75%. So, since the amount of supplies being used at specific ranks is gradually increasing every rank, there's really no need to also make the stats gradually increase. Low rankers get to experience what high rankers experience, but at lower rates. Way lower rates. Like 5-10% kinds, if you know what I mean. @ThirdOnion can be my response for that sentence, as well as my response to @LambSauce that I made a day ago.
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Right, but this isn't 2014 now is it? I do remember the slowness back in 2014, but I dunno, still seems like people think it was still way too fast back then. And trust me, I know what I'm talking about. I started playing Tanki in the 1st grade, and all the kids around me did the same thing. It was a popular game back then. I legit knew how to turn my turret, how to micro-upgrade my 50 steps on Twins, well, actually, before that, I was able to upgrade different stats for it. I remember all the older kids, like 4th-5th graders had M1 Ricochets and M1 Hornet. I was pretty jealous, and they were pretty good at the game. So, average player being 12-13 year olds? Are you seriously underestimating the intelligence/intellect of a middle schooler? For my 1st response, it took me 2 hours, for my 2nd response, it took me 4 hours and an account that I leveled up to Sergeant. Was all that time worth it? No. Do I really care though? No. :) Exactly, I kinda just presented it as another joke idea. Beneficial to low rankers, impactful on high rankers.
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Pretty sure it would take newbies at most a week. It's seriously not that hard to figure this stuff out now. That is, for the actual gameplay. They make a new account, they see the obvious green button that says play, they join a battle, they'll see directions on how to control their tank, then, by the time they reach Gefreiter, they would have already figured out about turret rotation. They would also figure out the obvious 6 boxes on the bottom of their screen and the big circle, and think, "Hmmm, what do these do?" I'm just going to straight up ignore the fact that you're basing everyone's experiences off of yours. Like, I'm sorry you thought it would be a good idea to not use supplies for 2 years, but like, we're talking about the majority player here. Most people who don't have interest in the game would rather quit, most people who do have interest in the game would start learning the mechanics immediately, which, like I said, doesn't take that long. I'm sure an elementary schooler could figure it out in 7 days tops. I actually took the time to create a new account and check out the missions. Here's what I found, Use supplies - I wasted a few crystals and all I was getting was "Use Repair Kits," I joined a battle and I see that I already have 3 repair kits. It would also appear that the map did not get rid of the repair kits drops and the nuclear box drop. Capture Flags - It's not hard to know the objective of a gamemode. I know everyone here has played capture the flag in elementary school at least once. They'll know what to do, and they'll try their best to either prevent or help us take the flag with the skills they currently have. Like, come on, I get that they're newbies but you don't gotta think they're absolutely ed(I mean ed as its definition and not as the insult). Also, it would appear that I could not access Rugby at my rank, how unfortunate. Destroy Enemies - Didn't you just say they'll see the game as a tank game where you shoot enemies? Finish Top 3 - Even a veteran like me has a tough time with this mission, what makes you think a newbie could complete it even faster? I would also like to point out that I haven't seen much supply activity going on yet. I'm currently Gefreiter, I saw like 3 dudes who were actually using supplies in my 10+ games of joining, then leaving. I'm actually surprised myself how uncommon supplies were being used at these lower ranks. Those 3 guys weren't even good, all of them ended up killing themselves when I was right next to them and not even shooting. Clearly they're just learning. Option 1 is a you thing for 2 years, option 2 is most likely what happens, except option 2 has a part 2. As they're wasting their supplies, they're learning how they work, they're understanding them. No person would press a random button and ask themselves what that button does, and there's no way they'd give up on figuring that answer out, because the game is super easy to understand, visually. You probably saw those new players use repair kits at good amount of hp, but they were probably all like "Ahhhhh, so that's what that does, okay, cool, I should probably not waste that on such high amount of hp." Common sense basically. The veterans are already nerfed, when they start a new game, all they have is an M0 Smoky Hunter and 3 repair kits, and I'm over here at Master Corporal still supply-less but still alright because I can still only find 3 players per 10 games who actually use supplies. I keep on playing on this new account hoping to find my first mega-buyer or skilled Legend 50 veteran, but all I get is a slow game. I'm probably going to have to say this a lot as I continue reading the response, but nothing is more equal. All you're asking is to die slower, but you're still going to die. What? You think that since you got a few extra shots on the drugger, they wouldn't just pop a bottle of repair kit juice? Or, better yet, know the exact drop locations of the repair kits and hide next to them? You do realize even if the drugger does die, you're still getting the same amount of assist xp as you would if you shot him less times. Like I said, pointless. What's your response for those M2 players who have to lose 50% of their supply effectiveness? They're at that point where they know how supplies work, why do they need to lose 50% of their supply effectiveness?(50% of their supply effectiveness as in, 50-50%, 25-50%) I think that's quite unfair. Are you saying that all the days players have spent learning how to use supplies was utterly a waste of time? Boom, I found it. I found your solution. Protection modules. Protection modules are percent-based equipment that upgrade AND you can purchase more than 1 of them. No need to add in upgradable percent-based supplies since protection modules got you covered. I do feel the game being slower without those things around. All we have to do is fix the way protection modules work, and fix the prices, then, I think we got ourselves a good and slow game at lower ranks and we don't have to consider nonsense like upgradable percent-based supplies, lmao. Why is everyone requesting they die slower? Isn't it better to have a quick and painless death? Why suffer even longer? Am I missing a new trend or something? But, on a serious note, veteran players are still kicking the crap out of new players even without supplies. I even decided to attempt a kill on some players and they didn't even hit me once. You're basically improving their chances to move and shoot by like.. 5% at least. You're seriously, I mean seriously, overestimating the speed of this game. Like yeah, I think lower levels should be slower, but I don't want to have a Wasp that moves 5 meters per second and a Firebird that rotates as fast a shaft does in aiming mode. That's literally what you're basically asking because the game is already slow at low levels, and honestly, the game is not too fast at higher levels either. Sure, maybe Trickster and Crisis people are zooming left and right, obviously I want those drones banned, but it's really not that fast. You're like those parents who scream at you because you're driving too fast even though you're driving at the speed limit. That's the thing, after playing 40-50 battles and getting to Sergeant rank, I still rarely ever see players who use supplies, and when I do, I usually end up beating them up. Basically, it would appear that you are also overestimating how many veterans and buyers there are down here. OH, I did see this noob buyer though, proud to see a newly experienced player that is already paying but doesn't realize how much hate they're going to get because of the Devs themselves. Talk about the fate of a soldier. :') Sure, but like, I kinda wanted to Micro-Upgrade and Speed-Up some of my equipment on those 50% sales. Hmmmm. :/ It would have been pointless with or without the drones. But everyone already does have equal levels of supplies, it's rather questionable with heals and mines, but no matter the rank, double armor and double damage literally stay the same at every rank. Since they're, bare with me here, based off your tank's strength. But yeah, matchmaking has severe problems. If matchmaking was a person, they'd be a lonely 35 year old alcoholic, divorced and with no company since she took the kids. Not to mention he's also addicted to cigarettes. But.. the supplies are already weak, y'know, since they're based off your tanks strength, I haven't said that yet today. The percent-based supplies that is. The repair kits at lower levels insta heal you, and the mines at lower levels(Before critical update) insta killed you. Actually, no wait, mines still obliterate the medium hulls at M0, nvm then. You're still going to die as fast as you do at high ranks. I don't think it's best to learn how to play at a specific pace and then learn later on that, "Oh god, I'm actually dying a lot faster now, OH CRAP." Remember when you made that new account? I don't remember the specifics, but it had more than 5.0K/D. Now it's at 2.8K/D. I was once above 4.0K/D with my new account, but now I see it dropping down to the 2's. I know we're both experienced but this obviously shows that newer players are going to end up dying a lot faster. I think the only 3 ways the game should get quicker at higher ranks is Advancement in skill Protection Modules 20-25% increase in reload and speed. We don't need more things like drones and upgradable supplies. There shouldn't even be an argument about this since beginner level battles are incredibly slow.
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"Doesn't matter if it's percent-based. The original intention was to help newbies survive better against veterans and buyers with low-level accounts." I love the efforts to help the weak, but I'm afraid that idea won't exactly cut it. Or, at least, the solution won't put a hole in the problem. You're basically assuming that every veteran can only play with supplies, like they have no skill without using them. Because I'm quite positive I remember creating many new accounts in the past and completely annihilating all the new players, then as I started ranking up fast, I could see player's skill levels increasing towards skill levels similar to mine. Has no other person on here experienced the same scenario? Gee, I must be the only veteran on here who likes making new accounts then, huh? Also, are we just going to ignore the fact that everyone, including Recruits, get 1 free container a day and another free container if we do all 3 missions, and that a container's drop chance for 125 of 1 of the supplies is the highest in the game? Should I also point out that Containers for Recruits are the same as Containers for Legends? From what I see, Recruit players now have a way to get supplies, and even crystals for more supplies(A waste in my opinion) and it's not hard to figure out how missions work on your first day of playing Tanki Online. So, obviously, since both veterans and newbies all start with the same stuff, but the veterans absolutely dominate, the problem is the veterans themselves, and not the supplies. So, a simple solution would be to ban veterans from making new accounts. But that solution is not possible. Tanki would have to get your in-person information to prevent you from making a new account, and I would assume that would be VERY illegal. So, scratch that idea. I don't exactly understand why the percent-based supplies have to be upgraded if their power relies on your armor and damage. If 2-8 shots thunderhunter stays the same M0-M4, then there are no problems here. The game gets faster as you rank up, since reload and hull speeds increase by around 20-25% M0-M4, that's literally the only thing that should be upgrading. There's also the actual skill of a player, that I've talked about before when I created a new account. People learn how to use equipment as they play more, it's not always about who has supplies or not. Having double armor and double damage at M0 is the same as having double armor and double damage at M4. I should also point out that Recruit matches are already slow as hell. I thought that was just me talking because I've been on a high ranked account for years, but no, they're literally super slow. I don't think they needed to be even slower. Also, if newbie players can get supplies from containers, and the in-game supply boxes are replaced with crystals... why? why does double armor and double damage need to have upgrades again? Last but not least, drugging recruit buyers. All I can say is, there's nothing we can do about that. Buyers are literally the only reason why the game is still standing. But we're talking about supplies here, things that are easy to obtain now, and easy to use. Plus, buyers at recruit level are not exactly that common. Basically what I'm trying to say from my 5 paragraph essay is that this update is pointless. There's no point to it. No destination.
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I saw this as a problem too. I could also see my team losing as the Hopper using Trickster ran away with our flag.
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True, I don't think the Devs would refund players anyways.
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I totally agree with you there. Here's another solution that could work. Simply delete our supplies' supplies.(I'm talking about drones of course) With Drones out of the way, I think we can finally get our minds straight and figure out if there really is a problem with supplies or not.
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@Tanker-Arthur's idea would work great for mines and repair kits. Depending on your rank, the amount healed will increase, and the amount of mine damage will increase. But double damage, double armor, and speed boosts are not like repair kits and mines. Those supplies are, what I like to call, "percent-based" meaning that their strength varies on your tank's strength. So, they shouldn't upgrade whatsoever. Double armor and double damage was just as powerful at low ranks as it was with high ranks, granted, those at lower ranks don't have thousands of supplies, but still. This is one of the problems I have with this update.
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I can understand why they would need more money, but the way they're trying to gain more money for the loss of people is quite insane. Basically what's happening is, they add an update that can earn them more revenue and more players, turns out the update sucks, more players leave, but they gain more revenue, but the extra revenue they gained is nowhere near what it was 2 updates ago. So, basically, they're gaining nothing out of this. Just a little theory I have.
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Now that I've played with the new update a bit, I can now give an opinion. This update sucks. Drones, expensive but overpowered, only for those who have actual money, and you thought it would be a great idea to take away the double armor and damage privileges to those who couldn't possibly obtain a drone. Like, are you seriously kidding me? So, you listened to the cries of those who thought supplies were too dependent, but you're fully ignoring the cries of those who think drones are too dependent, then gave those with drones more boosts? Don't most of the drones in this game quite literally boost your supplies? where's your logic here? I'd very much like an answer for that. So, for 12 years of supplies existing in the game, without having any severe updates towards them, without causing much of a problem in the game, you thought it would be a good idea to finally completely change the way they work? Your little "low rank's "double damage" and "double armor" will become weaker" would appear to be double impactful to those at higher ranks. I for one never bought any drones, I thought if I got one, I would be losing more than I actually gained, and I was doing quite fine without any drones, a few drone users here and there, but overall, I did okay. Now I'm over here losing K/D because most of the enemy teams are equipped with Drones. I literally told myself I would never buy a drone, but if you look at my profile, you'll see that I now have Brutus, because I had no other options left. You have truly outdone yourself this time.
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They felt bad for Hornet so they gave it its very own AP Immunty. :')
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Russian Forum says AP Immunity Hornet, and AP Immunity Dictator. The only items I'm interested in is the Hornet AP Immunity, and the Spectrum Paint.
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I'm prrrreeeeetty sure the game is too dependent on overdrives, drones, and augments these days, which got the supplies involved. Now you guys are just making things even more complex.
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HA! Beat it Hoppers! Looks like y'all are forced to use skill now, like Marcus said! >:D
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That would be op. :( Even if it is just 1 second
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Oh right, basically, if you have the flag and you try to escape a Stunning Missile Striker, you'll never be able to escape.
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It would be cool to have an augment named after our clan. ;)
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I can't think of a good name for it. XD
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Speaking of which, I just watched the V-log and they are releasing a new Striker Augment called Stunning Missiles. Aiming time is -50% Stun time is 1 second Salvo Rockets count is 1 So, I'm guessing this augment is not a chance based augment and you'll be able to stun enemies with your salvo. And like always, the only way to get it is in Ultra Containers. Great.
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Well, I can already predict that the new Augment is only gonna be in Ultra Containers for the first few months of its release. : /
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There's no one gonna wanna buy that lame garbage. Sure, buyers exist in Tanki, but majority of players don't buy on here.
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I expect another player drop from this. When the critical damage update was released, 2k players left the game.
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An even better idea! :D
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I'd just like to ask the Devs, who's idea was it to price the 4th module slot at 5k tankcoins? 5 thousand tankcoins, are you serious? So, you either expect players to spend well over 50 dollars to get every slot, or, have us spend 36 months playing Tanki daily just so that we can obtain the full 4 slots for modules. Oh, and if you'd like to buy the module on sale for 50% off, that would be 25 dollars or 18 months of playing daily. I don't even know what the prices for the 3rd module is because you guys don't announce this kind of stuff anymore. There are so many problems with the max price being 5k, for one, modules themselves are super expensive, two, people now have to choose whether to spend their Tankcoins on the Battle Pass so that they could get a good Augment, or wait many months to get an extra protection module. The prices were not well thought out here, and I would definitely suggest it being decreased. In the test servers, it was 1k tankcoins, what happened to that price? I would accept that. These prices better get changed asap.
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@Maf @asem.harbi @DestrotankAI9 Sure, Magnum can still lob stuff in the air and is the only turret where gravity affects its bullet, but I'd say about 67% of its uniqueness came from the utter fact that instead of it being able to rotate 360 degrees horizontally, it would be able to rotate 90 degrees vertically. Now it has its own set position and is able to rotate the same way like the other turrets in this game. It was awesome to see a new turret that could rotate vertically, I'd say I was half amazed as I am with the Tesla turret mechanics. That's saying something because I'm EXTREMELY impressed with the Tesla turret mechs. Anyways, Magnum is no longer unique, and if you want the turret to have uniqueness, you can buy it for 245k crystals.
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