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Everything posted by daudiii
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@CARBON-COPY i will have whatever you had when you wrote this.
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try further reducing repair kit cool down. that might help
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thats exactly someone who is godmode_on would say
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@INEVITABLE i think tanki needs to modify score system and not change the crystals system (as you suggested). there have been many times where my team would be worse than actual bots. I would be trying my best, only to be let down by team. in that case, i wouldnt want a crystal penalty as well. it will only further encourage the team leaving problem which is already very bad. if some team scores at start, good players of other team leave instead of chance at fighting back. and then match becomes even more unbalanced. what i propose is this: dynamic score for objectives rather than fixed. e.g. if battle is very fierce, capping a flag can be much harder than in unbalanced one. so tanki should measure how quick it was to score objective (if little time to score objective -> means teams unbalanced -> less score for OP team, but if other team score in that battle, they get more score), or it could measure how many tanks were destroyed in the interval between objective was scored. if high tanks were destroyed, it implies fierce battle. and the players focusing on objective missed on score from kills. getting more points for objective would compensate for that. if dynamic score not possible for objectives, atleast increase score across the board for objectives especially for delivering flag in asl (or whatever is name of tht mode which isnt ctf and has flags and a point)
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The reduction in cooldown of repair kit to 15s is too drastic. now good luck trying to kill and excelsior hull with defended drone.
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what did they do? i didnt notice any change on hopper and crusader. i use mouse controls, if that matters. you can hold mouse right click to just look in any direction without change your turret roation.
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@TheCongoSpider thank you for the complete answer.
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doesnt the damage get divided between the enemies when they are chained? as the post says "damage will now be reduced by quater, not half"? currently, the damage per shot stays same but gets divided as number of enemies increases, if so, doesnt that weaken the turret against groups? as i wont be able to kill even a single enemy? and how is that balanced as compared to turrets like firebird or freeze which deal damage without divide to tanks in cone? i am struggling to see areas where tesla would be better than other close range turrets.
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i am old returning player, tesla was added while i was absent. can anyone explain how tesla works? should i prefer to take enemies 1v1, or 1 v many? will my damage output decrease as number of enemies in chain increase? or will i still be dealing max damage to enemy in front, and less damage to those in back? or reduced damage to all in chain? how does chain damage change if i chain using ally tank? also, if i use special status augment with tesla, will i get that affect every time i do chain damage (like how if you use turrets like shaft with status effect augments, every sniping shot does special affect) finally, general tips about using this turret effectively? in what cases it will be better than other short range turrets, and in what cases it will be worse?
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i think it doesnt matter. what matters is their behaviour. and as you highlighted that in your post, i agree with all those points. those points are what need to be improved. i dont care if there are bots in my matches. i care if playing with/against them is frustrating.
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if you read the 4 points i had written right after the part you quoted me, that makes it clear that not only tanki doesnt try to disguise them, but instead take steps to distinguish them from players.
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unfortunately, tanki doesnt even intend to make bots indistinguishable. that name part is intentional, and thats not the only identifying part of bots. Some other things you might not have noticed: 1) They all have solid color paints (as i said, tanki wants people to know that they are bots, not try hide it) 2) They all have protection module equipped which grants them protection against all turrets rather than using turret specific protections like normal players use. at higher rank (legend), the bots have 50% protections against all turrets. so its annoying even to fight against them. they are not challenge at all, just waste your time by taking long time to kill. 3) killing them gives less xp than killing players. 4) at higher ranks, bots hulls have blaster augment, they explode when destroyed and deal damage to tanks nearby. so if you you short range weapon, its even more annoying. based on these points above, i am pretty sure, tanki intentionally tries to be explicit about who is bot, and then you are punished for playing against them (as it takes more time to destroy them, and it gives you less points to do so, and with short range weapon, it can be kinda infuriating.)
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no you are wrong. it used to be alterations (years ago now), but now its augments. case in point: excelsiors, they have just positive, no negative, so they are just better than same turret without any augment, in every scenario. even among crystal augments, adrenaline has no downside, just possible upside of extra damage. and again it is just better than turret without augment in each and every scenario. there is no scenario where a turret without any augmentation would be better than these. Same is the case with hull augments. they have no downsides, just upsides and that makes better than standard hull (i.e. with no augment) ofcourse these are just easiest examples as these have clear upsides with no downsides. there are several other examples where advantages are way more than negatives so overall weapon with that augment is just better. but here for simplicity, i used example of just adrenaline and excelsiors.
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returning player here so dont know much of what happened when i was on a break. how was pulsar dealt with?
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yes, your point only be added at the end of day.
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if you complete a mission, you become "eligible" to get points. How many points you get, depends upon what position your team gets. if you team gets high position, you get more points and vice versa. However, if you dont complete a mission, you dont get any points regardless of your team's position.
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do you know what's the last day to be able to claim this promo?
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i think the difference between teams is because tanki online's diminishing population. If population is small, and teams are randomly assigned, statistical anomalies can arise from outliers. as the population increases, the effect of outliers diminish and the percentage merge towards median. now, if tanki had big player base, and still there was this big of difference between teams, that would have been concerning (statistically speaking). another alternate would have been to redistribute players between teams every day. That way, there would be more variance in ranking of teams.
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imagine if all teams have equal number of players, some teams have more grinders than others. almost all teams will get same position everyday, because the missions dont require skill but rather time/grinding. so the team which got last on day 1, had least amount of grinders. so likely it will get last on all subsequent days as well. I am from rico, and i know i will get 3rd everytime for duration of this event. first two teams are always very close on score, so they might trade position on same days between each other due to random luck or other factors. another proof of this is that the order of teams stays same throughout the day. team get in their respective order just few hours into the day and retain that order rest of the day. the percentages grow, but order stays the same. so getting same team position everyday is the expected outcome. you just needed the outcome of first day to know what outcome will be for the rest of the days.
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Are we still guaranteed an exotic item for every 300 epic containers opened?
daudiii replied to 0179432 in Archive
there is such thing, it says so explicitly on wiki page about containers. copied from said wiki page (content of epic containers section): "Attention! Every 15th opened container guarantees one item from the «Epic» Category. Every 100th opened container guarantees one item from the «Legendary» category. Every 300th opened container guarantees one item from the «Exotic» category." -
you are right, i was checking forum, and there was no post on tankiforum so i assumed that they just have acknowledged it.
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we have got no official communication from the tanki team, i think that they dont even play game to have noticed the outage.
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TNK00-00000-06MZE-9IUPL-3LSU2 This promo code appears at 11:29 of the vlog.
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patch notes Patch Update #817 - Released 28th November 2025
daudiii replied to Marcus in News Archive
thanks for this, just small correction in wording. for all excelsior, you wrote, "Crit removed". That can be misinterpreted. Critical damage for them are not reduced, extra critical damage bonus is reduced, so now they do same critical damage as default critical damage of corresponding turret. -
patch notes Patch Update #817 - Released 28th November 2025
daudiii replied to Marcus in News Archive
can someone help me understand what the following changes mean/imply: 1) For scorpion “Missile launcher «Swarm»” augment Added a decrease of Final rocket speed by -20%; Does the added decrease in final rocket speed mean, it will have even weaker tracking? 2) For Gauss: “Nemesis” augment Added a Salvo reload decrease by -70%; does that mean, they buffed Nemesis? 3) For Shaft “Stellarator” augment Sniping shot charge rate decrease changed from -20% to -0% Energy consumed per sniping shot decrease by -50% changed to an increase by +50% I dont understand either of these two modifications. does first one mean that shaft will zoom in quicker (so less time to adjust aim and shoot for max damage in case of stellarator)? and does the second modification mean that even if you make a quick snipe shot, the penalty of energy bar (yellow bar) will be higher (so more wait before you can take the next shot right after a quick snipe)?
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