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H-U-N-T-E-R started following Ideas for Hulls and Overdrives!
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category Ideas for Hulls and Overdrives!
H-U-N-T-E-R replied to Ilia.ArchangeI in Ideas and Suggestions
Tanki Online recently introduced some overpowered hull augments - miner, lifeguard, blaster and driver. People who have these augments are extremely annoying if they are in the enemy team. Miners ruin almost every game mode, all of them use Saboteur and make it impossible to get into their base. Lifeguard is used by some OP buyer GigaChad who has 50% against your turret, 50% against critical damage and also has max defender and he is using a medium hovering hull which is very good for escaping slow moving bullets and is very good for using turrets that have lock-on mechanisms (Striker, Scorpion, Gauss). Think how annoying it would be if he gets 1000 extra HP when you thought he would die. Blaster users are just straight up annoying (they have no skill), they are mindless zombies roaming around and driving into groups of enemies to kill them. Driver users keep on spamming Overdrive, I mean, its just insane! --in Jumper's video, he gets overdrive in 25 seconds!!! that is just too OP!!. I have some suggestions to nerf these augments. The key idea is to use critical shot for this purpose. You see, critical shots used to be OP on non-status effect augments. But almost every buyer has 50% against it so it makes it ineffective. This is partly an idea to buff critical shots also. My idea is this: If any of these augment users receive their dying shot as critical shot (for lifeguard, it is the shot right before lifeguard effect gets activated), do the following: For miners: For blaster: For lifeguard: When they receive their dying shot, the effect still gets activated; But: For driver: -
@Mr_STIFFLER No, it is a bug. I understand that the "Time of aiming recovery" parameter for Gauss has always been there. But, I am talking about something different. No matter which Gauss augment i am using, no matter who i aim at (even at an immobile target) it: Locks down for half of the lock-on indicator, Immediately goes to 0 even though i'm still holding the trigger key (this is the bug). (Still holding the trigger key) Then the lock indicator starts from 0 and goes to full lock ( it also takes the full lock on time) So effectively, it takes 1.5 of the original lock-on time no matter which Gauss augment I am using. This doesn't happen with any of the other turret with similar mechanics like striker or scorpion. I am 99% sure that this is bug because I have seen other's game-play in YouTube, and they don't get the error i am describing
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@Soothing yeah, that offer will stay till the last day of the tankifund which is 17th December 2023.
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@seif802 look at the top of this post -- click the WINNERS link in green colour
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Lets Goooooo!!! I WON!!!!
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H-U-N-T-E-R changed their profile photo
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dragon's breath has been nerfed to the ground...