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Posts
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Everything posted by Rutgers
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Fair point. But groups wouldn't be as big of a problem if augments weren't out of control + poor map selection. Its a band-aid, doesn't tackle the root of the issue
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Agreed. Especially since shaft and gauss also utilize quick arcade shots, and their maximum time is both 10 seconds.
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Adding along with everyone else, please fix the assist system when damaging a tank. You are not rewarding players who do the heavy lifting when destroying a tank. In fact you’re punishing them. Incentivizing kill stealing like never before
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Real. Its a little wild I'm at a point in the game whenever I want to heal my allies, shaft or thunder are the first turrets that come to mind. NOT isida ?
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may someone please tell me how to log in? Obviously there is a way because I see screenshots of people in the game, but the event website for me isn't working
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Buff dictator OD. It hasn't been relevant since the overdrive boost effect was removed.
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I would of taken this projectile speed buff over the damage buff smoky received a few weeks ago. But now that smoky has both, it will be a beast. pulsar users are gonna have a field day with this
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Sustainable before patch: 20m. (Initial Range) * 100% range increase = 20m. (Original range increase value) -----> 20m. + 20m. = 40m. (Final range value) Sustanable after patch: 25m.(New initial Range) * 60% range increase = 15m. (This is the new range increase value) -----> 25m. + 15m. =40m. (Final range value) They increased the original range for Isida, thus decreased the added range bonus Sustainable Nanobots receives to compensate for this buff. Doing the math still results in the same final range for Sustainable Nanobots i.e. no net change for this augment (other than energy consumption rate decrease)
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Super solenoids and smoky about to become beasts. rico nerf is strange, it felt fine the way it was. correct me if im wrong Striker vacuum nerf is one of the most anticipated nerfs in the entirety of this game.
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If and when lifeguard is reasonably nerfed, I genuinely don’t think that defender would be a problem. I guess I wouldn’t be against a nerf to it if many people are having trouble against it, but I’m not advocating for one either. Perhaps i am using burst damage augments a tad too much. I was initially in favor of the freeze buff to remove boosted damage, but after playing with/against it for several months, I’ve realized it is a problem. It’s also not fair to its sister turret, firebird, as firebird can only deal damage over time with its afterburn. Freeze can freeze hulls, AND remove boosted damage, 2 bonus effects when compared to firebird’s one. The marginally faster reload time on firebird does not make up for it. Not to mention the recent buff to shock freeze and the abomination that is freeze pulsar (and all other pulsars for that matter) make MM that much more insufferable. Ban blaster. I don’t even want to see any nerfs to it, just ban the damn thing. Are the “fair few” in the room with us
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I would agree with everything he said except defender. I think it’s fine the way it is, and jammer completely counters it id you are having trouble against it. As for blaster and lifeguard, there are no direct counters to it and they are the preferred hull augments for that reason. I’ve literally seen people just kamikaze enemies tanks and it still provides immense value. Absurd Striker augs are out of control, but I already touched on this subject. might be a hot take but freeze should be nerfed a little bit. The damage, freezing rate etc is fine, but the fact that it removes boosted damage is a bit over the top imo. Maybe reducing boosted damage instead of outright removing it would be more reasonable.
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I pay in 700 Tankoins and get a mission that I can't faithfully execute due to rng? Alot of us do not live on this game to be farming goldboxes in MM - I do my daily missions and I'm done for the day, as I'm sure many of you can relate. That is all I have the time for. I pay 700 Tankoins, I am willing to put in some more time, but I also expect reasonable missions. Playing "X" amount of games to have only a SMALL chance of a goldbox dropping, in which I and over a dozen players are all fighting to grab it is unreasonable, not to mention doing it TWICE. And I learned that these missions don't carry over to the next day? Is that true? If so, it will be extremely upsetting if this bogus mission is the reason why I won't be able to purchase the augment of my choice - through no fault of my own.
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So we are going to target and gut decent garage augments for smoky before y’all will go after the insanely broken new striker augments?? Assault rounds was a reliable augment to use against OP burst damage augments, but you decided that this augment not only needed to be nerfed, but to be put out of use yet again… Faust Hydra Vacuumn Missles Meteor Strike Apparently, this unassuming smoky garage augment posed more of a threat to game balance than the aforementioned augments. Y’all are actual jokes ??
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I will probably make a post about this in the Suggestions box but for now can the devs please fix the auto-aim of Thunder's Nanotech Shells when aiming at its allies to heal them? This is what I am wanting to spend my points on and saw some recent videos showcasing it on Youtube. The auto-aim for allies is non-existent, unlike for Shaft healing emitters, making it incredibly hard to heal allies if you are not close AND level with them. Please add/fix auto-aim for this augment before the conclusion of this event.
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A bad update, with the exceptions of the Twins Buff and the MK7 modification tweaks, and a couple others that I'm neutral towards. However, I want to ask why Dictator is continuously receiving the short end of the stick. It has the second longest passive OD recharge, second only to Paladin, while having the worst OD in the game. With the recent med kit debuff, and Armadillo becoming more prevalent in MM, Dictator OD is consistently indirectly nerfed, from what was an already mediocre OD. Not to mention that it has the largest hitbox of any medium hull, making it a very east target for everyone. Show Dictator some love @Opex-Rah Kudos on the rest of the update though! I can't wait to see the nonsense Patch Update 753 holds ? One step forward, two steps back!
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I always believed they needed a damage penalty but doubt they'll ever do that.
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Crisis users in shambles right now. I use crisis alot too, glad its getting nerfed
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Finally, a breath of fresh air. This is a step in the right direction for status effect augments in general. However, I believe there's more that needs to be done. As @Kimura pointed out, the real issue we have with status effect augments is their frequency and effect, but more so frequency for me. There is a clear disparity between the power in status effect augments and we would like to close this gap. For example, Magnum's conditional to apply the status effect augments is pretty easy with a 10 meter radius. As I said before, these augments reward players with poor accuracy, when it should be the other way around. You should be rewarded with the status effect when you make very precise shots. Take into consideration that Magnum is the most cancerous camping turret, and that cancer metastasizes to all parts of the battlefield. And if you want to compare it to other long-range turrets like Shaft or Gauss, at least those two turrets must expose themselves to the enemy, and can't simply hide behind a wall, opening themselves up to counterattack. Meanwhile, other status effect augments like Hammer or Tesla have incredibly high critical chances. Normally I wouldn't mind their crit chances, but when its hidden behind an EMP or Stun effect, then I do. We would like to see the devs go after the critical chances of some these augments, and tweak other aspects of it like in the case of Magnum. This will assist the "destroying tanks to fast" problem as well, even more than just simply reducing their critical damage I'd say. Garage augments have fell out of touch with the game because status effect/pulsar have a chokehold on MM. It would be nice to see some diversity in the number of augments I see in a battle, not just the same old Stun, EMP, AP, Heat, etc. Nonetheless, at least Tanki is listening to us, and although this isn't the outcome most of us wanted, it is a step in the right direction. Thank you devs. Also, glad to see Hopper nerf from 3k-2k. It was ridiculous to give them that much damage and honestly, I feel that's still too high They already gained so much value by stunning enemies and literally flying in the air.
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Removal of speed-ups was a good update for people just entering legend ranks. The disparity in overall GS between a legend 1 and legend 100 was and still is immense, made worse by the MM system treating them as the same rank more or less. Removal of speed-ups helped with this problem, allowing lower Legends to build up their garage faster, enabling them to compete with higher Legends, despite the level difference. Considering there are many things to buy and upgrade in Tanki, some of which can't even be bought for crystals, I wouldn't have called it "broken" Unrelated to you, if Tanki was planning on to increase the prices of modifications to balance out the removal of speed-ups, they should have done it then. It would have been treated with more sensibility than letting us get used to the new prices, then suddenly dropping this price hike on us. Try looking for consistency in Tanki
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Overpowered magnum alteration, favors blind, lazy shots because the heating status effect is applied as long as the target is within the radius. An extra few hundred damage, whilst rewarding poor accuracy is backwards. They've made it so that status effect augments for each turret are consistent with each other, in an effort to "simplify" gameplay. What's the excuse for this augment? Changes: It no longer applies the heating status effect on non-direct hits. Everything else could remain the same, including its critical mechanic.
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Yes the proper time to use it is at a larger distance when the enemy is even harder to aim at and is likely moving around. It's so adept at this...
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I have almost 300 hours worth of playtime and 5.3 million XP with Crusader. My point being that this idea comes from a player who is well versed in playing with the hull and its OD. Crusader OD is one of the hardest, if not hardest OD to master. To just make a short-range shot, you need impeccable accuracy, and to be absolutely still, because the slightest movement from ally or foe will knock off your aim. Not to mention, it has this odd mechanic where the Icicle will fly right through a destroyed tank, and not deal any damage to any opponents who were around the destroyed tank. Overall, it can be very satisfying, but also very annoying. If you play with it, you know that the chance of receiving splash damage is relatively high, even with good maneuvering skills ,which is what this post is about. The splash damage of 1000 chaos damage is too wide, and should be reduced to a smaller range, one where I can shoot my icicle at somebody somewhat close to me, and not be punished for it. However, I think the radius in which the 2 status effects it applies (Freezing and AP) should be left unchanged. This way, Crusader OD is still effective in its capacity of splash range, but not punishing the player who chooses to use it at a somewhat close distance. My reasoning for this is simple. 1. In my experience, I find the extra 1000 damage to do more harm than good. I rarely get any extra kills with it (people will usually have more than 1000 health at any given time) and I find taking 1000 damage to myself is unnecessary. Crusader's OD is the only OD where the player is punished for using it at close-range to an enemy. No other OD has to worry about its range to an enemy and possibly take self-damage. Taking damage at close range would make sense IF the OD had impeccable accuracy at longer ranges, but it is quite the opposite. 2. There is a precedent for applying status effects without doing any damage. Dictator OD works in this fashion. It applies the Freezing status effect to nearby enemies, without applying any actual damage to them. I am certainly not equating the two ODs to each other, but at least the idea of applying status effects but not inflicting damage already exists in the game. 3. AP and Freeze status effects are very good aspects of the OD, and it still makes the enemy easy pickings, so the Icicle doesn't lose its utility. There are other problems with the OD too, like the excessive amount of recoil it has from firing it. However, this issue has been grinding my gears as of late.
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Would be cool to see some augments that were previously only obtainable via different events like Thunder Healing/ Scorpion Augments/Hammer augments etc in this Tanki Fund
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I swear if we reach level 20 and a bunch of new pulsar augments start flooding the game without some SERIOUS NERFS to them I'm quitting. Sorry, but I don't feel like getting every single status effect applied to me every minute of every game. No creativity, just copy n paste
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Why are the devs so scared of going after Twin Pulsar? Is there something I'm missing here? It is the most broken augment to ever exist in the game (Helios being a close second when it was initially released) and players have complained about it ever since its release, and rightfully so! Applying every single status effect every 10-20 shots with Twins' firing rate is asinine! Why do they refuse to nerf Twins Pulsar directly, but instead go after the Turret as a whole, inflicting unnecessary nerfs to its other augments? Apply the needed nerf to Twins Pulsar, leave all other Twins augments alone! You're using a sledgehammer to crack a nut. I have to give credit where its due however; thank you for listening to the community and nerfing Vacuum shells and Scorpion. Been a long time coming.
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