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Everything posted by pocrettttt
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valid Remove paladin immunity on overdrives
pocrettttt replied to pocrettttt in Remove paladin immunity on overdrives Ideas and Suggestions
Some references cant counter paladin od, because its the broken od of the year So we have some augments with status effect, that is for paladin have immunity to But overdrives should stop others overdrives So, if the paladin received the damage of wasp bomb, he immunity is forced to stop his overdrive and receive all status effects If hornet use overdrive against paladin that already is on overdrive, he receives an special armor piercing that paladin cannot block Paladin vs paladin - Both remove they effects, limit to one for one like ares ball Hunter- Remove paladin immunity for the rest of duration -
I can see that will be release another rico augment with old plasma status, since this is free for cristals, next will be for paying Finally Fixed Well, who can kill paladin now?At least give Antiheal effect after do damage with 50% of efficiency of anti-heal based on drone level Not enough for stop paladin od(It's still useless, hunter has only effects and paladin has immunity against all of them.) Crisis dd + destabilization=3k of damage without modules. congrats General changes no metter so much, just impact force needed Mammoth trickster time
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What about the «Per aspera ad astra» special offer for black friday?
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Waiting for an big patch note tomorrow :D(please buff heavy construction for heavy hulls)
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You can try buy gift cards and transfer into google play credit
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Whatever,so just release anti heal effect of nerf the healing when an enemy have module against
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Defender is the same essence of booster,you receive less damage but can heal an fix heal, and thats better than just destroy the enemy tanker If you destroy the enemy fast,you cannot heal if have no enemies around you anymore In the end is the same type of sustain, what is broken here is the fact of always healing the same number if the enemy have 87,5% damage reduction against you
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not nerf, but fix the error of vampire, like how can you heal 120 hp while an enemy is with titan dome? And isida module should protect too, and others kinds of protections Also i created a new effect anti heal anyway, its more easy release that than change numbers of the augment
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I've seen a similar topic as a suggestion to put a limit on the tesla firing frequency, as it doesn't necessarily need recharge And this one will be about that too, but for vulcan With HI , you can fire without limits, literally the same concept as tesla, so I propose that the vulcan barrel after it starts to "overheat" will have a duration, and when it runs out, it will be forced to stop shooting and you will be stunned for 1 second (this part is optional) The maximum shooting duration increases with the turret level,after end Overheat resistance, you will still have until 8 seconds to continue firing, after that, the turret stops shoting The Twins also has the concept of "Infinite Shooting", however it's plasma balls, not real palette shots, so much so that the vulcan's HD shows a bunch of palettes coming out on the aftershot side.So it doesn't make sense to shoot non-stop and not need to reload
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valid Better Aiming system for Gauss and Striker(Salvo)
pocrettttt replied to Newton_Error in Ideas and Suggestions
After the homing missile is fired, it will look for a route where there are no allied tanks along the way, this frequency will increase based on the striker's level, not that it will exactly solve the ally's problem, such as if he is point-blank, but distances of at least 70 meters for the rocket not to collide with a ally walking in the middle of rocket, it will take 0.5s to go up and down, and its detection radius of allies near the area will be at least 50 meters in relation to the distance of the rocket, and the ally in question -
I think you got it wrong what an idea topic is
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The previous one in hd was not well optimized, imagine creating another one and having to optimize too, just more work
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What will happened if I will buy tankoin pass and I still have active previous
pocrettttt replied to semestr in Archive
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Armadillo hopper users
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1-Whats the type mode? 2-And have team vs team? 3- Permanent map on MM?
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That augment is used for attack and defense like now But what about change the limit of range to drop an mine? For example, if the range be highter than 100 > 50 meters from the shot origin and the place that received the shot, the mine will not appear, but only deal the damage of normal magnum
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Send a email for support, here we have general bugs of the game ,not personals help@tankionline.com
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I really need to remember to collect everyday my premium rewards, but not only it, when appears special missions and i remember that only if i view at least 1 round the special missions, then they start to count So i suggest instead of open the daily missions by default, it will be special missions, as happen in mobile version
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Wasn't it supposed to have another patch today?
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Wasp: Increase of 50% on recharge - 25% and fine, its a bomb with 20 meter not an overkill machine Hornet - Increase of 62% on recharge - i think its a lot, 30% and its fine Hopper - Increase of 44% on recharge - hopper rarely kill someone, he depends a lot of that , should be lower Viking- Increase of 44% on recharge - Please make 60% Paladin- Increase of 116% on recharge - ok , needed for that toxic overdrive Hunter- Increase of 62% on recharge - For an melee overdrive, its not that all receive this level of nerf Crusader- Increase of 111% on recharge - Nice, tired of seeing be killed just with this overdrive Dictator- Increase of 88% on recharge - Thats a support hull , i really think that should be good as it was, also nerf on 25% of restory recharge is a bit nerf Ares- Increase of 25% on recharge - I dont see someone use this, just dont care Titan- Increase of 116% on recharge - Titan should be nerfed on his mechanic for avoid use the overdrive by himself( Shaft campers on massacre and others maps + magnuns), but good nerf too Mammoth- increase of 111% on recharge - It was not necessary, blaster already explodes this overdrive, and other factors such as approaching an enemy with a speed of 6m/s being the slowest in the game, having the same speed as a medium on overdrive hull being impossible to reach it without using a trickster,with this recharge increased it would be interesting to at least increase the maximum speed gained in overdrive from 50% to something like 100%, since lag system breakes me too while im hitting the enemy but actually the game thinks I'm not hitting
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valid New interaction with freezed and burned users
pocrettttt replied to pocrettttt in New interaction with freezed and burned users Ideas and Suggestions
When an enemy receive one of effects and they are at least on 0.4 of respective efficiency If the cause of the burn is an enemy, you will leave a trail of fire that deals damage to your allies (it will have an indicator if the burn is from the ally or enemy) If the cause of the burning was yourself (as a vulcan), it will leave a trail of fire that will damage enemies that pass through it. When you are freezed you will leave a trail of ice on the ground, allies who pass will also receive the effect. The trail will last a maximum of 10 seconds -
category Ideas for Hulls and Overdrives!
pocrettttt replied to Ilia.ArchangeI in Ideas and Suggestions
The frequency of getting an overdrive is relatively low, but I'm happy if a viking needs 5 minutes to eliminate my entire team So in general, will have one more thing, and that is called impact presence Each time you hit an enemy with 500 impact force, you will charge your overdrive charge faster at the same frequency as charge/sec That counts for pushing an enemy with the power of the hull too -
I know, but client version has cache, that can help load some things of the game , and its always on full screen, because sometimes i missclick one of my favorite bar Its something with the client of the game, I reinstalled and solved the problem after that