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It_Aint_Too_Late

Tanker
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Everything posted by It_Aint_Too_Late

  1. It_Aint_Too_Late

    Ideas for Augments!

    I will get straight to the point without further explanation ( since it isn't needed because the suggestion will be self explanatory, no offense to anyone) Suggestion: Change weak damage percentage from 400% to 250%. It's about time for reflection on updates that paved the way for upliftment of thunder - the turret that was forgotten.
  2. It_Aint_Too_Late

    Circus day

    No patch notes this week, no patch notes last week, none on the week before, and before that as well. What the actual hell where on earth are the developers? They keep smashing these boring events in our face without actual updates. Probably decided to go on vacation the lot.
  3. It_Aint_Too_Late

    Let´s discuss Scorpion!

    I think scorpion's aiming mechanism should be changed to that of striker's, since scorpion can aim and lock on enemies through structures. Striker's mechanic is longer aiming time with short salvo reload. Scorpion's mechanic is longer salvo reload with shorter aiming time. Well, I think Scorpion should have longer aiming time ( due to aiming at enemies behind structures feature. ) and less salvo reload. It is absurd to give the turret this feature (Aiming through structures) when aiming time is already so short.
  4. It_Aint_Too_Late

    eSports Tanki Fund Giveaway

    Hmm something's wrong here. I got very bad drops too. Normally I get 3-5 epic items per 15 UC. From these UCs I got 0-1
  5. I disagree. I rarely see players in legend rank using brutus. Probably one among ten players occasionally use brutus. Unless they ran out of batteries. That was the primary purpose of jammer initially. Only after a while did they update it to drones as well. Disabling overdrives for a very short time isn't very combat helpful compared to the other status effect augments. It's obvious why they don't have debuffs.
  6. But that wouldn't fit in Ideas and suggestions, would it? A complain wouldn't fit here. I had already posted in the complaint book but I don't think the developers pay the slightest attention to that page. Once, a forum moderator advised to post in Ideas and suggestions rather than in the complaint book, for the developers to consider it.
  7. I was one of the players who were present in the complaint box section of the forum literally all the time. I had posted scores of complaints about numerous game mechanics. For eg. the unfairness of some augments, the matchmaking system, the 'be in the top 3 in the winning team' mission in daily and weekly missions and about how inaccessible tankoins were to F2P players. Although I could say only 30% of the complaints were considered. Specifically I can tell you some updates that I remember. 1. EMP augments were such a trouble back then. A single EMP shot consisted of 10 seconds of EMP, which was highly excess. Now it's 2 seconds. (Which is too low tbh) 2. The 'Be in the top 3 of the winning team' mission was separated into two. Be in the top 3 and be in the winning team. This update was very late as it was in the game for like 2 years, and all that time they didn't consider it. 3. Tankoins in the right amount only belonging to buyers was an issue. Back then F2P players only had like maximum of 1k tankoins. Now I could say a F2P can even have 15k+ tankoins. Since tanki conducted several events giving out huge amount of tankoins. For eg: Previous Halloween event (Highest reward was 500 tks for those who completed all tasks, and tasks weren't p2w), previous Christmas event (Players had to finish a particular daily mission everyday for 20 days straight, and then reward was 2022 tankoins in the end.) Only after events like these did I get my hands on the battle pass. Since average amount of F2P players has a minimum of 1000 tankoins in their account, participating in the fund was not a problem. P2W stuff include the 4th protection module slot ( which belonged only to p2w players before), which is now in the hands of majority of players. Various skins, op augments ( you might wanna check the tanki fund taking place currently.) What do you mean here? I'm not being supportive of their money making by any means, but we should acknowledge the tiny steps they take in making it more player friendly. I have mentioned it above, playing today's tanki with an old account is such a pain, and you don't have to judge things by that. (no offense)
  8. I used to think the same about the game a few years ago. I was highly active in the years 2012-2016. After a break of 3 years, I came back, peeked in and realized how much of a mess this game had become. I continued my break lol Until 2021. I kinda started to see changes being made in favor of player's complaints. It really sucked for an old player to progress in today's tanki without drones, no mk8 equipment ( Back then getting an m3 garage was more relevant). Now? I can say I have enough skill and equipment to spawn kill (exaggerated) a p2w player in battle. With the tanki funds, it's getting more and more easier for players to get their hands on p2w stuff. And I see that as a positive sign of growth. All you gotta do is play the game consistently but I won't recommend that. The game is more lonelier than before. There is way less interactions between players. Players rarely talk in battle. Devs talked about adding voice chat in battles (Between friend squads), hope that'll solve the problem. However, tbh the game will never be like how it was back then. That's for damn sure. The vibe was different, gold boxes, tanki facebook community, youtubers, Highly anticipated 50% discounts, semyon freakin kirov (Miss that guy), special events, etc.
  9. In Patch Update #695, hammer's jammer augment got nerfed. Before, the augment helped deal jammer effect to enemies on every hit - which was an update to the previous version which only inflicted jammer effect on the final shot, which was absolutely pointless, which is why probably it was tweaked. Until recently on this update, the augment has been returned to it's factory version, with only an addition - applies jammer on critical shots as well. Although all other augments of hammer has been updated similarly, I see this update for jammer as a mistake - as jammer is not an effect like AP, EMP or stun. It doesn't freeze opponents or make the enemies vulnerable to damage. If the augment was tweaked on the sole purpose of nerfing it, then what about the freshly new added jammer augment for thunder which deals jammer effect on every shot? Hello? Exactly same thing happening here. I know this is idea and suggestions, but I gotta explain what I have in mind. so... If jammer augment for hammer was nerfed as jammer inflicted on final shot, only because it inflicted jammer on every shot - so should the other jammer augments be nerfed this way. What about firebird, freeze, twins, ricochet and thunder which have jammer augments that inflict jammer on EVERY shot? So my suggestions are: Jamming field for ricochet: Applies jammer effect for 3 seconds on a ricochet shot and on critical shots. Plasma Disruptor for twins: Applies jammer effect on critical hits. ( since reload is low and crits are frequent) Noise shells for thunder: Applies jammer to enemies hit within a specific range. Take 20 m Can't think of a solution for firebird and freeze. They have debuffs for respective jammer augments. So... they're good I guess.
  10. It_Aint_Too_Late

    Bugs and Glitches Reports

    Idk if it's my pc or not, but after the new update, I'm experiencing frequent crashes. I checked if it's my pc which blacks out, it wasn't. My browser crashed. I tried the game on a different browser. Crashed that browser as well. Is it just me or others here too getting this?
  11. If that's the case, then striker's rockets should land this way as well. You can't argue that the missiles launched if target is already destroyed goes forward and can possibly hit enemies on sight, well, that is a one in a hundred chance, ( A striker player doesn't always lock on enemies directly parallel to them. The left over rockets always have some inclination or declination which makes them either go up to the sky or to the ground. Hitting the enemy with the left over rockets is very uncertain.) which we could say, is just like scorpion's missiles disappearing to the sky. If scorpion is given this feature, so should striker. So should every lock on turret in the game. Gotta be fair when updating turrets of same type mate.
  12. It_Aint_Too_Late

    Complaint Book

    "The developers are purposely making batteries hard to get." So that after some time only the buyers use drones hehe. Just good business ?
  13. It_Aint_Too_Late

    Complaint Book

    I'm a passionate XP player, but in the new update, railgun has become absolutely useless. The only thing that kept it going was the 50% critical chance. Now that it's 30%, 1 in 8 shots is a critical shot. The only problem faced by railgun is that 80% of players in the battle will have max railgun prots equipped. Railgun is the only turret (I think) which fully loses advantage over an enemy if prot against railgun is equipped by the enemy. All other augments don't have this kind of problem when it comes to their respective protections. So this update where railgun critical chance is made 30% makes it utterly useless.
  14. It_Aint_Too_Late

    Ideas for Augments!

    I agree. Augments with multiple status effects must be discouraged in development. If such augments should exist, players must be able to equip more than one hull augment. Even though players complain about overly p2w updates, there will always be those people who support these ridiculous updates, to which the players' complaints are in vain.
  15. It_Aint_Too_Late

    Ideas for Augments!

    So I notice this kind of consideration of developers towards EMP effect, where it is considered similar to freezing or burning status effect. But on the other hand, there's stun - which is treated VERY differently and given strict disadvantages for the respective augments. Now you see, if we check the effects of EMP and Stun, both highly effect gameplay of the attacker and the receiver of damage. Stun augments are probably given high disadvantages due to their 'Annoying' capabilty. But did they forget that EMP can be VERY annoying too? Just like stun, EMP effect makes you vulnerable and easy to kill. So... Why the difference in treatment towards both type of augments? Let's see the difference between designs of stun and emp augments. For example, Stun smoky augment has -50% critical chance step along with -50% critical damage. While EMP twins augment only has -50% critical damage and no reduction in critical chance. Note that this damage reduction is only for 1 shot of twins, which is negligible compared to reload speed. Twins deals critical damage at an average of every 8th shot, which takes about 4 seconds (I think) So this augment basically applies EMP to enemies every 4seconds, which is ridiculous. EMP should also be treated just like stun. Necessary disadvantages has to be applied to emp augments. Damage reduction doesn't get rid of the problem where the augment becomes too overpowered and disrupts the balance of the game. So my suggestion is: Decrease critical chance of EMP augments, according to their reload time.
  16. It_Aint_Too_Late

    Complaint Book

    Reduce vulcan critical chance. Even if I wear 50% vulcan protection, a vulcan can destroy fully armored me like an unprotected player but with 2 or 3 more seconds. And the looks of receiving damage looks like almost every 3rd hit of a vulcan is critical. You can test it out by using vulcan. So wearing protection isn't gonna do you enough good. Thank you.
  17. It_Aint_Too_Late

    Guaranteed chance in containers.

    So in the new patch update, it's given that a player is guaranteed to receive a 'Rare' item drop every 15 containers. So does this mean that the containers have a gradually increasing chance for a rare item drop? Or does it mean that opening 15 containers at once will guarantee you a 'Rare' item drop.
  18. It_Aint_Too_Late

    Complaint Book

    Well, that's just it for you isn't it? You probably have missed many victorious battles just by doing that. I have played alot of battles where the tide of battle topples over and the losing team becomes victorious. You don't always have to win to earn crystals. Tanki after introducing matchmaking system has reduced the pay gap of the battle fund between the losing and winning teams. So even if your team loses, if you manage to score higher than the other team, you'll get more crystals that them.
  19. It_Aint_Too_Late

    Complaint Book

    I've got one thing to say. Remove the pulsar augment. Absurdly overpowered. Like hell it's so ridiculous when an augment applies literally ALL status effects in a critical shot ( where critical chance is not reduced or even altered ) and the ONLY disadvantage is reduced critical damage. The absurdity here is that the reduced critical damage is for 1 shot of rico, which is negligible if you consider how fast ricochet reloads. So basically this augment makes you ultra resistant to enemies. Another update like the paladin, focused on giving high, no, EXTREME sovereignty for buyers over normal players. I have seen the effect of paladin, and it's bad. Can't wait for the buyers to use pulsar and finish a 15 min battle in 3 minutes, carrying the whole team.
  20. It_Aint_Too_Late

    Ultra container chances.

    So in one of the previous v-logs, it was mentioned that the newly updated normal containers had 1% chance of dropping a legendary item. And in ultra containers, chances were 2%. But during the weekends, it is still shown on the announcement banner where legendary drop rate is multiplied by 5. So.. is the drop rate more than 2% this time?
  21. I fail to understand why the critical damage of freeze hasn't yet been considered.
  22. It_Aint_Too_Late

    Complaint Book

    So let me get this straight. The augment round stabilizer of railgun was nerfed just because of the fact that it was purely designed to ignore protection modules. Am I right? Then if that one specialty of that augment is the whole reason why it was nerfed ( It is, the reason was mentioned in the patch update ), then what about all the other augments of freeze and hammer which were designed just similarly? Armor piercing effect now temporarily disables protection modules during it's effect, As a result, the Toxic Mix augment of freeze, which applies AP effect on attack, disables enemy's modules for the entire duration of the attack and hence ignoring protection. This augment should either be removed or be nerfed badly. One of the ways it can be nerfed is by removing critical damage for the augment. Blunderbuss augment of hammer has a 50% chance of dealing a critical shot. So critical shots are likely. Considering the fact that destabilization augment had a nerf in turn of the critical shots it provided, and that was dealing no damage during normal shots. But here, with this augment, it can deal max hammer damage at a 20 meter radius. So this advantage, along with the 50% critical chance, along with the +70% critical damage makes this augment highly efficient i.e imbalanced. Hope you consider this. I haven't been complaining in this section of the forum for a while now thinking this area of the forum is poorly looked into. Please change my mind.
  23. It_Aint_Too_Late

    Ideas for Turrets!

    So I've been playing with smoky for quite a while now. It's quite fun. In mobile, aim assist is present for all turrets. Well, that's just to make it easy for mobile players, but pc problems are the fundamental ones am I right? There is literally no aim assist for smoky in pc. I find myself missing 70% of the shots I shoot. Not because I haven't pointed my turret towards the tank, but my elevation is slightly different. Even in instances where my turret is just 15° or 10° from the enemy, I miss the shot. Tank is highlighted but I still miss the shots. What's the reason? Because there is literally no aim assist for smoky, which is present in almost every other turret. So my suggestion is: Add aim assist for smoky. Vertical aim assist is mandatory.
  24. Overall good update. Having premium removed from containers is just sad. Now non buyers don't have the slightest chance of experiencing what it's like to have premium, to receive double the reward for your effort. Players are gonna run out of supplies soon. Since containers were the only source of supplies which keep the supply river goin. Supplies received from weekly containers run out in 3 or 4 days. So this is gonna be one hell of a change in some time. Normal players will eventually run out of 'em. I guess the Mk1 rewards represent the troll slots in a wheel of luck. Also I am grateful that you guys have looked into freeze's and paladin's ultra efficiency in battles.
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