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stat.padder

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Everything posted by stat.padder

  1. Yeah, it's definitely not 5 sec. I have brutus and when I equip BD I get spawn killed before I have even chance to equip boosted armor. It's like exactly 2 seconds are missing from supposed "5 sec".
  2. I agree about slugger being useless. I would like to add that I feel pretty much the same about blunderbuss. It isn't useless, but the critical shot lost most of it's purpose since for me that only serves as a way to ignore protection. Before update I would hit multiple targets from bigger distance and sometimes deal max dmg, because of critical. Critical had 3 purposes: ignore protection, hit multiple targets easily and critical by itself is good way to deal high dmg over greater distances (40-50 meters is NOT great distance).* Also one one shotting which it still can. Now it only ignores protection with rare shots that hit multiple targets. Also paladins OD makes it useless, which was frustrating enough before. Edit: now with it I get constantly wrecked by freeze ap and isida vampire. Twins is more useful for me.
  3. Changes are weird. Some turrets and augments that deserve buff didn't get it and striker will be even more dominant (now it's better than vulcan possibly). Isida vampire nanobots,tesla(especially op uc augments)...uh...well...we'll see how this works out. They did not address tesla EMP, which is outlier when it comes to emp augments and for no justifiable reason has 7 sec (EMP for others is 5 sec, also same for AP usually). It is SOOO weak, my suggestion is 20 sec EMP of course. P.S. please next update give striker 0.5 sec reload time, I am having trouble with huge 1.6 sec + arcade missile doesn't follow target. It's really hard to play :( , pls buff devs.
  4. stat.padder

    Let's Discuss Paladin!

    Well, maybe it's different for me since I might be annoying. When I equip striker, people equip protection module IMMEDIATELY after first death. Same for twins, gauss, shaft etc. The only prot. module they do not equip that often is somky, but after they die too much for their taste I start to see that as well. I doubt people equip prot. module to specifically protect themselves during OD. They usually equip something to protect themselves against best performing or the most annoying players in current battle.
  5. stat.padder

    Let's Discuss Paladin!

    So, from what you said and from what I said previously, it is completely understandable why players complain about it. It is rarely their fault. This is really strong OD and anyone who knows which weapons can kill them they can pretty much counter anything by equipping right protection module.
  6. stat.padder

    Let's Discuss Paladin!

    Turrets don't kill paladin "quickly". Some weapons can, but only SOMETIMES(if opponent has protection module- R.I.P). ODs can be more reliable. Examples of reliable (yes, but actually no): Wasp bomb, ares od, titan od with ap immunity. Really reliable ODs against paladin: paladin, viking, crusader, mammoth (with trickster or crisis). So paladin requires specific hull to counter which a lot of players may not even have or it is hard to use or it requires certain drone. As for the turrets. They work only if paladin user doesn't have protection module. Currently most of the paladin users are buyers so they usually have a lot mk7+ protection modules therefore extremely hard to kill (if they use vampire nanobots and connect to someone they are basically impossible to kill). I use striker adrenaline on my main acc and results are good only when they don't have protection module. Also I use twins adrenaline which can reach over 900 DPS, but even that is usually not enough so I rely on crusader OD most of the time. Conclusion, players are not usually at fault for not being able to kill paladin, therefore they have right to complain (as you like to humiliate them by calling that "crying"). Paladin requires too specific hull OD s as counters and turrets fail usually because a lot of time paladin user equips protection module.
  7. Crit. chance = 50% Regular dmg = 350 Crit. dmg = 1650 I have tried it on my main acc and it is great. The only issue is booster can't help it in reaching 4000 dmg crit. However, even without booster it kills efficiently (one shots medium tanks even with prot. module, but no armor). Sometimes it can get 3300 + 700 dmg combo which kills heavy hulls etc. Now it works well with supercharge of course.
  8. Twins - "Vaporizer"-I am sceptic about it. My main weapon on other acc is twins and I have used heavy plasmagun a lot, which seems stronger than this UC augment (also I faced it already in battle and was kind of easy to deal with+a lot of people have heat res./immunity). However, I don't care as long as my garage augment doesn't get nerf for the sake of this UC augment. The only case where this is useful is against protection module. I guess that might be good enough for some.
  9. stat.padder

    Let's Discuss Smoky!

    I can't wait to try it tomorrow. It might become my favourite, especially since I use dictator, so OD's supercharge equals boosted dmg disabled constantly. However, I am now afraid they might nerf it in future. If they gave it ability to disable speed boost + reduce also normal speed by,idk, 40% that could have been fine I think.
  10. stat.padder

    Let's Discuss Smoky!

    I added short disclaimer under that link to screenshot with ranking. In the end, the discussion was constructive. Thanks to you all, very nice. That ranking would also need expansion for situations with certain drone, with/out boosted armor and damage, hull OD, etc. The problem then would be too many categories, which is possible to overcome with redesign. I'll see about that and something might be different if balance changes come in meantime.
  11. stat.padder

    Let's Discuss Smoky!

    Those combos with adrenaline come in handy. ~1200 + ~ 1800 -> dead medim hull. If someone wants to reach such damage combos or break dmg barriers easily they should use booster because even losing 12.5% of the hp will help a lot(1500 regular shot/750 vs BD;2036 crit/1018). If I made ranking based on usage with booster drone. On top of garage augments in the every category would be adrenaline by far. Since these mechanics can compensate even against armadillo. Incendiary rounds in this case do not break dmg "barriers" and burning dmg can't be boosted further. Also supercummulative does not benefit as much from booster. However, when I made that ranking ,I tried not to look how certain drone or hulls OD changes it. When I shot someone I rarely have chance to finish them off in few shots. Not to mention that a lot of drones can't have boosted dmg equipped constantly like booster. Also problems when someone has protection module...or armadillo. So even nice dmg combos or breaking dmg barriers haven't helped me too much in my journey, months of constantly using same thing. Maybe...if I had booster, this would be different. However, while I used Brutus(something many use) this is what simply worked really well and probably it will stay the same once I switch to defender(honestly any drone that can't have boosted dmg always and dmg bonus).
  12. stat.padder

    December Challenge I

    HELL YEAH!!! I need emp dictator for both of my accs. Also I use hammer on my main so this is going to be nice addition (although I already have blunderbuss...emp hammer would be better, but hey, this is something I guess).
  13. stat.padder

    November Challenge II

    Something for tesla, so freezing or electroturret.
  14. stat.padder

    Let's Discuss Smoky!

    In this thread about smoky I posted a reply with title “Why is autocannon completely unbalanced (too weak)…”. Someone gave that purple reaction (“thanks” something like that) and it’s few reply before my screenshot with ranking so it shouldn’t be hard to find. Same math for autocannon applies to all other smoky augments (only parameters are different). If someone thinks something is wrong there, they are free prove that analysis from that reply is wrong. Everyone has access to data from tanki wiki and all they need to do is calculate for themselves (it is possible that they know quicker and easier way than mine). To save people some time, I will share what I have for other augments, not just autocannon. -Stock (same for cryo, incendiary, HPAS, adrenaline): 1 critical shot in 4.2 shots on average, or 5 criticals in 21 shots (16 regular shots) -Autocannon (already explain in detail before): 1 critical in 5.4 shots on average, or 5 criticals in 27 shots (22 regular 58 dmg-garbage shots) -Stun smoky(there were some weird changes in wiki, my data is from 2 months ago and there were no patch notes for critical chance): 1 critical in 5.9 shots(6 for simplicity),or 4 critical in 24 shots (20 regular ones) -Supercumulative: 1 critical in 6.9 shot (~7), or 3 criticals in 21 shots (18 regular ones) This above is helpful for average DPS: Stock: (5*850+16*580)/(21*1.4)=460.2 Adrenaline(I try to lose 54% of hp to reach,+18%,1000 dmg critcal, which is risky, most of the round tank has a lot of hp, so bonus is low, not suprising since smoky is weapon that shines at range around 100m so I am not that much under fire): 460.2 sometimes up to 543 DPS HPAS: (5*935+16*765)/(21*1.96)=411;with 765 shot it is good against medium tank with no protection(4 shots needed), but other smoky augments are excellent against light and heavy hulls+ protection is not as effective against them Supercumulative: (3*1275+18*580)/(21*1.4)=485.2 ; in normal interaction I usually need more than 6 shota to kill tanks with any smoky especially after repair, so from my experience I almost always get to the point of dealing critical, which usually occurs after they used repair which makes it devastating for opponent. Autocannon:(5*850+22*58)/(27*0.5)=409.3 ; terrible, it is like adrenaline vulcan, but with 54% nerf, also a lot worse than 696 DPS of vulcan shoting speed regulator(can be used without heat immunity if user is skilled), worse than twins plasma accelerators. As for readyaimfire’s reply. Personal opinion is to be respected of course. Performance of augment will differ depending on hull, for example ODs are important. However, after numerous nerfs to hulls ODs, they became so rare, that they do not give as much kills as they used to. E.g. Dictator, I get 4 ODs per 15 min, but in past I got almost the same in 7 mins. I like cryo rounds as well, when I play assault in defending team I use them mostly. Also, I used them before I bought adrenaline constantly when opponents equipped protection, which can be annoying for supercumulative rounds sometimes. Autocannon, is so bad, it’s unplayable. Every autocannon user I met was just cannon fodder. When I tried it was impossible to play even with dictator. Maybe hornet can work(it has a lot of ODs per battle). In the end, wolverine848 with your funny reply, congrats. So smart, I got destroyed by that. Everything I wrote got completely obliterated by your increadibly smart comment. This forum is terrible place if there are more people like you here. Well I still gotta see that for myself.
  15. stat.padder

    Let's Discuss Smoky!

    Adrenaline if you look at the table has the best score overall, so where is it placed low??? Only against armadillo (to some extend same applies to paladins OD) it was placed below supercumulative. Next, colums are in order that tries to follow how often something was encountered, so by using logic (there are not that many armadillos as there are people with protection module), it means adrenaline is, again, better. HPAS…just by saying that it is “splashless thunder” with more criticals, means it is compared to one the weakest turrets in the game, therefore it is just as garbage. It has slower bullet speed, which makes it harder to use. It has convenient DMG, which is nice, but as soon as I faced even 25% module, it becomes a lot harder to play. It kind of has to be used with viking, otherwise results are poor compared to top 4 garage augments. You use viking and thunder a lot, so it is not suprising that you are comfortable with these. I use viking+incendiary rounds (to bait heat immunity) on my main account, then I switch to emp smoky. When I use viking OD, I get it why people do not like supercumulative. Even stock can kill quicker during OD when you get critical. However, here is a thing, smoky+viking OD is so strong that even without critical after 3 shots it can get at least 3 kills easily (during that time it will get that at least one critical which can even one shot,therefore speed everything up). Also viking OD is rare, so during the time without it (which like entire battle), supercumulative will work well.
  16. stat.padder

    Let's Discuss Smoky!

    1 hour ago, wolverine848 said: "KD is irrelevant. Anyone can have a good KD if they just camp and never put themselves in danger. It is a terrible evaluator. And as for your exp with it... your only hull is Dictator, so you've padded your stats with the hulls bonus scoring feature - the OD. You seem to have chosen your user-name well though... " My 180 hours with smoky are certainly relevant, no doubt about that. As for k/d, you can camp with whatever weapon you want if it is weak, that becomes pure hell. If I were to play with autocannon, my k/d over time would become lower than 2 definitely OR I could preserve it, but exp would drop to bellow 10k per hour with drastic drop in efficiency simply because I would have to quit many battles. However, I am afraid there are far too few in this forum, which can understand what I am writing. I live by my name, what can I say...In a forum full of hypocrites including me (hard to escape that), being honest with my name is like breeze of fresh air. Well...the only way for me to improve myself in reducing errors when discussing turrets balance is math and analysis of battles, which has helped me a lot so far, way more than "camping". "Campers" when I see their profile rarely have even 10k exp/hour (they all have premium and most of them play during boost, so that exp/hour is still really low). When compared to my 20k, with the fact that I even play when there is no boost or premium (at least daily missons), that makes my camping look kind of weird. Also when it comes to experience, the best tanks for that are viking, crusader, paladin etc. these tanks get kills easily which gives a lot of exp. However, dictator has rare OD and it is better for efficiency (high score means a lot of crystals) rather than exp. With dictator it is easy to have high score. However, again, rarely anyone over here understands anything. It's not surprising that people are leaving forum and game. And now I see, how it's possible that some insane statements ("magnum or thunder do not deserve buff", etc.) exist.
  17. stat.padder

    Let's Discuss Smoky!

    ??? Oh, it's you, the one that bashed diesel platinum for no reason. First of all, do you have problems with sight or you can't read? Same colour means pretty much same performance. The only column where I gave supercummulative shots clear advantage is against armadillo, which is absolutely true both "on paper" and in battle. Supercummulative rounds were sometimes even necessary for me when I face paladins which FYI is currently almost EVERY round. I have done more than 150 hours with smoky, have 2.96 k/d and it's on rise + plus 30 hours on my main account. So as for experience there is no comparison. Edit (I should add): 3.6 million exp with smoky. Incendiary rounds are not that good since in more than 50% of the battles opponents equipped heat res./immunity which renders it useless almost. Currently my most used augment is adrenaline, more than 60% of the time then it's 30% for supercummulative (I have started to see even multiple armadillos per battle + insane number of paladins).9% incendiary and 1% cryo, HPAS... And 0% autocannon.
  18. stat.padder

    Let's Discuss Smoky!

    https://prnt.sc/20xwxf8 Image (screenshot) contains ranking of smoky garage augments. *30.11.2021. DISCLAIMER: this is oversimplified ranking. It is based on predicting the outcome with math and experience in battles with neutral drone Brutus. Different conclusions can be made depending on drone or hull(OD) someone uses. E.g. adrenaline is a lot better (1st in all) with booster. Columns show what opponent have equipped, rows show ranking based on performance against protection module or tank's augment. Performance is relative (!!!) to other augments. It is based on in-game experience, which follows closely theory (calculated DPS, projectile speed, critical chance, other mechanics). Theory is mostly covered in my analysis of smoky autocannon and can be applied on all augments from screenshot. Dark green = excellent, green = very good, yellow = good, orange = neither good nor bad, red = bad, dark red = really bad If colours overlap, that means there is such a small difference that augments can be ranked either way. White line = performance of smoky with standard settings. It is close to cryo rounds usually. If there is problem with image, I would ask mods to fix it or alternative option could be offered.
  19. Final nail in coffin for garage augments will be when they nerf adrenaline augments for all turrets, which may seem impossible, but I think they will touch them eventually. Currently adrenaline is the best GARAGE augment most of the time for these turrets (not always): Firebird, freeze, tesla, smoky, railgun, magnum. 99% of the time for these turrets: isida, twins, ricochet, vulcan, thunder, [gauss], shaft. Only weapon where adrenaline isn't really that good choice is hammer, whereas striker is still very good (on my main acc I used it during the last boost, for me it is the best augment) Some of these weapons did not have adrenaline even in top 2 garage augments in the past, but balance changes ruined the others. Now the only safe pick is adrenaline because anything else might get nerfed into oblivion.
  20. Also I would like to add that if you play on phone no matter which weight category you choose impact force is unbearable (unless it's hovering hull). Same applies even for heavyweight, I can't see any improvement (dispite a weight that even higher than any other default, believe or not). This was never case before. My hornet with heavyweight simply gets slapped and spins like a beyblade.
  21. Nickname: Rage.To.Legend Hopefully not too immature or already proposed by someone before,if that's the case apologies in advance. Anyway, I'm kind of tired of seeing a lot of road to legend(RTL) accs (and the game can be rage-inducing), so I thought to give another possible meaning for this abbreviation.
  22. stat.padder

    Tanki Online V-LOG: Episode 321

    Honesty is appreciated haha. "Until Hazel nerfs it...". Unless they change something with paladin's OD status effect immunity, I am going to buy it anyway. Camper drone...I mean that's probably going to get nerfed, but all stat-padding, that can be done before that, will be worth it. I might buy it.
  23. Your profile: railgun which by default is good with booster (Like what else would you use? Enlighten me... maybe crisis haha, which is also simply great by default, I am certainly not going to use defender with it, no matter the risk) Watching your other weapons tells already enough,. You simply couldn't see the difference, it's impossible unless you can perceive fractions of seconds. Which does not matter since they still kill instantly (so no difference) or in seconds ( maybe 0.1 sec difference). Do I need to draw it for you? I will give oversimplified example: autocannon-400 damage per sec. Prenerf booster= 960 DPS or 480 because BD, now it's 920 DPS or 460 DPS. Prenerf: viking destroyed in 6.25 sec, now 6.52. Difference 0.27 sec. Might be possible to percieve. Vulcan adrenaline: avg. DPS= 880 Prenerf booster viking dead in 2.84 sec, now it's 2.96 sec. Difference 0.12 sec, IMPOSSIBLE to percieve. As for damage barriers. Smoky is greatly affected for your information. I personally agree that it needed nerf, however someone like you in particular can't be nearly as objective like someone who is truly affected.
  24. One of the changes that proves incompetence of developers. It was one the few balanced augments which gave advantage (burning) that can be still be easily countered by opponent (immunity=-100%, resistance=100%-0.5*0.5*100%=-75% burning DMG, unless you want to expose yourself constantly, in that case it's -50%). It has huge downside because it's useless when used with heat immunity + very slow bullets that are easy to dodge. These are the reason I didn't even bother buying vulcan module on this account, heat resistance was sufficient for me. Right now incendiary band is without a doubt the worst augment for vulcan. It's only use is if all opponents have vulcan protection and no one has immunity or resistance. My advice is: if someone wants to buy it, it WILL be a mistake. Shooting speed regular is better even with heat resistance + it's cheaper.
  25. Well if booster is used with overpowered weapons like vulcan adrenaline, hammer (almost all alts can be fine), striker(basically any alt) and gauss (emp,ap) then of course it would feel fine. These weapons get from 80 to 40 kills per match easily. However, try it with smoky autocannon, I bet kills would range from only 40 to 15 per 15 mins. Try it with twins heavy plasmagun, maybe 55-25. Incendiary rounds vulcan would now probably get 50-30. Shaft which was nerfed probably too much, 40-10, but they can have at least high k/d. Railgun round destabilisation, 35-15.Of course these weapons are so weak that they would perform terribly with any drone. However my point is someone that uses OP weapons has no way to objectively judge wether something is balanced or not. They use turret capable of killing so quickly that these changes actually do not affect outcome in such manner that it can be correctly percieved. They are 99% dependent on the fact how many opponents are in the area of their reach, because no matter how many they face weapon does all job and kills anyone in sight.
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