-
Posts
313 -
Joined
-
Last visited
Everything posted by qwds
-
I used one where I reached captain but ended up broke from upgrading too many things so I'm going to start a new one. Since AP Shaft can't be bought I guess you have to open an awful low of containers to have a hope of obtaining it, right? It doesn't seem realistic to aim at getting this augment. Is Light Capacitors also a worthy contestant? In the wiki the list of augments have different colors over them, what do they mean?
-
Looks like the augment isn't for me then. Which augment would you recommend if you want to be better in close range combat with Shaft (not necessarily by firing arcade shot), but still want to be good at sniping?
-
Can you use scope mode with the Rapid Fire augment for Shaft?
qwds replied to qwds in Can you use scope mode with the Rapid Fire augment for Shaft? Archive
It doesn't say anything that you can't on the wiki, but when watching many gameplays of it I've never seen someone use scope mode with it. Just asking to be sure. -
Would you say that all the OP augments are common or not so common? I find that at the ranks I've played in with my other accounts I just need to leave the match and the next one will usually be without any of these augments, so they seem somewhat rare. Thanks for the thorough reply! It answered a lot of my questions ? Btw, would you like to reply in my thread here about the best combos? I'd really enjoy your thoughts. https://en.tankiforum.com/topic/394986-what-are-the-most-successful-turrethull-combos/ Hey, would you like to reply here about the best combos in the game? I'd really enjoy seeing your thoughts. https://en.tankiforum.com/topic/394986-what-are-the-most-successful-turrethull-combos/
-
I don't know the name of the augments but there seems to be one where three balls are fired in bursts and move extremely fast. Being hit by all three seem to kill a medium hull. Another is like a machine gun and seem to do a huge amount of damage at long ranges for a medium range turret. Both of these seem to me to be OP, even ridiculously so, so much that the game just isn't fun when players have these turrets... Does anyone agree?
-
Let me make an attempt, based on my own experience... Wasp/Firebird - This combo is very successful in TDM, especially if you use a lot of supplies. It might struggle a lot on large maps with a lot of large, open spaces though. But on small maps it can be an absolute monster (and be quite annoying). Its bombs seem to have been boosted in power recently, and are an absolute menace if used in the right place at the right time. Paladin/Smoky, Striker, or Thunder - The combination of Paladin's ability to move sideways and aiming with a mouse makes this a deadly mid-range combo if used well: very accurate in hitting enemies, it can control its movement to always stay at its maximum effective range, and difficult to hit because of its the sideways movement and the small frontal profile. When its OD is activated it's difficult or almost impossible to take out 1 vs 1 unless you use a weapon that does a lot of damage per shot. It's probably a good combo in any gamemode. Mammoth/Striker - This can be a very powerful combo if the player is skilled with hitting enemies with Striker at long-ish ranges. This ensures that Mammoth's slow speed won't let it be surrounded and overwhelmed, and repair kits, supplies and the OD can be used to stay alive and be seemingly immortal, as long the player makes sure that only a few enemies are able to hit it at once. It's excellent in TDM, and the OD makes it very strong in capture modes aswell (both defense and attack), though it struggles with capturing flags on medium and large maps. Dictator/Magnum - Hornet seems to be a popular choice with Magnum but I think that Dictator seems to be as good or even better for this turret. It's a great supporter for the team, being able to hide behind obstacles near where your teammates are fighting, and bombarding the enemies. Even if you don't kill many enemies, simply damaging the enemy team will be a significant help. The OD can heal and support the team, which can be a huge bonus, and the supercharge togheter with boosted damage makes Magnum extremely powerful weapon. Dictator's extra health compared to Hornet means it wont be taken out as easily when it tries to hold its position. It's excellent in TDM and can be a useful supporter in any gamemode too, but might not play a significant role then against other skilled players with other combos. Aves/Shaft - Aves' boosted OD is now very strong and good at medium and even long ranges due to how fast the energy ball move. Its freedom of movement makes this heavy hull able to use its mobility and frontal profile to its advantage with limiting taking hits better than the other heavy hulls I think, even though it's not any faster. It's a great supporter for the team, following the teammates into battle and supporting them from far away, damaging enemies with slightly charged Shaft shots, to stay aware of the surroundings, and sometimes fully charging shots with boosted damage to take out particularly dangerous enemies if necessary. This is a great supporter in any gamemode and can be a nightmare when played skillfully and with a lot of supplies. Hornet/Railgun - With a skilled player this combo can be excellent at long ranges, using its speed to race to new hiding spots and following the teammates to support them from afar. It might not get many kills but it damages the enemies so the teammates can easily take them out. It's OD helps it find enemies and the supercharge means it can do maximum damage togheter with boosted damage. I think the best way to play it is to be sneaky and selective with taking shots, using the OD to see where the enemies are collected and choosing a good hiding spot where you can hit as many as possible, and only opening fire once you've reached your selected spot. It becomes a thron in the enemies side, causing them to constantly get damaged and having to look over their shoulders when a patient Hornet/Railgun is flanking them from afar.
-
Thanks for the replies.
-
When will I get the Third Gift supermission?
qwds replied to qwds in When will I get the Third Gift supermission? Archive
When I finished the First Gift I immediately got the Second Gift, and now I've finished the Second Gift but haven't recieved the Third Gift. -
valid Proposed fix for using Magnum with Viking's OD
qwds replied to qwds in Proposed fix for using Magnum with Viking's OD Ideas and Suggestions
Right now afaik it's almost impossible to use Magnum with Viking's OD since it automatically fires at a 100% charge, meaning that you can't control where your shots land, and often the maps are too small for the shots to even land inside the map! My solution would be that when you activate Viking's OD and use Magnum the OD waits for you to charge up a shot, and only activate once you've fired (let go of the spacebar) and all the subsequent shots are fired with the same charge automatically. -
Is the delay before the Overdrive starts good for gameplay? Does it make some Overdrives underpowered, or just less fun to use?
qwds replied to qwds in Is the delay before the Overdrive starts good for gameplay? Does it make some Overdrives underpowered, or just less fun to use? Archive
My guess is it was added to make it harder to use OD to survive when low on health while taking damage, as it could be annoying for the enemy who didn't get the kill. Repair-kits can't heal while taking damage so it might be the same idea. However, I think it makes Hopper's and Mammoth's ODs significantly less fun to use, as it's been said that these are often used as a way to survive while taking damage and being surrounded by enemies. Having a quick reaction and activating OD just before you're destroyed can be really fun. Do you think the delay is necessary for overall balanced and fun gameplay? Would it be an issue for gameplay if it was removed for at least some ODs? If there's any other OD that is signficantly less fun or harder to use because of the delay? -
The server still have some issues in my experience. A couple matches suddenly ended and I was stuck in loading screens for several minutes after this happened, unable to re-enter the match or the garage. Most of the time the game workers as well as it did before the recent server issues though, which means some small problems.
-
After you have confirmed your email adress, the game keeps logging you out before every match. If you log in again you enter the match. The problem seems to last a day when you've confirmed your email and deleting your cache doesn't fix it. It never appears again though after this, so it's not a huge issue.
-
A warning to all players! Upgrading things during these times of server issues may result in using crystals but not getting any upgrades!
qwds replied to qwds in A warning to all players! Upgrading things during these times of server issues may result in using crystals but not getting any upgrades! Archive
It might be best to avoid upgrading or buying things until the server issue have been fixed! A player wrote in the forum that they upgraded some things when the game crashed, and the game ended up taking the crystals they spent without upgrading the items. Hopefully others can be warned aswell... -
Sorry that this happened for you. I guess that this can be used as an example of what could happen to other players aswell. So maybe it's best to avoid buying or upgrading things until the server issues are fixed. I'll make a thread somehere to hopefully warn more players about this.
-
Ah, I should've known. Thanks for all this info, friend
-
Thanks! Good to see the large decrease from Mk1 to 2. With stock you mean arcade shots? Shooting without scope
-
Thanks for the explanation! I really appreciate it. Could you say whether the reload time decreases in a smooth decline from Mk1 to Mk7, or if it's significantly longer in Mk1, Mk2 etc before quickly increasing close to 10 sec? I'm asking because I play on a new acc with Mk1 Shaft.
-
So 100 is Mk7+'s reload time and 69 is Mk1's?
-
Sorry but I don't know what recovery means. I couldn't find anything called recovery in Shaft's stats on wiki.
-
Hopefully the server issues will be fixed soon... and a decent apology compensation will be given when it's over. To me the game is unplayable right now - every match crashes instantly or after a couple of minutes.
-
Can anyone say how much the reload time in sniping mode was increased with the recent update in the high ranks (Mk7, Mk7+) from what they were before?
-
How do you get the Second and Third Gift supermissions?
qwds replied to qwds in How do you get the Second and Third Gift supermissions? Archive
It says in the supersupermission to complete the First, Second and Third Gift supermissions, but I only see a First supermission among the missions. -
Why does Tanki change the stats of turrets and hulls so often? Why is it so hard to balance the game?
-
Looks like a horror-theme. Very nice
-
valid Increasing esthetic customization beyond paints and skins
qwds replied to qwds in Increasing esthetic customization beyond paints and skins Ideas and Suggestions
It would be fun if all these different colors AND their textures were customizable in the garage. Being able to select different colors on the little lights, being able to choose colors for the little metal bits, changing between different textures on different details, etc....
Jump to content
































































