Jump to content
EN
Play

Forum

qwds

Advanced
  • Posts

    313
  • Joined

  • Last visited

Everything posted by qwds

  1. Looking at Mk2 was just to see the difference, as it seem to be mostly the same at the other Mk's. If augments are very common at Mk8 then that explains it.
  2. Thanks! A patch affecting both Smoky and Shaft is coming tomorrow though, so I need to look at that aswell.
  3. qwds

    My attempt at calculating the damage per minute of Shaft's arcade shots vs Smoky

    I thought some might find it interesting ? I'm not good at math though so I hope I haven't done anything wrong... it would be good if someone else wanted to also calculate it. They're Mk2 because I read that Mk1 Shaft was made a little extra weak in its Mk class. Shaft (30 regular, 3 critical per minute)= 14 138 damage Smoky (37 regular, 5 critical per minute) =15 005 damage Smoky's higher max critical chance will give it a little higher damage than my numbers, but as we can see, Shaft is a good mid range turret aswell as having sniping ability!
  4. Sorry for putting it in the wrong place. Here's my attempt at Shaft arcade shots vs Smoky. They're Mk2 because I read that Mk1 Shaft was made extra weak in its Mk class. Shaft (30 regular, 3 critical per minute)=14 137,83 damage Smoky (37 regular, 5 critical per minute) =15 005,44 damage Smoky's max critical chance will give it a little higher damage than my numbers, but as we can see Shaft is a good mid range turret aswell as having sniping ability!
  5. qwds

    Shaft's arcade shots vs. Smoky

    Anyone good at math and willing to help out? I'd like to calculate the damage per min. of Shaft's arcade shots vs. Smoky I'm curious how Shaft's arcade shots compares to medium ranged turrets and Smoky is one of the most popular ones. I'm bad at math however and would appreciate some help...
  6. Idea: an augment for Shaft that makes the shots fired in sniping mode explosive, at the expense of them moving a little bit slow through the air, making it difficult to hit enemies from a distance. Maybe something like Thunder's speed would be enough to create a meaningful weakness.
  7. Happy you think so. I'm looking forward to discussing this aswell. ? It might be strange but I've had some success with Shaft Mammoth in capture modes, so I think it's a good combination for those modes, both for defending and scoring goals, except for capturing flags in CTF on large maps. Shafts ability to one-shot almost any hull with boosted damage is very useful for destroying enemies are using lots of supplies and repair kits and self healing ODs when taking flags and trying to scoring goals. Mammoth's relatively quickly recharging OD is excellent for both defense and scoring goals, when attacking to score a goal/take a flag its slow speed doesn't seem to be too much of a weakness, I snipe enemies from further away and also usually get some protection from my teammates, so that once I'm close enough I can activate my OD for the final distance. The big weakness is capturing flags on large maps, the ODs short speed-boost isn't enough when you also need to move fast for a longer time on the trip back to your base, so it really doesn't work well there.
  8. I meant stunning missiles I wanna know this too. If they're rare enough we can just leave and try a new match if we notice any OP augments. I often jump in and out of matches anyway until I get one with fairly balanced GS.
  9. Is it really fun/worth playing Tanki these days you think? And how common are the truly OP turret augments? How OP are they in the higher ranks if you have a high GS? For every match I have truly fun in there's a match that just leaves me in a bad mood due to OP equipment. Incendiary rounds Railgun, Helios Ricochet and EMP Striker are incredibly frustrating to battle. It's not that I don't like a challenge, but these are not an enjoyable one.
  10. qwds

    Which turret-hull-drone combinations are the best in your opinion and for which game modes?

    Although any combination can do well I'm sure, some seem much more powerful in certain game modes than others. In your experience, which are the best combinations and for what game modes? What are your tactics when using them?
  11. qwds

    Let's Discuss Mammoth!

    I guess it's like defending offensively, or offensively defending? ? Since I'm the one moving closer to the enemies, but I use covers as I'm doing so.
  12. qwds

    Let's Discuss Mammoth!

    Thanks for the reply! Vulcan is difficult to use for me since it's very weak against peek-a-boo tactics, including at short range. I just don't know how to make it work without using a lot of supplies. Mammoth/Magnum seems to me to be a good combo offensively, but maybe you/other experienced players wouldn't consider it particularly good by your standards? When I used it I always put some cover between me and the enemies, damaging anyone around me by constantly firing over the cover, and once they moved around it to get me I could often one-shot them. If they overwhelmed me they would usually be so close (moving out from behind the covers) that I could get many kills with the OD. So to me it seemed to work very well despite the reload. I'll keep testing Smoky and Striker though.
  13. qwds

    Let's Discuss Mammoth!

    Anyone got any recommendations for turrets to use with Mammoth if you want to be a good offensive player in capture modes? I've heard Smoky/Mammoth is amazing. I'm thinking about either Magnum or Railgun though, as they seem to be good in medium ranges too, and Magnum especially very strong right now and can be good at long ranges and short ranges, as you can use covers to cope with the reload. Is Smoky still a better overall turret for Mammoth though?
  14. Nice idea, would add some more uniqueness to this hovering hull. Do you think that Ares has similar problems too?
  15. Idea: augments for hulls, which like the augments for turrets increases one of the stats at the expense of another, or adapts it for different playstyles. A medium hull can increase health at the expense of speed, and become exactly or almost like a heavy hull, and vice versa. The reason you'd do this instead of getting another type of hull would be if you wanted a hull's OD but with different hull stats. Say you wished there was a heavy hull with Viking's OD, so you just create one! Maybe you can also create extreme stats in light and heavy hulls, like a light hull with even less health, more speed, or a heavy hull with more health, less speed. If those wouldn't be good for gameplay balance or worthwhile using they shouldn't exist of course, but I think that maybe it could be fun to have such an extreme strengths vs weaknesses balance. More ideas - Other ideas I have would be decreasing top speed but massively increased acceleration. Good for "peek-a-boo" tactics, when you pop in and out of covers to shoot. - Another would be an augment for light hulls so you can turn the tank exremely sharply, so that you can drive in a zig-zag pattern and be harder to hit. The tradoff is that its much harder to control the tank when it turns so fast. - An augment for hovering hulls that makes it so that any enemy tank that is on top of your hull will be pushed of, fly through the air a little and fall upside down ( because those fan-thingys on the hull blow out air in both directions). This could be rarely useful, but powerful when the opportunity comes when an enemy drives on top of you! Some crazier ideas - An augment so that the hovering hulls can glide some distancet through the air when they drive off an edge, and steer while they do it. On some maps with tall buildings you can drive on it would be almost like there were flying tanks in the game. You can sort of do this now with Hopper if you fire with Rico as you jump, but I mean longer glides and being able to steer while gliding. I can't come up with a tradeoff though. - Or the ability for a tank to drive up on vertical walls, although very slowly. Maybe the tradeoff could be that the tank turns very slowly and have much diminished agility and acceleration, but not top speed (because the tracks are sticking to the ground with glue of course, duh!)
  16. qwds

    Ideas for Turrets!

    Idea: A different kind of flamethrower, which is strong at medium range, but weak at short range. Instead of shooting a burning "cloud" like the current flamethrower, it shoots a thin stream of burning liquid, which has a long range. Like this real-life example: https://www.youtube.com/watch?v=8pRihxvk4YY The stream really acts like a liquid stream in the game, so aiming with it is like spraying water out of a hose - slightly challenging at longer ranges, as you can imagine. Like Magnum, the gun is pointed slightly up and your range is controlled by pressing the fire-button, which increases the power/reach of the stream until it reach the limit/maximum range. Therefore, to hit targets at a shorter distance you need to press the fire-button for only a short moment, and "walk" the stream over the target, over and over. Whether it can shoot walls etc as easily as Magnum depends on if it would make it OP. The turret is the most powerful when you don't need to walk the stream over a target, at maximum range, where the stream can land on a target until your ammo-charge is out. It is vulnerable at short range, because the stream will shoot over enemy tanks that are too close. Because of this, it does absolutely not replace any of the short-ranged turrets, including the other flamethrower. The ground burns where the stream falls, damaging tanks that drives into it. This means that you can "paint" lines of fire on the ground, to create temporary obstacles for enemies, like to protect you from a short-ranged turreted tank moving towards you. In summary, it's a powerful turret, that looks awesome in battles, is very different to use from any other turrets, but also somewhat difficult to hit enemies with, which offsets its power.
  17. Oops, seems I somehow ended up in the wrong thread without noticing. I meant to post in the turret-ideas thread.
  18. qwds

    Mammoth HD

    Is the new Mammoth flatter than the old one? It looks wider, but smaller overall than the old look. Love the new skin but because Mammoth's size is something I've always liked I wished it was as tall or even taller than the old look.
  19. Idea: the ability to give players "medals" with different meanings after matches. The medals are given during the score list. They may or may not have any actual value besides being collected by players, but it could be fun if collecting enough of them could eventually be rewarded with something of value (like crystals), or maybe making the medal into a special paint you can use - a way of showcasing you've earned the respect of other players. Giving medals could also be a fun way to spread positivity, but perhaps givers of medals are also rewarded so they do so. Different medals have different meanings, so you can thank a teammate for something specific about how they played, like a medal for being an "amazing healer" to an Isida or Paladin, "awesome team supporter" to a sniper, "flag-tank of the team" for a player who did the heaviest lifting in the match, "best looker of us all" to the tank that looks the best, or "don't give up!" to someone who was less skilled... Maybe enemies could also be given medals, like "my scariest enemy" or "a most enjoyable opponent".
  20. qwds

    Mammoth HD

    Looks really good!
  21. qwds

    Ideas for Turrets!

    Idea: A short-ranged turret with a swinging and smashing wrecking ball. The ball swings on the wire with realistic physics. In order for it to damage enemies it must be swung into them with some speed. Swinging the ball can either be done by turning the turret, both back and forth and spinning ceaselessly in one direction, and by pushing space-bar which makes the crane move quickly backwards then forwards, smashing the ball into the ground. This is the most powerful attack but for balance-reasons has a recharge time. Hitting yourself with the ball causes self-damage, so the player needs to be careful with how they swing the ball and changes its swinging direction etc. Augments and skins could include all kinds of cool stuff, like sharp spikes, a giant skull, a medieval mace-like ball, a glowing electric ball, or a burning fire-ball. ?
  22. Do you think the heavy hulls slower speed could be enough to balance it?
  23. Idea: Add the ability for tanks to damage enemy tanks by running over them. (Crushing Damage) How it could work: A change is made so that tanks drive over rather than bumps into other tanks when both are on level ground. A hierarchy among the hulls determines which can run over or be run over by which. All medium hulls can run over all light hulls, and a hierarchy amongst the medium hulls determines which can run over which. Maybe the low silhouette Viking can't run over any medium hull, while the tallest of them Dictator can't be run over by any medium hull. Weight difference determines damage, so a medium hull running over a medium hull won't do as much damage as if it runs over a light hull. Crushing damage increases exponentially with higher weight, so damage recieved by a medium hull that's run over by a heavy hull is more severe than a light hull being run over by a medium hull. The relatively weak damage done by medium hulls when they run over light hulls, and heavy hulls extreme crushing power being given less opportunity by their slower speed, would hopefully make it somewhat balanced before finer adjustments.... Flying hulls could perhaps do something different when they run over tanks, since they naturally doesn't crush them - adding to their uniqueness.
×
×
  • Create New...