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Posts
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Everything posted by qwds
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If there's anyone here good at math, it would be interesting to see damage per minute of Shaft's arcade shot vs. the other mid and long range turrets. Anyone willing to help out? It might be difficult with the critical hit damage, but maybe it can be done... ?
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Tanks without drones and with low ranks seem to activate health kits automatically- how is that done?
qwds replied to qwds in Tanks without drones and with low ranks seem to activate health kits automatically- how is that done? Archive
I've no idea, but maybe I've missed something. But tanks that are AFK sometimes activate health kits when hit, and tanks activate them instantly sometimes when they're damaged. -
Maybe it would make the game unbalanced to be able to do that, I don't know. I was just saying that afaik it probably wouldn't make that big of a difference when you use Shaft if the increased damage didn't make it possible to one-shot any more hulls than ordinarily, and the increased reload time wouldn't be worth it maybe.
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This is a common thing in games these days I believe. The point is to get you addicted to gambling to try to get what you what.
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Do anyone else think it seems like Smoky misses shots that are shown by the colored silhouette that they should hit? It happens fairly often for me, I aim at a tank and keep shooting, and the red silhouette is shown the entire time, but still some shots keeps missing despite this, even if I aim directly at the tank. It's as if the tank was not there for a moment. Do anyone else experience this?
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I don't see the point of nerfing OD's. They're used quite rarely because of charge times so it doesn't matter that they're really powerful.
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I guess if the heavy capacitor augment doesn't make it possible to one-shot any more tanks, like mediums with armour supply or heavies without, it won't make a huge difference when you camp, probably? Destroying them will still require two hits.
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I can't argue against you, but I've had many irritating moments using Mammoth lately because of this. It was more fun when it activated instantly, let's put it that way.
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Please consider deleting the activation delay for Mammoth's OD! Being able to quickly activate it is very important both when it's used as a repair-kit and for defence. Enemy tanks can too easily escape when they see the activation begin. The delay also means you often activate it when you still have a lot of health left, making you make use less possible health overall Also Please consider increasing the health of all heavy hulls! (Atleast a little!) I think they have too little health to justify their slower speed compared to the medium hulls. It seems like many people use medium and light hulls, but heavy hulls are rare (and it might be for this reason). Heavy hulls rely on their health as their advantage but only have a health boost to survive 2 extra Smoky hits over to a medium hull, while being much slower - that's just too little IMO.
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What Is Your Opinion About the Current State of Tanki Online?
qwds replied to Maf in Game Discussion
I wished they got rid of the activation delay for OD's, at least for Mammoth. As a heavy hull it relies on its health as its advantage, and the OD was a large part of that. With the delay you often need to activate it too early so you make less use of your possible health, and enemies can also escape easier. Also, about heavy hulls overall, I think they have slightly too little health to justify their slower speed. -
Please delete the activation delay for Mammoth's OD! Being able to very quickly activate it is very important when it's used as a repair-kit and emergency defence. As a heavy hull Mammoth relies on its health as its advantage, and now that is less so. Enemy tanks can escape when they see the activation begin. It also means you need to activate it when you still have a lot of health left, making you make use less possible health overall.
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Appreciate the answer.
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What augments do you recommend for Shaft? I'm especially curious about Heavy vs Light capacitors.
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It's so... cute ?
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The real tanks that inspired the tanks in Tanki?
qwds replied to qwds in The real tanks that inspired the tanks in Tanki? Archive
Could these tanks have been it? ? Mammoth: TOG II Titan: Char B1 Dictator: Schwerer Löwe Hunter: T-34 Viking: M48 Patton Wasp: T-26 Hornet: M24 Chaffee- 16 replies
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Appreciate the info. Seems it isn't so OP then
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I'm Warrant Officer 2, and thanks for the info
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Does anyone else wonder whether the Vulcan's burn effect might be OP? I was in a TDM with my other acc and a Vulcan-Hunter was pretty much slaughtering us. Ge probably used a lot of supplies but still. Just a few hits of his bullets meant that the burn effect would deplete your entire health. Making things even more sore, he had an M1 combo and I M3 Mammoth! I didn't feel like throwing a bunch of health-kits at the battle to not be cooked so I didn't stand a chance. He did not mind though, using health-kits to survive while cooking himself.
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A paint that looks like this! It looks really good ? A very dark steel grey, completely smooth with no scratches and weathering details, and cover the entire tank including the bright grey parts that are usually uncolored Maybe it can be called "factory fresh" ?
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It would be nice to see how different combos do on different maps, what the best players in a battle choosed to use, the most common weapons and hulls in the game, etc.
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Would you like to tell more about what it is that has made the game worse? I'm genuinely interested to hear about it, thanks.
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So it might be a waste of resources to get a module for it then...
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Thanks for the advice!
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