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Everything posted by Me0w_XP
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Ares was buffed so hard that a barely aimed shot can wipe an entire base out because it moves relatively fast now and has great range. There have been many cases where I tried to run from it but it ended up killing me anyway because of how far it can reach and how fast it deals damage. It's immensely frustrating sometimes, and many people have expressed similar sentiment.
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patch notes Patch Update #703 - Released 14th October 2022
Me0w_XP replied to Marcus in News Archive
So... any disadvantages...? I do not want to imagine 10 rockets lighting me on fire. Directly overpowering Incendiary Railgun... ? -
I like this! It will make status effect application both skill-based and luck-based so that you aren't constantly held back by a bad critical hit scheme/firing rate.
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The latest one I can remember is Red Alert. I was shooting from around here and aiming for a spot between the center and the enemy side, so likely aiming around the bridge.
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Yep, it did. I also got the Gauss self bug once when my target went behind a wall as I aimed. Also on PC.
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I'll try to get a video sometime, but there's a bug where Shaft randomly self destructs after letting out a scoped shot at a wall.
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Massacre is fine. It's been in the MM pool for years and I don't see a problem with it. Stadium is a bit iffy, but it's not overwhelmingly common and it gives Shaft campers some time to shine. Parma isn't too problematic in my opinion. But Lost Temple CTF and Berlin ASL are cancerous.
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Perhaps Hyperion XT should cost more to upgrade but won't eat extra supplies. Rare as well as expensive but worthy in the end!
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valid Multiple Firing Mode Reload Bar
Me0w_XP replied to Me0w_XP in Multiple Firing Mode Reload Bar Ideas and Suggestions
Turrets like Scorpion, Shaft, or Tesla have multiple firing modes and can use weaker shots while the bigger shot is reloading. The problem really shows itself with Scorpion: With a long arcade reload, you have to rely on turret sounds and the model animation. My suggestion is to have the reload bar change colors for one of the firing modes. For example: Scorpion shoots its rockets and the reload bar starts to fill up. When you shoot an arcade shot, the bar turns a darker orange and returns to yellow when the next arcade shot is ready. This way you have a clear visual indication on the reload bar. -
Why are my opponent's Scorpion able to hit me even at close range, while my scorpion only hits targets very far away?
Me0w_XP replied to Generalissimo in Archive
Yep, but it's only in exotic UCs now. -
Why are my opponent's Scorpion able to hit me even at close range, while my scorpion only hits targets very far away?
Me0w_XP replied to Generalissimo in Archive
Stock Scorpion's big disadvantage is its big "blind spot" where the rockets can't hit right in front of you; that is what you face right now. The UC exotic augment "Missile Launcher Swarm" makes it possible to use rockets at short range, which is what your opponent was using: Maximum rocket speed: +100% Rocket angular velocity: +40% Salvo reload time: -50% Aiming time: -75% Pause between salvo's rockets: -30% Rockets per salvo: -4 (6 total) Minimum rocket speed: -88% The important part here being this: "Rocket angular velocity: +40%". The rockets will turn faster and thus be able to hit closer targets. Note how Swarm also increases rocket speed, which makes it easier to hit mobile targets. Sadly, Swarm is only available in exotic UCs now, so good luck getting it. -
Health and vital indicators such as supplies or status effects should be at the center of the screen, where the tank is. These are things you need to keep your eyes on constantly during a battle, and looking up and down between health/supplies and the battle can be costly.
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Oh no no I understood your point. I was just pointing out that we got a vague turret model update a while back... and I noticed no changes.
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10 second Supercharge strafing monster.......................... ?
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What
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I suggested this just a little while back, to compensate for the slowed reload! Coincidence? Probably. But I'm taking it. xD W, here is a short history of RFM since its buff. RFM in the height of its power: +167% energy recovery speed (Much faster than stock.) -66% damage in scope (Much lower than stock.) RFM's range nerf: +167% energy recovery speed Maximum and minimum range: -50% (Wayyyy lower than stock. Basically melee range.) -66% damage in scope Last RFM update: Only +66 energy recovery speed (Still faster than stock by an adequate amount, but not nearly as fast as before.) Maximum and minimum range: -50% (Still handicapped by the range reduction: Damage would start to decrease over a shorter range.) -40% damage in scope (Scope damage not as low to "compensate" for the reduced reload speed.) This update: +66% energy recovery speed -40% damage in scope (Removed the range reduction, so RFM is more effective over short and medium range, not just melee. This properly compensates for the slower reload, since you have time to hide and reload. Before, you could only engage in melee or short range combat with RFM, which made the slow reload a big hit on longevity in these fights.)
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Railgun has a critical scheme that doesn't work well with its fire rate. Look at Scorpion, which has a higher firing rate and the same critical hit scheme, or Scout which increases its fire rate. Both of them get way more critical hits than stock Railgun. Also, the 1.6 second warmup is just painful.
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I quite prefer the current lock settings, but the reload is pain. Camper turret haha.
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valid Hover hull KEYBOARD STRAFE without MOUSE (STRAFE KEY)
Me0w_XP replied to cybernite in Ideas and Suggestions
I think this is a solid idea as well, but my suggestion aims to create parity between keyboard/mouse controls. Instead of creating a gap between the two control options, we should try to equalize the playing field: both options should have roughly the same control structure so that it's equally simple to move with keyboard or mouse. Your idea would actually give keyboard controls a sizeable advantage over mouse controls: the ability to switch between strafe and rotation. -
valid Hover hull KEYBOARD STRAFE without MOUSE (STRAFE KEY)
Me0w_XP replied to cybernite in Ideas and Suggestions
Here's an idea: With mouse controls, A and D are strafe and mouse turret rotation controls hull rotation With keyboard controls, A and D could strafe and hull rotation follows turret rotation just like mouse controls, but turret rotation is controlled by keyboard. Though this could get in the way of Crusader parkour, so maybe make it optional. -
Waaaaaay too big to be a new hull, I feel like. But the Walker Assault mode seems fitting...
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What Is Your Opinion About the Current State of Tanki Online?
Me0w_XP replied to Maf in Game Discussion
...This is where I start to wonder if this is a serious post or not. -
Post your best tricks and tips for any sort of equipment in the game!
Me0w_XP replied to qwds in Archive
Related: If you have a status/annoying augment equipped and you have another augment/turret in mind, don't switch immediately. Be as obnoxious as possible for the first few minutes so that more people switch to protection/immunity against your current gear, then switch to another weapon once they've used up their equipment change. -
Augment descriptions are exaggerated to make the augments sound cool. Some of them don't even match the actual parameters. What's important is that you're reading the advantage/disadvantage list; those tell you what the augments actually do.
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