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Everything posted by Me0w_XP
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Very different augments as evidenced by your own screenshots. Hyperspace: Requires a shot to go through tanks to deal extra damage Hyperspeed: Damage increases over distance alone Hyperspace: No impact force and critical hits Hyperspeed: Impact force and critical hits preserved Hyperspace: Damage can increase limitlessly Hyperspeed: Maximum damage is 2010 (300% of 670) Hyperspace: Base damage is untouched Hyperspeed: Base damage is halved They perform quite differently in battle as well.
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under review Boosted damage and boosted armor be renamed to damage boost and armor boost.
Me0w_XP replied to Crossbone in Ideas and Suggestions
IIRC they were named that to parallel the sound of Double Armor/Damage. Also, remember when Speed Boost was called Nitro? xD -
I know you said to exclude AP/EMP augments, however sometimes in the heat of a battle it can really be hard to notice if you were inflicted with one of those effects and sometimes it's even hard to notice that you're low. I've had many times where I was surprised by a death but realized I was very low after looking at recordings.
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First off, you might just be really unlucky with enemies getting crits a lot, or they were using Hornet/Dictator OD which guarantee crit damage. But let's look at some augments that increase normal damage/critical chance/damage: - Adrenaline (Universal): Increases damage by 20-29% depending on the turret and their health - Incendiary Mix (Firebird): Increases normal and critical damage by 20% - Corrosive Mix (Freeze): Increases normal and critical damage by 10% - Blunderbuss (Hammer): Increases critical chance to 50% (No longer increases critical damage since the last patch update) - Heavy Plasmagun (Twins): Increases normal and critical damage by 35% - High Precision Aiming System (Smoky): Increases normal damage by 40% and critical damage by 10% - Supercumulative Rounds (Smoky): Increases critical damage by 50% - Sorted Ammunition (Smoky): Every 4th shot is critical - Uranium (Striker): Increases normal damage by 50% - Sledgehammer Rounds (Thunder): Increases normal damage by 45% at melee range - Strict Ammunition Load (Thunder): Every 3rd shot is critical - Hyperspeed Shells (Thunder): Weak damage percentage is 300% (deals 1350 at long range) - Vacuum Shells (Thunder): Increases splash damage to 220% - Uranium (Scorpion): Every 3rd shot is critical - Large Caliber Rounds (Railgun): Increase normal and critical damage by 33% - Round Destabilization (Railgun): Increases critical chance to 50%; Increases critical damage by 20% - Hyperspace Rounds (Railgun): Increases penetration by 200% (Damage will increase after each pierced tank) - Hyperspeed Shells (Railgun): Weak damage percentage is 300% (deals 2010 damage at long range) - Short-Band Emitter (Shaft): Increases normal arcade damage by 35% and arcade critical damage by 33% - Heavy Capacitors (Shaft): Increases maximum scope damage by 25%
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Agree agree agree.
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Showcasing what I got from the Snow Trap minigame.
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LOL I saw that this morning too.
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Brand new Mk7 Vacuum Shell. :3
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Yea, most of them don't really make sense at all. I touched on part but not all of them in last week's patch notes.
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And why do Scorpion Wolfpack and Striker Hunter have the same icons? They're so different!
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Someone tell me why Hyperspeed Shells Thunder and Hyperspeed Shells Railgun have different icons. Make it make sense.
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In my opinion, this change is slowly moving away from the one-shot meta. Instead of a strong burst long reload Hammer like before, you get a weak burst swift reload which can occasionally deal high critical damage. You can see this with the Tesla update as well- fast reload, lower damage, high critical damage. This change will also make status Hammers and Blunderbuss strong.
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Also, TItan HD, Defender buff, and spawn immunity nerf? People will like this.
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Me want. O.o Damage decreased from 1260 to 774 at MAX. Critical damage is increased though, and reload time is so much faster. Kind of excited to try a quick-reload Hammer. This is also good for status Hammers. HCAP will have a 3 second clip reload, still less than the previous 4.4 seconds. Slight Duplet nerf but this is a big Blunderbuss buff- more range and damage. That's 2720 critical damage, which can almost one-shot a medium with Booster and can one-shot with Crisis once again.
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Why were the turret protection modules given these names?
Me0w_XP replied to PirateSpider in Archive
I personally like the animal names, especially since modules are explained in the new garage. It adds to Tanki's legacy uniqueness rather than conforming to the newer flat/standardized theme they go for. -
In my experience it seemed to, but that might be a mistake on my end.
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Module sum shouldn't display allied modules. This would instantly make the feature useful when picking a new turret.
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They really lied to us in a V-LOG, huh. Well, time to upgrade it!
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It's hard to use and you have to time your bursts. You can no longer start firing before engaging to guarantee a few more hits, and that kind of sucks. It's not dead, just not so good anymore. BUFF CORROSIVE MIX!! xD
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Do you have a drone equipped? You need a drone to use supplies.
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Is that Jamming Field Ricochet?
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I agree with some others about how it's kind of cheap/confusing to reuse icons. Some examples I could find: Small Caliber Thunder, Assault Smoky, and Rapid Fire Shaft have the same icon. Rapid Fire Shaft has 3 shots which fits the icon perfectly, Small Caliber increases the firing rate which kind of matches RFM, but... Assault Rounds? That's just increased impact force. Sledgehammer Thunder, Large Caliber Railgun, Short Band Shaft, and Supercumulative Smoky. The first three have increased overall damage, whereas Supercumulative Smoky only increased critical damage. Shouldn't this go with Destabilization Railgun then, not LCR? Destabilization, Vacuum Shell, and Explosive Smoky. I was going to say it can be said that Destabilization and Vacuum both give a potential increase in damage, but with Explosive Smoky in the picture, it feels like this icon should stay for explosion based augments. So why does Destabilization get it too? Hammer ones feel kind of lazy but I can see why they fit. But yeah, why do Nanomass Isida, Adaptive Hammer, and Berserk Ricochet have unique icons whereas Adaptive Thunder Death Herald Railgun are the same? Are we standardizing the representation of similar effects or not? High Precision Smoky, Subcaliber Thunder, Spear/Javelin Scorpion, Stabilization Railgun. These all do wildly different things. Why didn't you give them unique icons? Why do Autocannon and Hyperspeed Thunder have the same icon? One is a rapid fire critical damage based weapon similar to a minigun, and the other is a brute force based long range sniper. I somewhat like the idea of standardizing blatantly similar augment icons like the adaptive ones, but the devs group unrelated ones and offer unique icons to related ones. Make it make sense.
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First ever exotic. B)
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I agree that the rockets are untouched and irritating. In fact, I don't think Tornado should decrease salvo reload at all.
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