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Sharva

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Sharva last won the day on March 24

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  1. Yeah, I see what you mean... Even I didn't use to use the Engineer augment until a few months back (as I didn't know I had it in the first place, lol). Instead, I used to have the Heat Immunity augment equipped on my Viking hull, which I used to main at the time. But when I saw the Engineer augment in my garage, I equipped it, thinking it would be almost as beneficial as Lifeguard... But now after reading your reply, I have got a better idea of where the Engineer augment stands in terms of effectiveness, because as you said, when we are fighting our enemies, we don't have the time to go look for a supply box present nearby, for us to pick up and add a thousand HP to our tank. And whether a supply box is already present close to our tank is completely upto our luck, so the augment doesn't give us a guarantee that it will come in clutch in such situations, unlike Lifeguard and Phoenix augments, both of which do give us that guarantee pretty much every time we spawn. Thanks for the explanation ??
  2. Yes, I've also noticed this bug multiple times. It can also occur mid-game, especially when you enter the garage and then exit it immediately, which is when I notice it mostly. And then to fix it, you have to re-enter the garage and exit it again, perhaps after waiting for a couple seconds after the garage menu appears. After that, the tank rotating on the center of the screen disappears, and you can continue the battle. It should be fixed though, such that it would not appear in the first place. Prevention is better than cure...
  3. Okay, so if we don't have Lifeguard, Excelsior, or Phoenix, (as is the case with me), then Engineer would be the best bet, it seems like... Otherwise Lifeguard is arguably the better augment... Got it! Thanks for the explanation!
  4. Currently, I don't have the Lifeguard augment for any of my hulls, or at least not for any of my upgraded hulls, but I see a lot of people using it and saying that it's really good, I do have the Engineer augment for Viking though, but I don't see people talking about it as much as they talk about the Lifeguard augment. From the viewpoint of someone who hasn't used Lifeguard, Engineer augment seems to be a bit better than Lifeguard augment to me, by just purely looking at the advantages they both provide. Lifeguard augment provides our tank with 500 HP whenever it has been dealt enough damage to get destroyed, which kind of gives it another small life before needing to respawn. On the other hand, the Engineer augment adds 1,000 HP to our tank whenever we pick up a supply box in a battle. On the first glance, Engineer seems to be significantly better than Lifeguard, as Lifeguard augment only adds 500 HP to our tank (which is less than Engineer's 1,000 HP), and that too only once per spawn (compared to Engineer's ability of adding 1,000 HP each time we pick up a supply box, which can happen multiple times per spawn). But if we think about it a bit more, Engineer augment is able to be fully utillised only when our tank has lost more than 1,000 HP, whereas the Lifeguard augment is utilised pretty much every time our tank is about to get destroyed. In other words, Lifeguard is way more consistent than Engineer. Also, any player who has the Engineer augment equipped on his hull is highly dependent on the supply boxes in a battle. If he isn't near any supply box, or if any of his allies or enemies catch the supply box that he needed, Engineer augment would be useless to him at that time. But still, Engineer seems to be just a bit better than Lifeguard, due to the reasons that I have mentioned earlier in this post. However, I'm confused... Engineer seems to be a bit better by just looking at the advantages of both of these augments, but people praise Lifeguard more than they praise Engineer. Which one is actually better?
  5. Sharva

    Complaint Book

    I personally haven't used hovering hulls much, but I think the main reason they're slightly better than normal hulls, is because their overdrives are better than those of normal hulls, for the most part. Take any hovering hull, for example, it's overdrive would be significantly more powerful/effective than a normal hull, 60% of the time. Hopper OD is insanely effective for capping/delivering a flag or scoring a goal, Crusader and Ares' ODs are really good at destroying a bunch of enemy tanks within a matter of seconds, and Paladin OD is good for infiltrating and invading enemy bases together with allies. Among normal hulls, the ones which can be said to have powerful ODs to almost the same extent as hovering hulls are only Wasp, Hunter and Viking, imo. The solution could either be nerfing the ODs of hovering hulls, along with those of Wasp, Hunter, and Viking or buffing the ODs of the rest of the hulls. But I think the better option would be to nerf the ODs of hovering hulls and Wasp, Hunter and Viking, among normal hulls, as that would also help a bit in reducing the overall time-to-kill in battles.
  6. Sharva

    Complaint Book

    Yeah man, even I'm experiencing the same thing since 2 days. I have a maxed-out Mammoth and a maxed-out Falcon module equipped, and still I'm getting one-shot by the players using Excalibur Rounds. I must mention that I play with Brutus drone nowadays (a maxed-out one, but still), but in no world should a Railgun be able to one-shot a full-health maxed-out Mammoth hull with maxed-out Falcon module and Brutus drone equipped. There's also the Stellarator augment for Shaft, which is again busted... That thing literally just requires you to hold your aim at an enemy tank in sniping mode for barely 2 seconds, and then shoot. They're bound to be melted... These augments are the representations of what the trophy augments should be like, imo. Not just any exotic augment... If a player has grinded out 5 million battle points all while using a single turret/hull, he does kind of deserve a broken augment without the worry of it getting nerfed. These augments, the Excalibur Rounds, the Stellarator, and all, would have been justified if they were trophy augments.
  7. Sharva

    Skins Offered In Challenges

    My question is — are only old XT skins offered at the 60th level of the Battle Pass section of challenges? By looking at the last few challenges, and at the ongoing challenge, I observed that whenever an XT skin is present as a reward in the Battle Pass section for completing the 60th level of a challenge, it is the old XT skin and not the new one. So is this the way it works or do the new XT skins, i.e. the XT HD skins, also appear in challenges? Also, if only the old XT skins appear as final rewards in challenges, will it change in the future or are there no plans to include the XT HD skins in challenges at all?
  8. Wow! Delighted to see the game listed on Steam already!
  9. Sharva

    Let's Discuss Skins!

    The title is self-explanatory. There are two XT skin series in the game currently, one of which is the old XT series, but they are both named "XT", which makes it a bit odd and confusing for new players to understand the reason behind the presence of two skin series having the same name. Yes, they can just search it up on the internet and find out the reason behind it, but I think it would still be better and logical to rename the old XT skins to "XT Legacy" skins, or something like that...
  10. Sharva

    Complaint Book

    Will grenades be there in Tanki Classic? I think they should be, as they add more depth to the gameplay while also requiring skill to utilise them effectively. Not the other grenades though (Tsar, Salyut, etc.), just the standard "Bomb" grenade should be added, in my opinion.
  11. Sharva

    Summer Sport Games 2025

    Just finished playing the Railgun Grenadiers mode... Truly loved it! The classic Hornet-Railgun combo with grenades and supply boxes — a next-level experience. Particularly the rail-grenade combo shot was the thing that made this mode truly special. Nothing's more satisfying than destroying your enemies with that combo shot, especially when you get double & triple kills... And most importantly, this mode is a skill-oriented game mode. It involves teamwork, some strategy, a need to do any specific task at the exact moment it must be done, and it also promotes an aggressive playstyle, which is a huge thing because I personally had got bored of camping, or getting annihilated becauase of having an aggressive playstyle. Hadn't enjoyed playing Tanki this much in a long time... Keep up the good work devs ??
  12. Sharva

    Complaint Book

    Are there any plans to release a game similar to Tanki X, having the same style of graphics, interface, etc. as Tanki X, in the same way that Tanki Classic is going to be released, which is similar to the old Tanki in many ways? Because many players miss both the old Tanki and Tanki X.
  13. No, actually I don't think that's the case, because I have experienced this problem earlier as well, that too multiple times. And a few of those times were when my tank was intact, and yet the grenade didn't deal any damage to my enemies. Yeah man, certainly... It's annoying...
  14. Just now finished a battle in Tanki. A bit disappointed to see that this bug still hasn't got fixed. In my last battle, i.e. the one that I was playing before coming here, I experienced this bug again. I was shooting one of my enemies, and I got destroyed. However, I had thrown a grenade at my enemies just before getting destroyed, and I was really excited to see three tanks getting destroyed with my grenade, as it could have been the first time of it happening. I was almost sure that two, if not three tanks, are going to get destroyed with that grenade, as one of them was extremely low, and the other two, or in fact all of them, were extremely close to the grenade. However, I didn't even see any damage being dealt to any of my enemies with that grenade, let alone them getting destroyed by it... I request the Tanki developers to fix this bug as soon as possible. It's really annoying...
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