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Sharva

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Everything posted by Sharva

  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...
  15. Ohh okk... I see... No problem. Yeahh... Now I see where the problem lies... It's basically more effort than it's worth. The situation in which this functionality could be useful would occur very rarely in a typical battle. First of all, an ally tank needs to be flipped. If it is, we have to pray for it to not self-destruct or get destroyed by enemies. If those conditions are also fulfilled, we have to be present close to the flipped tank. And even if all of those conditions are met, we have to have no enemies shooting at us, and we shouldn't be shooting any of our enemies either. Aaand our HP should also be less than a 100%. Then, and only then, would we be able to utilise this ability of being able to suck the HP of our flipped ally tank... It would be more pain and less gain to implement this idea into the game... Nevermind though... I'm glad this idea at least got considered... Thanks for pointing out the flaws and correcting me ? Loophole... as in?
  16. Whenever I use Isida, I have Vampire Nanobots augment equipped. It's my favourite augment for Isida, as I like to have an attacking playstyle (destroying enemies) more than a supportive one (healing allies), and perhaps also because it reminds me of the old Isida, using which we could heal ourselves. Recently, an idea just came to my mind... A slight buff to the Vampire Nanobots augment. In every battle, there are some players who often flip their tanks by mistake, thus leading them to self-destruct or get destroyed by enemies. However, a few of them remain flipped sometimes, waiting for their opponents to destroy them, thus leading to time being wasted and a contribution to their team's potential loss in the battle. So, my idea is to update the Vampire Nanobots augment in such a way that it can suck the energy of flipped allies, and increase the HP of the user of the augment. This would be a win-win situation for both the players, (the one whose tank has got flipped, and the one using the Vampire Nanobots augment), because the player who has sucked the energy from his ally would obviously have his health increased, which is beneficial for him, but it would also benefit the flipped player, as he wouldn't lose his battle score, which he would have, if he had self-destructed his tank. However, there are some things to keep in mind:– 1. Players using the Vampire Nanobots augment would not be able to suck the energy of their allies who are well in place, but only the allies who are flipped upside-down, otherwise greedy players would just suck all of their allies' health for their own benefit. 2. Players using the Vampire Nanobots augment wouldn't be able to suck the health of their ally Juggernaut, even if he is flipped upside-down, as him being present on the battlefield is still beneficial to his team, even if he is flipped. 3. Players using the Vampire Nanobots augment wouldn't be able to suck the health of their allies if they are flipped 90° (not upside-down), as they still have a chance of returning to their ideal position, either with the help of their teammates, or using their own turret's recoil. Overall, I think this update would be a slight yet nice buff to the Vampire Nanobots augment. I hope the Tanki developers consider this idea and implement it in the game. Looking forward to it... Thanks a lot in advance ???
  17. Oh, so what you're saying is that the overall impact of augments on our gameplay wouldn't be too significant to make us sacrifice equipping our favourite skins for it, even if we value performance more than aesthetics, right? That sounds fair enough. Moreover, this further confirms the presence of "Alterations" and the absence of "Augments" in Tanki Classic. Again, good to hear this... Yeah, I understand. There surely may be some people who want skins and augments to be separated, but protection modules to get attached to paints — two completely opposite ideas. However, please know that I am not one of these people. Although it does give me a hint of nostalgia whenever I look at an old footage of Tanki Online in which paints have their own set of protection modules, if I am told to choose between protection modules and paints being separated or merged in Tanki Classic, I'd choose them to be separated at any given time, without thinking twice. Same goes with skins and alterations/overdrives. But now that you have mentioned that alterations wouldn't have a drastic impact on the gameplay, I'm totally fine with it. Also, overdrives being assigned to skins wasn't much of a concern for me, because I like all of the overdrives that are going to be there in Tanki Classic, so I'd be okay with any skin that I equip. I was just voting against overdrives and skins being merged because I thought that it's an "all or none" kind of a situation, that if augments get separated from turrets' skins, overdrives would have to be separated from hulls' skins too, otherwise it would seem a bit unusual... Yes, I also have the same opinion. Just copy-pasting a previous, old version of Tanki Online wouldn't work, because all it would be surviving on is just one thing — people feeling nostalgic. But soon enough, i.e. after a few months, if not days, they would run out of steam. There needs to something else too, to keep the game going. What you are doing currently is certainly better than just recreating the old version of the game exactly as it was — implementing the best aspects of Tanki Online in a single game, as you had said. Well, if I'm to talk about myself, all that matters to me is whether or not the game is good. If it is, then calling it "Classic" seems perfectly fine and logical to me. I don't mind it if the game isn't the exact same as the "old" version of Tanki Online, as long as the game is running smoothly and I'm enjoying it. If the game is only going to benefit from changing some things from the old Tanki, it doesn't make any sense to not change them just because people want the "Old" Tanki, in spite of it having a room for improvement. Yes, it's understandable for players to feel like playing the exact "Old" version of Tanki even if it can be improved, because they feel it out of nostalgia, but that nostalgia is hardly going to last for some months, if not days, as mentioned before. So changing some things in the old Tanki in order to improve it will only give players more fun in the long term, even if it doesn't feel as nostalgic at first... Another thing to keep in mind is that Tanki Classic is going to be played by not just the old players of Tanki Online, but also newcomers, who have no idea how the old version of Tanki Online was, and so they have nothing to do with nostalgia and all... Also, just to clarify, I didn't mean to offend you, or anyone else, or to say that you are doing the wrong thing, or anything like that from my post, and I still don't. I was just stating my opinion in the hope of either contributing to a potentially good change in the ongoing Tanki Classic project or getting corrected, as I did, with your reply.
  18. Glad to know this. I wouldn't have liked it either if "Augments" were to be added in Tanki Classic, instead of "Alterations". However, I'm still somewhat critical of assigning different augments/overdrives to different skins. I think they should be kept separated in Tanki Classic, just like they are in the normal Tanki. If they are merged, most of the time players will have to sacrifice either the looks of their tank, or their in-game performance, depending on what they value more. For example, if we are to talk about Railgun, I personally like its XT skin and «Death Herald» Compulsator augment the most, but since this augment is assigned to the Prime skin, I would have to choose between my favourite skin and my favourite augment for Railgun. However, in the current Tanki, I'm able to use both of them simultaneously because the skins and augments in the game work independently of each other. It would be great if they work the same way in Tanki Classic as well. I reckon that protection modules were separated from paints for the same reason. Also, I am not in the favour of the prices/values of different skins being different. Skins are mainly the changes in the looks of our turret/hull. Some players may be liking the Legacy skin series the most, some might be liking the Prime skins, and others' favourite skin series, including mine, might be the XT one. If the value of a skin is lower/higher than any other skin, the players who like that skin more than the other ones may feel inferior/superior to other players, depending on whether or not they have different skins, and if they do, which skins they have, which shouldn't be the case in my opinion. As far as skins are concerned, all the players should feel the same about themselves as they do about other players, regardless of which skin they have/like. However, I hope whichever decisions are taken regarding Tanki Classic, they will only make the game better, and I trust that @Opex-Rah and all the developers of the game will make the appropriate decisions required to make the game phenomenal. Looking forward to the release of Tanki Classic ?
  19. Agreed ?? I too, often get put into battles that I had left on purpose. It's really annoying. Sometimes I leave battles by mistake too, IG, by pressing the P key and then the enter key (I, and maybe only I, have done that once or twice, by mistake ?), but the solution to this could be to update the MM system such that a player can be put into the same battle only twice (at the most), and not more than that, because even if we do leave battles by mistake sometimes, 95% of the times we do it willingly. Sure thing.
  20. Ohh, I see... Yeah, that's exactly how I'm used to using my supplies. I thought so, because after the occurence of this issue, I checked my profile to see how many Boosted Armour and Boosted Damage supplies I had consumed, and the number was well below the number of available supplies in my account that I had seen a few days ago. It seemed likely that the additional supplies consumed by drones weren't getting counted in the total supplies used... Yep, indeed. Yeah, that makes sense... The same way I think I might be using my supplies too, particularly Boosted Armour and Boosted Damage... 15-20 supplies per minute while using Crisis (that too without counting the additional supplies consumed by the drone), without even being aware of it, up until today... That's why they might have got used up so quickly. Yep, nice advice... Not going to forget to do that hence forth, to make sure I never run out of any supply ever again ? Thanks for all the clarification... appreciate it ?
  21. I am facing this weird issue in my Tanki account... In Tanki, I use Crisis and Defender drones all the time. Just a few days ago, I had taken a look on how many supplies I have, and I remember seeing that I had tens of thousands of Boosted Armour, Boosted Damage, and Speed Boost supplies each. I didn't pay much attention to other supplies, as I use them less often. These three supplies, however, I do use all the time, with Boosted Armour being the most used supply, and Speed Boost being the least used one. That's why among these three supplies, Speed Boost is always the one with the most units available in my garage, followed by Boosted Damage, and then by Boosted Armour. But today when I was in a battle, when I once tried to activate Boosted Armour, it didn't get activated. Hence, I looked at the bottom of the screen, where the number of supplies available is shown, and I was shocked to see that I had 0 Boosted Armour supplies left. Even the number of the available Boosted Damage supply units was 2900+, or something like that. However, the number of the available Speed Boost supplies was 40000+, which doesn't make any sense, considering that all three of those supplies are my most used ones. Yes, among these three supplies, Speed Boost should be the supply of which I have the most units, and Boosted Armour should be the one with the least units available, due to my frequency of using them, as mentioned above. but I don't think the difference between the availability of those three supplies in my garage should be this drastic in any case. After the end of that battle, I went to the garage to check if it was a bug or something, but even in the garage, my Boosted Armour supply count was 0. Then I restarted the game, trying to troubleshoot the issue, but still, no change whatsoever... Also, whenever I open the game, the first thing that I do is purchasing all the supplies available in the "Showcase" section of the shop, to make sure that I never run out of supplies and also to complete the Daily Mission which asks us to purchase something from the shop. All in all, I don't think I have actually run out of supplies, unless the Boosted Armour supply consumption while using Defender or Crisis was increased. I don't remember seeing it increase though, at least not recently, but when I looked it up in the Tanki Wiki, the Boosted Armour supply consumption while using Defender drone is now +4, whereas in the past, it was +1 or +2, if I remember correctly, But still, I think this must be a bug (even though it doesn’t sound like one), because ever since I started using supplies excessively, I just remember one time, or maybe a second time too (at the most), that I had run out of a supply, but after that, I don't think I have ever run out of any supply, which is only possible if the number of supplies in my garage is either constant or increasing day-by-day. Has anyone else also experienced this issue/bug during their time in Tanki? Feel free to comment on this post if you have. I'd highly appreciate it.
  22. Sharva

    Complaint Book

    This issue is getting even more annoying day-by-day. Yesterday I faced it 7 times or so (and I'm not even exaggerating), with the 5th and 6th times being in the same battle, that too without even a gap of a single minute! Today I faced it again, but this time it was a bit different (in a bad way). I didn't get kicked out of the battle at first, the tanks of the other players in the battle just kept performing a circular motion. I still had to restart the game though, but when I tried to do it, the game loading screen was being displayed, but the game wasn't actually loading. The second time, there was just this blue screen that appears for a fraction of a second before we are told to press any key to load the game, only this time, the screen was constanly being displayed, instead of just a fraction of a second. The third time, the blue screen did disappear, but afterwards it was the same as what happened the first time (the game loading page was being shown, but the game wasn't actually loading). It is on the fourth time, I think, that I could finally load the game fully, but turns out I was not in the battle for some reason (the battle that I was playing before the occurrence of this issue), unlike earlier, when I could at least join the battle back after the game restarted. I might have got kicked out of it for some reason...
  23. Wow! Love this update! I really missed the OG Madness map... Glad that it's back in the game ?
  24. Sharva

    New Module System

    I actually like this idea, because in the current meta of Tanki, there are way too many OP turrets, generally due to the broken augments that they are equipped with, like Magnum, Gauss, Striker, Tesla (with Shock Therapy augment), etc. This is overwhelming for players who don't have maxed gear and broken augments, so the only way to counter it is to add another protection module slot. Turrets can also be nerfed individually to balance the meta, but that is seemingly a never-ending process, because no matter how many times and with how much intensity different turrets get nerfed, there are always going to be some turrets that are much more powerful than the other ones, especially with more and more augments being added into the game. So the only long-lasting solution to this problem that can be thought of currently, is adding another protection module slot. Having said that, there will still be the need for balancing the meta by nerfing/buffing different equipment items, as that is probably going to exist forever, but the addition of a 5th protection module slot will certainly help in countering the OP turrets in the game. Also, as a bonus, this update will make it more challenging, and thus, fun, for players to max out their tank in order to reach 9999 GS. And once they do reach it, it would be really satisfying. However, I don't quite agree with adding protection to Chaos damage, because that would defeat the whole purpose of Chaos damage. In other words, if any protection to Chaos damage is added to the game, there will no longer be any such thing as "Chaos Damage" in the game, as it's meant to be fixed and independent of the protections equipped by players. Nevertheless, apart from the "protection from Chaos damage" part, I like the idea of adding a 5th protection module slot in the game, and I think it should be implemented. Also, if the current modules are given the property of offering protection from different turrets, as @NikmanGT has said, that would work out pretty well too.
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