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Everything posted by sphdz_3153371
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you're right, the devs might do something awful with the update system in the next patch or something. I'm not going to say what because I don't want to give them any ideas...
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Overall not a bad patch update. As it appears now, the upgrade system looks like it's improved.
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At this point I don't pay much attention to these P2W events. Not because they're bad events, but because the reward is too low to risk hundreds of tankoins on.
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my clan boss and I were discussing how tanki online would find new money grifting techniques. Safe to say that the new "drone augment" scheme is a perfect way to rip off players. Remove their existing drones, compensate too low of an amount, and then make them buy what they already had in the form of augments. Perfection.
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uh, wow, I'm starting to think right now might be a pretty good time to quit this game. Might as well remove the og turrets and hulls since "they don't compare to the current meta anymore". And no, drones do not complicate the game. Having to memorize what dumb changes are made to the game balance every patch note is what complicates the game.
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update Patch Update #716 - Released 22nd February 2023
sphdz_3153371 replied to Marcus in News Archive
ha ha ha -
update Patch Update #716 - Released 22nd February 2023
sphdz_3153371 replied to Marcus in News Archive
so does this mean it has a short lock on time still, but has 4 missiles now, or does it mean that the lock on time is the same as stock striker with 4 missiles? -
real.
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update Patch Update #714 - Released 3rd February 2023
sphdz_3153371 replied to Marcus in News Archive
This will not do anything really. not sure how useful this will be since the AP effect is only a one time thing (not continuous like Paladin's). good to see a Vulcan buff but I do agree with the earlier concern about vulcan bots. Twins in general is one of the weakest turrets (I call it the suicide gun). Rounds are still too slow, impact force is low, damage is low, splash damage affects self more than enemy. To be honest, Pulsar just made twins useable, just like Helios made ricochet useable. But good to see some buffs at least. -
hi I just tried changing factions but it would not work. It just took my tankoins and I remained in the same faction (Lazurite).
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worse than rico stunlock is the hint stunlock whenever we try to do anything in the garage
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thanks for keeping up with the fund tracking. I'm sure we'll see new data soon.
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great news! I'm glad the game is back! Some of us are having login issues (me included), but that's probably because the server is overwhelmed. Will check back later.
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what I don't understand is, why don't they invest in greater DDoS/bot protection at this point? I know some sites use cloudflare to weed out bot traffic. I think it would be wise to implement an advanced firewall even for the sake of revenue, since if players cannot log in, they cannot spend money on the game.
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Just out of curiosity, what level did the last tanki fund reach? I didnt buy any offers last time so I wasn't tracking the fund. Just wondering what the end result of that fund was.
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update Patch Update #707 - Released 11th November 2022
sphdz_3153371 replied to Marcus in News Archive
why? no one uses rail anyway so why not make all of the rail augments legendary -
update Patch Update #707 - Released 11th November 2022
sphdz_3153371 replied to Marcus in News Archive
This is a good change. I always felt the ball was a bit weak in terms of splash range. This update will help, especially with the newfangled status thunder augments. -
Suggested Scorpion Nerfs: 1. Impact force nerf (this should be implemented regardless of any other scorpion suggestions, the capability of a single shot to lift viking clear off the ground is unacceptably overpowered). I have also seen the impact force being abused by saboteurs/mults to knock off teammates' aim. 2. Decrease lateral following ability of salvo missiles --> decrease the ability of salvo missiles to travel long distances horizontally, this will make it much more difficult for missiles to follow fast moving targets and will rather make players stick to the intended purpose of scorpion as an "anti-camper turret", solely targeting non-moving enemies. I suggest this mechanic because of CTF, RGB, and TJR modes being ruined by scorpion salvos hitting flag/ball carriers/juggernaut, no matter how fast they try to go. It is currently not possible to outrun the salvo, even with max juggernaut or trickster drone. 3. Salvo hit zone indicator --> scorpion's salvo has a "sweet spot" for range which makes is suitable for hitting players behind walls at a certain range. Any closer, and the salvo will go over their heads, any further and the salvo will flatten out and hit the wall. Adding an indicator on the ground for the player being targeted once a salvo is launched would be able to tell them if they are in this suitable range and that they are in danger from a vertical salvo strike. If the indicator is on the wall, this means the salvo will hit the wall instead and that there is no need to move. 4. Arcade mode shot projectile speed --> arcade shots should travel slower in the air, similar to gauss arcade shots. The salvo is powerful enough at long range, and most players are able to damage stack the salvo with an additional arcade shot at long range. Since arcade shots are for close-medium range protection, their shell speed should be decreased like gauss's. 5. 2-step salvo lock --> the current salvo locking system lets players target an enemy even for a fraction of a second then complete the lock behind cover, enabling them to essentially finish the whole salvo firing process behind cover. The 3 second aim recovery time also aids this broken mechanic. I suggest a 2 step locking process whereby the scorpion user must first complete an initial lock sequence out in the open (preferably >1 sec), and only then can they complete the last part of the sequence behind cover. Overall, I cannot really say that scorpion added anything beneficial to the game. Before the advent of scorpion, most players already seemed fed up with camping within modes, particularly TJR and CTF. Scorpion only serves to make the game even more campy, with both sides using scorpions and hiding behind walls. Players who were usually on the front lines are now scared to go out and fight simply because they are afraid of getting hit by a camper's salvo. They cannot even get close enough to the scorpion campers to deal any damage to them. Similarly, juggernauts permanently hide behind walls, too afraid to be destroyed by a scorpion salvo. This could be fixed by enabling the salvo to primarily target immobile players (campers), and not players who are moving around the map (see suggestion 2). I believe all of these nerfs to be reasonable in order to preserve healthy gameplay, since campy battles are boring battles.
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does anyone know if lollipop missions will be available during the day of the dead event?
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System error. Logged in and tried to join a battle but got an error. Closed browser and tried logging in, now the same error (would not load the game at all). Evidence: https://prnt.sc/yg6gWbwMd7Pn
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update Patch Update #705 - Released 28th October 2022
sphdz_3153371 replied to Marcus in News Archive
I remember someone complaining about this. glad they removed it. -
update Patch Update #705 - Released 28th October 2022
sphdz_3153371 replied to Marcus in News Archive
Finally, ladies and gentlemen! The long awaited TWINS BUFF!! -
Not this thing again... Buyer credit card go brrrr the paint isn't terrible though
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update Patch Update #704 - Released 21st October 2022
sphdz_3153371 replied to Marcus in News Archive
In my opinion Helios needs to be nerfed or otherwise make other ricochet augments usable. I think the goal should be to nerf Helios to the point of it being a sniper type weapon, and buff other rico augs. Vacuum shells is ridiculous. There needs to be a damage nerf for direct hits since at this point there is no damage penalty for direct shots.
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