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ekf

Tanker
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Everything posted by ekf

  1. ekf

    Ideas for Turrets!

    I imagine it with a much faster projectile speed than magnum tho, maybe more like thunders speed. It's a sniper after all. That would probably be just slow enough for it to be hard to hit fast moving/peekaboo-ing enemies at long ranges, unless you get good at leading shots, which would be a superfun skill ceiling imo
  2. ekf

    Ideas for Turrets!

    Something that could be fun with my turret idea maybe is sniping in scope-mode and shooting at walls, the ground etc near hidden tanks, to kill them with the massive splash damage, I think ?
  3. ekf

    Ideas for Turrets!

    How you think it's anything like Striker I don't understand.
  4. ekf

    Bots seems to be used a lot at the first ranks - Zombie horde mode possible soon?!

    I'd love a zombie horde mode of some sort with bots in TO, it would be a lot of fun I think, if a small team of players defends against a horde of easy to kill but numerous enemies.. Please tell me there's a small possibility it can become real!
  5. ekf

    Ideas for Turrets!

    I imagine a turret that's meant to be just as good at the things Shaft does overall, just with some different strengths and weaknesses, so it's really an alternative to Shaft. It fires a projectile similar to Thunder, with a much greater range of splash-damage for a fully charged scope-mode shot (with a nice Magnum-sized explosion to boot!). The penalty of this advantage over Shaft is that the shots don't move instananeously, and while it's still a good sniper at the longest ranges, hitting moving targets is easier with Shaft. If this disadvantage still makes it better than Shaft, the stats should be tweaked until they are more equal. The knock-back and shockwave from its fully charged shot are very powerful. Like Shaft, it can one-shot light and medium hulls. If this togheter with the splash damage would make it OP, perhaps it has a longer reload for the scope-mode shots than Shaft or some other weakness. The arcade shots has small splash damage and similar or slightly less damage output than Shaft's arcade shots, as a pentalty for the splash damage.
  6. Appreciate the reply. There's no crystal augments anymore though, right? Every augment has to be found in containers.
  7. ekf

    Ideas for Turrets!

    The more turrets that exists the more fun the game will be IMO, as long as the turrets are all unique.
  8. ekf

    Let's Discuss Matchmaking

    Matches I play where my team does well often fall into the pattern that we end up losing because the reinforcement system spawns too high GS players on the enemy team, who just crushes us and makes the match quickly end with their victory. It seems like the system badly needs tweaking to lessen how GS the reinforcement system let spawn.
  9. ekf

    Ideas for Turrets!

    The chainsaw's teeth were too much of a hassle to paint lol The idea is for a short-ranged turret with a huge chainsaw. The turret spins very fast, which can be useful if you have enemies surrounding you, as you can almost cut in every direction at once. It has a long range attack, which shoots away the chainsaw, which spins around in the air and will, like a boomerang, fly back towards the tank, though not by aiming for the tank automaticly. If the tank "catches" it (by being hit by it) the chainsaw instantly pops back into the turret. If a player fails to catch it it will stick to the first wall it hits and needs to be picked up. The chainsaw flies uninterrupted through tanks, slicing through endless numbers of enemies. It sticks to walls however, which is both an advantage and disadvantage. The player selects how far the chainsaw will fly by holding and releasing the fire button. To use the boomerang attack in tight spaces and avoid it sticking to walls they must choose the right power with which they fire it with. When the chainsaw is not in the turret the tank is defenseless. Sticking the chainsaw to walls can be useful too, as the chainsaw can be thrown away to block a path for the enemies. The distance between the player's tank and the wall must be considered though to make the chainsaw stick in a way so it's sticking out, and isn't stuck flat against the wall. If the boomerang attack would be OP, the chainsaw could make less damage when it does that, maybe because it makes contact with enemy tanks very briefly.
  10. ekf

    Destroyed hulls can be destroyed again, so that they aren't an obstacle anymore

    Destroyed hulls have a certain amount of HP until they are exploded and either just disappear, or maybe becomes disintegrated pieces that falls apart that aren't an obstacle for tanks, like a turret that's flown off. To make the mechanic more meaningful, destroyed hulls remain for longer on the map before they de-spawn. However, as they can be destroyed by players this might not change gameplay much from now. The hull's HP decides how much HP its destroyed wreck have. If the tank died using double armor, the destroyed hull also has double armor, and also protection modules. A heavy hull that died while using double armor and defender drone can therefore be used as an useful obstacle, as its wreck will be tough to demolish. Also, when wrecks de-spawn automaticaly, it would be nice if they exploded instead of just disappearing.
  11. Either a supply the player chooses, or an all-in-one supply that activates all that once.
  12. ekf

    Let's Discuss Gauss!

    A youtuber who seems pretty skilled and knowledgable about Tanki think Gauss is OP and one of the best f2p turret
  13. It would be best if you can switch easily between shooting normal shots and shoot away supplies. Maybe you can switch between them by pressing the fire-button, and the recharge meter loads up until you're in the supply shooting mode, it lets you fire one supply shot then there's a recharge maybe until the next time, and you go back to shooting normal shots. The supply shot either leaves one or a few "all in one" boxes (activates like Dictator OD), or maybe many simple supply boxes and players can pick what they want to pick up and what they want to leave on the ground if they need it later. Enemies can also pick up the supplies, so aim well!
  14. ekf

    Does the reinforcements system in match making enter too high ranked players?

    What do you think? One of my accounts is in the low ranks and players who exit when the game goes badly and get replaced by way to high ranks is a problem. Don't know what it's like in the mid and high ranks yet. We were winning this game and then the 3 new high ranked players turned it into slaugher, and some on my team left, making it even worse...
  15. ekf

    Server issues seems to continue, though not catastrophically. Do you believe in Tanki claiming the server issues are caused by a DDOS attack, or is it something else?

    Or is it possible that Tanki is just too cheap to use better servers? I don't know anything about how the server thing works for online games, but just a thought.
  16. Which is better at just general gameplay across all ranges? - Scorpion, with all its augments that can be bought with crystals - Thunder, with all its augments that can be bought with crystals - Shaft rapid fire mode, short band emitters
  17. Hm, what if we don't include augments that can't be bought with crystals?
  18. ekf

    Between Thunder, Shaft (incl Rapid fire Mode) and Scorpion, which turret would you recommend?

    I know that Shaft and Scorpion are long range turrets but I use them a lot in similar ranges as Thunder without any too much problems.
  19. ekf

    What are some weird/unusual combos that are surprisingly good?

    I thought this could be a fun thread ?
  20. ekf

    Ideas for Game Modes!

    It starts with all against all. Those who get a certain number of kills first "level up" and get boosted stats on their tank (hp, damage, speed and OD charge-up speed). Those who couldn't level up in time (the majority) becomes a team and fights against the leveled-up super-tanks, while the super-tanks are both fighting against the team and other super-tanks. The more kills the super-tanks get the more they continue to level up and get their stats increased. They get more points for killing other super-tanks. The super-tanks that fall behind in points joins the team. The team keeps growing in size while the super-tanks becomes fewer but stronger. Not sure if the super-tanks can die only once or a number of times before they join the team- whatever feels fair. The last super-tank alive spawns as a Super-Juggernaut and fights against all the rest of the players and has high enough stats that its balanced. If the Juggernaut is alive when the time runs out it wins, if it dies the match is over.
  21. ekf

    Ideas for Turrets!

    The turrets main weapon is a sword, which can be swung from side to side because of the turrets very fast rotation speed. A quick cut does more damage than a stab, but a stab can temporarily stun the enemy, which has a similar effect to freeze. Excuse the Halo energy sword edit lol Its unique ability is that it can activate a deflecting energy-shield, which can only be activated for maybe a few sec each time, with a quick reload-time in-between. The shield will bounce back any types of turret shot that strikes it, and if you aim your gun right at an enemy at the same time the bouncing shot will hit them. The shield has a stamina bar, which decreases when it bounces hits, with a long cool-down if it runs out. The more damage a hit does, the more stamina is depleted. A fully-charged Shaft with double damage might be able to disable the shield in 1 shot, though the shot will be bounced. Because most turret's shots doesn't move instantly, you could if you have fast reaction time lure enemies into shooting at you and immediately activate the shield after they've fired. This turret would probably be good to lead attacks and have teammates use your tank for cover. The shield deals the same damage as the energy-sword if it makes contact with an enemy. The shield is turned on by clicking and the sword by holding the fire key.
  22. ekf

    Ideas for Game Modes!

    One team spawns with a few Juggernaut turrets on on their side of the map. The turret is stationary and sits on a small bunker. The other team doesn't have any such turrets and either win by destroying the enemy's turrets a number of times, or perhaps by capturing a flag that the turrets protect. To help them they have more players in their team than the team with the turrets have, maybe 1 third or twice more players, depending on how many Juggernaut turrets there are. The Juggernaut turrets need their teammates using normal tanks for help, because if enemies get too close to them they can't hit them because their guns are too high above the ground, making them vulnerable if the enemies manage to get close enough. They can heal themselves with the Juggernaut overdrive, which can also throw away enemies, and also be healed by Isidas and Overdrives. When a turret is destroyed it re-spawns after some time with a new player controlling it. I'd love for the matchmode to feel really intense for the defenders, who has to fight off so many attackers at the same time. It should be balanced so that they can just about manage to kill all the attackers if all the turrets are online. The attackers have to use cover and distraction or rely on stealth to get closer, but once they get close enough the turret's base/bunker can become a small refuge for the attackers. What do you think?
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