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AcnoIogia

Tanker
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Everything posted by AcnoIogia

  1. AcnoIogia

    Ideas for Turrets!

    This turret would be a laser type turret with 3 firing modes! First firing mode: Pressing the firing button shoots a smaller laser like projectile (similar to ricochet or twins with blaster effect) Second firing mode: Holding the firing button shoots a stronger, charged up version of the laser (this laser would be bigger in size compared to the first one). It will only fire the shot if you let go off the firing button. You can also "prepare" this shot in advance, and let go of the firing button when you see an enemy. There could be some cosmetics to know when the charged up laser is ready to be shot. Third firing mode: This is a lock-on type mechanism which allows you to continously damage nearby enemies (damage is in ticks), but it only works within a limited range (the laser "connects" to the enemy). The "lock-on circle" actually showing you for how long you can damage the enemy, after it's over you have to reload. The second and third firing mode can be a little tricky when enemies are close to you, because if you aim at the enemy and they are in the range of the 3rd firing mode, it will do the continous laser attack, and you won't be able to charge up your shot, but if you look away, where there is no enemy, you can start to charge up your shot, aim at the enemy and fire it. Some parameters of the turret: First firing mode Damage (hp): 900 Critical damage (hp): 1400 Critical damage chance (%): 12 Impact force (cond. units): 400 Reload (seс): 1.5 Range (m): 60 (The projectile explodes after it has reached the maximum range) Radius of min explosion damage (m): 12m Projectile speed (m/seс): 350 Second firing mode Damage (hp): 1800 Charge up time (s): 2 Impact force (cond. units): 900 Reload (seс): 5 Range (m): 1000 (The projectile explodes after it has reached the maximum range) Radius of min explosion damage (m): 20 Projectile speed (m/seс): 1000 Third firing mode Damage (hp/s): 1000 (The damage dealt per 1s) Damage (tick): 250 (The damage dealt per 0.25s) Damage per cylinder (hp): 6000 Reload (seс): 10 Range (m): 20 Cone angle (degrees): 20
  2. AcnoIogia

    Rubies

    Will the "Bonus tankoins on the first purchase of each pack!" stay?
  3. AcnoIogia

    Ideas for Game Modes!

    In one of the V-LOGs Tanki asked If there is a game mode that we think is outdated and needs to be deleted. I think Control Points (CP) should be deleted, because It is a chaos mode! The fact that your teams points decreases if enemy captures points is hilarious! Imagine in CTF you captured a flag or two and enemies flag capture decreases by 1... sounds funny right? So I wish to CP being removed, With that being said, Siege (SGE) should get an update of decreasing the time to capture the point. I don't know how much time it takes to actually capture a point, but It should be about 15-20 seconds, and increase the amount of points needed to be captured to 15-20 point. (Capturing a point in SGE rewards you with 50 score, if you died before the point was captured you get 10 score. After this change It could be rewarded with 40 score, and if you die before capture 0 score).
  4. @Pleasant This probably won't happen, just because the fact that Tanki changed the way they think about Drones and Hull augments. Drones have to alter or boost some of the supplies, while hull augments are the exact opposite, they alter the tank itself. BUT that does not mean they won't add a similar drone, because that is still an option ?
  5. 5 ammo augment = 3800 damage Assault magazine = you shoot out all 3 shots in 0.6 seconds and reload in 1,87 seconds Hunter Duplet & Heavy Slugger = 80-120m range (becomes medium range turret) Large Caliber Pellets = Old Hammer Blunderbuss = High critical chance, big damage Adaptive Reload = faster reload between shots, and if you kill someone you have instant reload Tanki is, was and always will determine a turrets strength by mostly Legendary augments, and based on these... Hammer IS strong! Tesla's lightning ball reloads in 6 seconds, and it is very rare event that a Tesla will kill someone under bridge or something like that... and don't forget that Teslas damage split if there are more enemies, and it becomes less ?
  6. I think hammer is fine, if you take that It deals 760 damage and the shot reload is 0,8 seconds. You can deal 2280 damage in 2,4 seconds. (If all your pellets hit and no critical damage/protection/extra armors involved) After that, ofc there is that "hard" waiting time 2,5 second clip reload. But even the 5 shot augment makes it very good, cause you can shoot 5 times without the need to reload the clip which after the reload becomes 3 seconds, only 0,5s more... or you can do Adaptive Reload, if you kill instant reload... and to be honest Hammer has many many augments that you can use and have a different playing style. (don't even mention Assault Magazine) Let's compare the basics of your Hammer, with my favorite turret Tesla: Tesla - Hammer 630 Damage 760 710 Critical Damage 1160 0,75 Reload (sec) 0,8 (doesn't have) Minimum damage range (m) 60 20 Maximum damage range (m) 40 I only did the basics, now of course Tesla has a lightning ball which deals 1160 damage but the reload of it is 6 seconds, and as I said Hammer does have a 2,5 second clip reload, but if you compare, you see hammer has a better stat in everything except reload, and even that tesla only wins by 0,05seconds... Mind you! Tesla is a melee range turret and supposed to have superior damage and reload over short-medium-long range turrets! But oh well, it isn't! So actually Tesla should be the one getting a buff! If you compare Tesla to other melee range turrets, Freeze and Fire has a 1200 damage/sec Isida has 1160 damage/sec, If I do the math Tesla is doing 840 damage/sec!!! Yes I know you should not only see the "Time To Kill"... but if you check, Freeze and Firebird apply a status effect with every hit (freezing removes damage boost and making the tank extremely slow, burning does damage overtime so it deals more than 1200dmg/sec), Isida can heal allies and receive scores for it besides having a good TTK, while Tesla has a Ball which he can connect to and raise his range by +5m.. Hurray! (unless you shoot more lightning balls which takes time, and usually you get killed before you could have 2 or 3 lightning balls, and no one is near them so you couldn't kill anyone) The augments for Tesla is also horrible since there are only status effect ones + Pulsar + Electroturret... That's it!
  7. If I'm not mistaken I heard in a V-LOG that they will make a hull augment that is immune to impact force... ? so there is no reason to buff heavyweight! It is meant to be a cheap crystal augment that is harder to push away, and there will be a legendary one which will be immune to impact force.
  8. Tesla augment ideas The parameters are in Mk7 Max upgrades, at the end I will mention a few things or describe the augment in a few words. (Fun fact: Blue Jets, Sprites and Elves are a natural phenomenon of Lightning!) "High Voltage" augment Advantages Chain lightning damage: +50% (945 dmg) Reload: -15% (0.63 sec) Disadvantages Lightning ball range: -50% (50m) Chain lightning range: -50% (10m) Radius of adding a ball lightning to the circuit: -20% (20m) Similar to Railgun shotgun augment "Thunderstrom" augment Advantages Lightning ball speed: +200% (15 m/s) Lightning ball reload = 2 sec Ball lightning delay (ms): -100% (0) (Time interval between pressing the firing button and the shot happening, also known as “charging”) Disadvantages Lightning ball range: -50% (50m) Unleash a fast traveling lightning ball instantly with reduced reload but less range, and flood the enemies with them! "Plasma Energy" augment Advantages Lightning ball damage: +105% (2378 damage) Lightning ball speed = 75 m/s Lightning ball explosion range = 10m Lightning ball maximum explosion damage: 100% Lightning ball minimum explosion damage: 100% Lightning ball average explosion damage: 100% Disadvantages Lightning ball range: -75% (25m) Similar to Electroturret augment. The damage is even better, but much less range for the lightning ball. Now it also has splash damage features! "Blue Jets" augment Advantages Chain lightning damage = 750 dmg Chain lightning range: +100% (40m) Critical damage: +100% (1420) Ball lightning damage = 1500 Radius of adding a ball lightning to the circuit = 40m Disadvantages Cone angle = 6 Critical chance: -70% (4.5%) Ball Lightning reload: +100% (12 sec) The damage and critical damage of the chain lightning is improved, but critical hits happen rarely. The ball lightning damage is increased but the reload is doubled. Hitting an enemy becomes hard of the cone angle decrease, but you can improve it by connecting to a lightning ball. Lightning "Sprites" augment Advantages Cone angle: +100% (34) Chain lightning reload: -50% (0.375 sec) Radius of adding an enemy to the circuit: +100% (30m) Permits ball lightning to bounce off props, similar to Ricochet: Maximum number of ricochets: 10 Disadvantages Ball lightning does not burst until the 11th impact and so is less likely to cause splash damage Chain lightning damage = 450 dmg Radius of adding an ally to the circuit = 1m There will be a lot of lightning strikes in the battlefield because of the reload decrease of chain lightning, but the damage has been weakened. Connecting to the ball remains the same, but adding an ally to the circuit becomes almost impossible while adding an enemy to the circuit is much easier. The balls can bounce off props! Lightning "Elves" augment Advantages Chain lightning range = 30m Radius of adding a ball lightning to the circuit = 40m Radius of adding an ally to the circuit = 25m Radius of adding an enemy to the circuit = 25m Lightning ball lifetime: 20sec Disadvantages Lightning ball speed = 0 m/s Lightning ball damage: -75% (290 dmg) The ball lightning got a unique feature where the ball doesn't move, it stays in one place which brings new tactics to the turret, but the damage of the lightning ball is greatly reduced. Therefore the chain lightning range has been increased along with the lightning ball connecting features.
  9. Is there a plan to make a hull augment that has immunity both from freezing and burning status effects? We got Phoenix which I heard is weird, cause it only has burn or freeze immunity from hull overdrives and not from turrets, but i don't know to be honest. So the real question is will there ever be one or is it planned already? If not please consider.
  10. Scorpion Missile Launcher <<Meteor>> augment Advantages Damage: +25% Impact Force: +50% Minimum rocket speed = 400 m/s Maximum rocket speed = 200 m/s Pause between rockets = 50 ms Self damage removed Disadvantages Splash damage removed Critical hit removed Similar to Striker Meteor augment. Tesla Nanotech Lightning augment Advantages Shooting a teammate heals them the same amount it would damage an unarmored enemy Healing gives 1-13 REPUTATION points, depending on the percentage of health restored Healing gives 1-20 EXPERIENCE points, depending on the percentage of health restored Disadvantages Critical damage removed Healing version of tesla, no words needed. Tesla Lightning bolt augment Advantages Damage = 900 damage Range = 30m Lightning ball damage: +75% (2030) Lightning ball reload = 4 seconds Lightning ball speed = 75 m/s Ball lightning delay (ms): -100% (0) (Time interval between pressing the firing button and the shot happening, also known as “charging”) Disadvantages Chain lightning ability removed (You can only shoot or target one person at a time, can not chain between teammates or enemies) Lightning ball range: -40% (60m) Critical damage removed This is kind of the Faust of Tesla, strong short range version of the turret. Tesla Electrix augment Advantages Reload: -60% (0.3 seconds) Critical damage: +50% (1065) Disadvantages Damage: -60% (252) Decreased reload and damage, but increased critical damage. Tesla Tarantula augment Advantages Radius of adding a ball lightning to the circuit: +40% (35m) Radius of adding an enemy to the circuit: +33% (20m) Radius of adding an ally to the circuit: +33% (20m) Critical hit chance: +66% (25%) Disadvantages Chain Lightning range: -50% (10m) Ball Lightning damage: -90% (116 damage) Turret-to-tank range have been decreased but connecting to a lightning ball greatly increases the range. Tesla 1.000.000 Volt augment Advantages Chain Lightning damage: +100% (when attacking 2 or more enemies) Disadvantages Chain Lightning damage: -50% (when attacking one enemy tank) Critical hit removed It works similar to Railgun's Hyperspace augment! When attacking 1 enemy damage is greatly reduced (315), but attacking 2 or more enemy would increase the damage! (2= 630, 3=945, 4=1260 . . . adding 315 to the damage with each enemy being in the Chain Lightning range)
  11. Please buff Tesla! Every other turret is better than Tesla. Let me explain: Firebird can kill medium hulls in 1.5-2 seconds Freeze can kill medium hulls in 2-2.5 seconds Isida can kill medium hulls in 2.58 seconds Tesla can kill a medium hull in 3.75 seconds These stats are valid when we talk about the basic damage, no augment and no critical hit or anything involved. The other turrets are just better than Tesla because they are ranged turrets and can kill Tesla from a longer range. Firebird has burning Freeze has freezing which is one of the strongest status effects, not even mentioning you give freezing with every single hit with freeze! Isida can heal allies Tesla has what? a ball that travels slower than any other projectile in the game? or you can equip electroturret and the mall might or might not hit the enemy because it is the buggiest augment of all time! Once it hits and once it just passes through enemies!!! I would do 1.6k damage and now i do 0 because the ball is bugged sometimes hits sometimes not! So.. I ask for a buff. not major buff but enough to be playable! Chain Lightning damage 630 -> 680 (that would be enough to kill medium hulls with 1 less hit if i use booster drone) Critical damage: 710 -> 900 (most people use status effect augment and won't notice the buff, but it is needed!) Electroturret augment: -50% Ball reload (just because the ball might hit or might not ? ) Bonus: Let's start adding augments to Tesla... there are sooooooo many ideas, longer range, faster ball reload, more damage, less damage, more frequent critical hit with less damage or less frequent with more damage, faster chain slower chain with more or less damage... and my favorite: healing tesla.. ? please consider making tesla great again! now we live in Fire-Freeze-Isida-Twins-Striker-Vulcan meta!
  12. I thought about Phoenix hull augment but what if it was different... a new phoenix hull augment or could be called something else like "Phoenix MAX" or "Phoenix 2.0" maybe "Almighty" hull augment. The overline of the augment would be BLACK... I would also seperate the Legendary augments that are added to the game and considered "Exotic" (from the "basic" Legendary augments) that are outlined as Red which is same as the Phoenix, even tho they become yellow (legendary) sooner or later but Phoenix stays Red.. or another idea is that they make status effect augments Legendary and the ones that are not really good augments but still better than crystal ones + they make the "Orange" (Exotic) augments for the better augments. For example: Legendary augments (Yellow) Every status augments (except pulsar) Smoky Autocannon Hammer 5 shots Tesla Electroturret... Exotic augments (Orange) Every pulsar augments Striker Faust, Meteor, Hydra Ricochet Helios Every Vacuum augment Every Hyperspeed augment Every Adaptive reload augment Vulcan Shredder, Large Caliber Twins Turbo Plasma Accelerators Firebird Critical mix... and so on So here is my idea for the rarity, and outline colors of augments and/or rewards from containers etc... White: Common Green: Uncommon Blue: Rare Purple: Epic Yellow: Legendary Orange: Exotic Red: Phoenix Black: Almighty Here comes the Almighty hull augment Picking up a supply box adds 1000 HP Speed of overdrive reload (time): +25% Speed of overdrive reload (score): +25% Deals 1000 chaos damage upon death to any enemies within 10m Radius of maximum splash damage: 10m Radius of average splash damage: 10m Radius of minimum splash damage: 10m Average and minimum splash damage: 100% Protects the tank from destruction once per respawn Health recovered: 100 HP OR 1 HP Saves up to 20 mines OR 25% of placed mines survive after the death of the tank. The surviving mines are chosen randomly. It would be a mix of Legendary augments + Engineer, BUT because everything combined together would be too powerful, the effects are much weaker. Note: you don't have status effect immunity which means you are vulnerable to them! How to earn Almighty hull augment: Once you finish a Hull Phoenix mission, you get acces to Almighty hull augment mission to the same hull which requires 5.000.000 battle score by using that specific hull to unlock it. Later on could have Almighty turret augments.
  13. Paladin Overdrive is good, but it is still a 6/10. You can defeat it with the overdrives of wasp, viking, crusader, ares, mammoth... defend it with titan, deal significant damage with hunter and hopper, hornet and dictators supercharge also might help in defeating paladin's overdrive... so nearly every overdrive counters paladin's overdrive . . . and the fact that it's not even immune to freezing and burning status effect is just too funny, because that's why polarizer effect was made for (and in this meta, freezing status is super op, you are slowed down by 80% + your damage boost gets wiped out) You don't even get score for healing allies, the healing effect is not that great and it only lasts for 20 seconds, on top of that you can only use this every 3-4 minutes. With other overdrives you can earn points by killing enemies, and some overdrives like crusader od comes in handy by defeating someone who has stolen the flag or other scenario... dealing splash damage, some od clear mines while others apply the best status effects like ap emp stun or deal chaos damage which might instantly kill someone... like who cares about tiny bit of healing and applying jamming to enemies? On another note, maybe the ideas were crazy, but tanki can take some of them perhabs weaken them and it could be fine. Tho I believe 100% status immunity is essential for Paladin overdrive as well as increasing the healing effect /sec a little bit, and getting score from healing allies. Thank you for comment, I hope you understand my point of view now.
  14. Here are some changes for Paladin overdrive, because it is quite weak. 1. Vampire effect 2. Instant HP 3. Full Status Immunity 4. Ghost 5. Protection 6. Reboot Explanation: 1. Vampire effect would make the user be able to steal 50% of the HP you deal and heal yourself with it (if this gets implemented there could be a nerf in the passive healing) 2. The hull gets instantly repaired when using the overdrive to max HP like Mammoth (allies not get instant hp) 3. Giving back Paladin it's freeze & burning immunity (it is quite weak without out since a freezing effect disables your damage boost and slows you down by a lot... + an augment better than an OD? I mean even phoenix has 50% resistance against freeze and burning) 4. You can go through the dead bodies easily without any effort, like mammoth pushes them away, Paladin could simply go through them 5. It could receive 50% protection from Chaos damage (making wasp, crusader OD not be able to kill Paladin if you have enough HP, reducing the other hulls overdrive damages as well + the damage from blaster augment since it is chaos damage too) 6. Instead of giving Jamming effect to enemies it could give a "Reboot" status effect to enemies which i mentioned before (Disabling the hull augment of enemies within it's radius of effect) More than 1 of these could be implemented to Paladin overdrive... but this is how I would imagine: IDEAL: Either Vampire effect OR Full Instant HP (or both but instant hp is only 1500, and vampire effect is 20 or 30%), Passive HP effect is reduced from +200HP/sec to +100HP/sec, Full status immunity, 50% Protection from Chaos damage . . . I would be happy with this, BUT I think Ghost is not that strong effect that it would break the game so i could even imagine that added as well , and the Jamming effect to enemies could be removed so it would be a full support OD since no effects to enemies! I think this would be enough to make Paladin decent again! I wouldn't even mind if Reboot not making it.. it would be good but oh well... (The overdrive would NOT share the new effects with allies! Only full status effect immunity and passive healing like it was before!!!) Comparing with other support type overdrives Let's look at Titan OD: 90% prot from everything except chaos damage + 100HP/sec... Mammoth OD: Instant Repair, 7.5m range 3996 dmg/sec, full status effect immunity, +40% speed increase, 100% damage & impact protection from mines, nullifies crusader & ares OD, can ram over and nullify wasp and titan OD, immune against hornet and Paladin OD, hunter od only deals damage and immune to the status effects... the only effective OD against Mammoth is Wiking!!! Dictator OD: It is very weak as well, should get a re-work or a buff... but it has supercharge effect for 10 seconds which is kinda good + full supplies + freezes nearby enemies + cleanses your tank from negative status AND you get 20score if you share with allies Hornet OD: Can see enemy HP and their location for 90sec, which is very useful! Ares OD: Heals allies... sometimes there is a bug when i dont get healed or a delay when i only get healed if the ball has passed me by far and makes that insane long range heal. So what I did here is I listed the overdrives with support features to allies or just your own self, and I think the ranking goes like this: 1. Mammoth 2. Titan 3-4. Dictator & Paladin they kinda the same, both should get any kind of buff! 5. Hornet 6. Ares Now you may be thinking I ranked Paladin 3-4 and I want buff for it? YES! Because Hornet has other features like AP&Jamming + Supercharge and Ares has insane damage!
  15. AcnoIogia

    Ideas for Supplies and Drones!

    First I would like to make some balance changes in the current drones, and share my idea of a new drone! Mechanic drone -15 seconds armor cooldown (meaning you can use armor boost without cooldown) Defender drone Bonus armor: +70% Armor supplies consumed: 1+2 (3) Booster drone Bonus damage: +25% (no change) Damage supplies consumed: 1+2 (3) Trickster drone Bonus speed: +40% Speed boost supplies consumed: 1+2 (3) Crisis drone Bonus armor: +100% Bonus damage: +40% Bonus speed: +60% Repair kit cooldown: -10sec Mine cooldown: -10 sec Supplies consumed: 1+2 (3) Hyperion drone Supplies consumed: 1+1 (2) HAZARD DRONE After spawning you can use all supplies at once, but supply active time becomes less than normal! It also increases the effects of booster armor, damage & speed at the same time by killing enemies. The more enemies you kill the higher the boosted effect will be, but it has a limit! If you die you lose the extra effects completely! If you don't kill an enemy you can run out of supplies pretty fast and be without supplies for a longer time, being more vulnerable to enemies attack! Also the drone extends the supply active time by killing enemies! However supply boxes have no effects on the tank just like Crisis drone. The mentioned parameters are in maximum upgrade Extra effect percentage by kills Armor 7%-> 35% 1: 7% 2: 14% 3: 21% 4: 28% 5: 35% Damage 3% -> 15% 1: 3% 2: 6% 3: 9% 4: 12% 5: 15% Speed 5%-> 25% 1: 5% 2: 10% 3: 15% 4: 20% 5: 25% The kills you need for maximum extra effects 5 Regular supply and extra effects cooldown 30 seconds Additional supply time by killing 1 kill grants +10 seconds to supply active time, and extending the extra effects as well by 10 seconds Maximum supply and extra effects cooldown 1 minute Supply consumed by the drone The drone consumes 1+4 supplies of armor, damage & speed supplies There would be an indicator near, or around the drone that shows how many kills you have, probably a circle with 5 parts, cool and different animation the more kills you have. So basically the main purpose of this drone is to get kills fast to level up your extra supply effects, if you don't make kills you can lose the supply effects pretty fast and be stuck without supplies for 30 seconds! Jamming is useful against this drone, but just like Crisis, it gets back it's effects after the jamming is over, unlike Trickster, Defender, Booster!
  16. There are 3 things I want to suggest: 2 new hulls with Overdrives & Overdrive MAX I have prepared with one light hull and one heavy hull. I will say which one is which, but I leave the parameters of the hulls on the developers ? 1, "Chameleon" hull Light hull Overdrive: Activates "Stealth mode" that gives the user Immunity from all damage impact force and status effects for a short period of time. Boosts the speed of the user. Specifications: Duration of immunity: 15 seconds Immunity: 50% protection from all turrets, mines & critical damage, 50% protection from chaos damage, 100% immunity from all negative status effects, 100% immunity against impact force Duration of speed boost: 45 seconds Extra speed boost effect: +40% Interaction with other Overdrives: The overdrives of Wasp, Crusader, Ares, Mammoth, Behemoth are effective against Chameleon's overdrive. 2. "Behemoth" hull Heavy hull Overdrive: Summons an e-wall (similar to Titan's dome) if enemies try to pass through receive chaos damage, while you & allies can freely move. The user will receive extra damage and armor boost for a period of time. Specifications: Duration of e-wall: 20 seconds Chaos damage: 4000 Duration of extra supplies: 30 seconds Extra armor boost effect: +100% Extra damage boost effect: +100% Interaction with Overdrives: The Overdrives of Wasp, Hunter, Titan, Mammoth can knock down the e-wall and Hopper can jump above it. Crusader and Ares OD will automatically self destruct uppon contact with e-wall. 3. Overdrive MAX There are Hull & Turret MAX, so there would be Overdrive MAX. Which is basically a slightly better version of the overdrive, which can occur in the buff of parameters or a special effect. I will name a few for example. Ares OD: Able to explode the ball remotely by pressing Shift again Titan OD: Slightly bigger dome Dictator OD: Extra damage, speed and armor boost (+10% of each) Mammoth OD: More extra speed Wasp OD: Fixed 4000 damage on 0-20m, fixed 2000 damage on 20-40m Crusader OD: Splash damage is 2000 . . . . . . etc EXTRA: Paladin Overdrive rethinking: Paladin's overdrive has been very weak lately which a buff of the current effects would not be able to solve, so i had an idea... I will only mention the changes I would make, other parameters would be the same. 1st.: 100% status effect immunity (freezing & burning too!!!) 2nd.: I would switch the Jamming effect to a new status effect "Reboot" 3rd.: Effect Radius of healing and reboot would be 30m 4th.: Healing per tick: 35 -> 70 HP (depending on upgrade) Reboot: Disabling the hull augment of enemies within it's radius of effect Explanation: If you have Lifeguard augment and you come in contact with Reboot, the lifeguard effect will not be triggered until the reboot effect is active on you. The reboot effect only works for the "Legendary" hull augments (Miner, Lifeguard, Blaster, Driver, and the ones which would come in the future... status effect immunities are not effected)
  17. I got a simple request. Make Hungarian currency (HUF) in the Shop which is based on the average salary of the country which is about 300.000-350.000 HUF (700-850€ /month.) It is sad to see the shop and 24.000 Tankoins is 259.99€. . . 24.000 Tankoins should be maximum 50.000HUF (125€), but I'd rather say 35.000-40.000HUF (85-100€) Thanks for considering!
  18. Here are some ideas for Tesla augments (The mentioned parameters are in Mk7 MAX) Idea No.1 (Fast n' Furious) Advantage Ball Lightning speed: +200% (15 m/sec) Ball Lightning damage: +75% (2030 damage) Ball Lightning reload: -50% (3 sec) Disadvantage Critical hit chance: 1% Idea No.2 (1 Million Volt) Advantage Chain Lightning damage: +100% (when attacking 2 or more enemies) Disadvantage Chain Lightning damage: -50% (when attacking one enemy tank) Critical hit removed Explanation: It works similar to Railgun's Hyperspace augment! When attacking 1 enemy damage is greatly reduced (315), but attacking 2 or more enemy would increase the damage! (2= 630, 3=945, 4=1260 . . . adding 315 to the damage with each enemy being in the Chain Lightning range) Idea No.3 (Tarantula) Advantage Radius of adding a ball lightning to the circuit: +40% (35m) Radius of adding an enemy to the circuit: +33% (20m) Radius of adding an ally to the circuit: +33% (20m) Critical hit chance: +66% (25%) Disadvantage Chain Lightning range: -50% (10m) Ball Lightning damage: -50% (580 damage) Explanation: The basic range (turret-to-tank) is halved, but connecting with a lightning ball will greatly increase your range! Idea No.4 (Nanotech Lightning) Advantage Shooting a teammate heals them the same amount it would damage an unarmored enemy Healing gives 1-13 REPUTATION points, depending on the percentage of health restored Healing gives 1-20 EXPERIENCE points, depending on the percentage of health restored No recoil Disadvantage Impact force disabled Critical hits disabled Idea No.5 (Electrix) Advantage Reload: -20% (0.52 sec) Critical damage: +50% (1065) Disadvantage Chain Lightning damage: -20% (504 damage)
  19. Dear Opex-Rah, and Developers team! I think grenades are a littlebit worrying... 3000 chaos damage? I know it is once, every spawn, but still, your hard worked equipment/augment is destroyed by a grenade? It makes you focus on your grenade, not the battlefield what is happening with you, your surroundings, enemies etc. I would like to kindly ask you to not make grenades a default equipment, but rather make it something else, like Juggernaut mode, but Grenadiers mode so anyone who likes these grenades will be going to Grenadiers mode, or just a simply event mode. Please take it into account! Lots of love, and hope.
  20. Augment ideas for Tesla (Could be Halloween augments) Tesla "Tarantula" augment Advantages: Ball lightning connection range (m): +37% (30m) Tank-to-tank range (m): +37% (20m) Chain lightning critical damage (hp): +22% (1000) Disadvantages: Turret-to-tank range (m): -50% (10m) Ball lightning speed (m/s): -50% (2.5m/s) (This would mean that your chain lightning range without a ball lightning is very short, but if you connect to a ball it becomes much larger.) Tesla "Black Widow" augment Advantages: The more enemies are caught up in the chain of Tesla the more damage it deals, with each enemy adds a +50% increase to damage (+225 damage / enemy) Ball lightning damage: +83% (1500) Ball lightning speed (m/s): +100% (10m/s) Disadvantages: Chain lightning damage: -25% (450) Critical damage disabled Ball lightning reload (s): 12s (This would transfer Tesla into a more dominant, attacker based turret. If you are only fighting against a single tank, be prepared to have a good plan, your chain lightning damage is decreased!! If you are fighting against 2 or more tanks, you have more chance to come out winning, since the damage increases by every tank caught up in the chain lightning. Ball lightning also increased in damage, but the reload takes longer! This damage is not divided if more enemies are in the range, this is exactly the opposite of what Tesla originally is, the more tanks in the chain, the more damage it deals!!!) (1 tank = 450dmg, 2 tanks = 675dmg, 3 tanks = 900dmg, 4 tanks = 1125dmg, 5 tanks = 1350dmg, 6 tanks = 1575dmg)
  21. AcnoIogia

    Bugs and Glitches Reports

    Same. Just wanted to play, and this is all I get in Client and Browser version too!: https://prnt.sc/6lOrjrXWmyOy
  22. AcnoIogia

    Bugs and Glitches Reports

    Hello. I want to ask why does the Client version of Tanki keep throwing me out of battles? Does It happen with anybody else? The browser version is also throwing me out of battles, but I can get back easier. I play the Client version because my FPS is 144 there, but on the browser It is only 50-80 FPS, My ping is usually 20-50! With the Client version of Tanki it takes 2 minutes to get back to the battle, it says: "Lost server connection, press any button to start." and keep on doing this constantly on repeat. It happens randomly, sometimes I'm good for an hour, the other time I'm getting re-enters every few minutes! The game becomes unplayable! This only started to happen like 5-7 days ago and doesn't seem to go away, yet! It was normal before, no problems with anything. . . (I am never or almost never lagging, my graphics of the game is awesome). I hope there is something for this, because i did not came to complain, I came to get a solution because I want to go back to playing tanki normally. A few screenshots I made what is really happening so y'all can have a better image: https://prnt.sc/zI6V6XXmsLns https://prnt.sc/00UnpeLjRW8V and no, There is NO problem with my internet, nor my computer. As I said, there was no signs of this showing before, everything was normal. my graphics and performance is awesome! Here is my internet speed: https://prnt.sc/4c35v8P-b3nr Stats of my Device, Processor: Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz 2.59 GHz, Memory: 16,0 GB I hope I can get a solution, because this is driving me insane, cause I heard a few people have this as well. I love this game and I want to continue to play it, but this has to be solved in order to play like before. Best Regards, a hopeful player: AcnoIogia
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