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Tekken last won the day on May 16
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After serious nerf of isida healing I think that isida deserves augment which is good at healing not only as side little bonus when attacking, but as a major supporting factor meant mainly for healing. Isida <<Solace>> Advantages Healing increased: +100 % Critical Healing Chance: + 100 % Range increased: +20 % Recovers HP at a rate of 25% of base healing per tick while beam is on an ally. Healing rate is not affected by protection, supplies, or status effects. Energy consumption when healing decreased from 200 to 0 cond. units/s Reload decreased from 14s to 10s Disadvantages Energy consumption when attacking increased from 0 to 200 cond. units/s Energy consumption when idle increased from 50 to 100 cond. units/s Regular damage: -50 % Critical damage: Disabled
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I appreciate stellarator nerf but its not enough, why could not it be -50 % ? Is not whole purpose of stellarator quick scope and save as much energy for next shot as possible so player can use it faster? By adding -50 % it would create real drawback, player would be forced to quickly hit target or miss it in order to save energy for next shot. If player would not be carefull then he would be punished for aiming too long for guaranteed hit. Balanced augment with some real disadvantages in it.
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could be way better, some turrets does not have any augments here while some have 7 thats just nonsense
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I hope never
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hyperspace, hyperpseed, large caliber , round destabilization and possibly camper are all strong and good augments, if you think those augments are weak or need buff then you should probably switch to other turret, railgun is overall strong and good turret the main problem is how common protection against it are used in battle, but that just shows how good it is, thats the price for camping
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I do appreciate camper nerf for long and medium range turrets, but in all seriousness, what are this patch notes? We have been waiting weeks for any serious patch notes/balance and when it comes its just this? This game lacks any meaningfull balance, it looks like to me like you are not even trying to balance this game, some of the augments and ovedrives are so outdated that it looks like its just on purpose. list of turrets/augments/overdrives that needs to be balanced for current tanki online. (Warning lot of text)
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I did not say that you dont know tesla mechanics, I just think that tesla is very good turret. Let me explain You ranked Hammer at first place despite the fact that it has weakest DPS from all of the meele range turrets. 2760 clip dmg potential, 2x 0,7s intra clip reload and then 2,5s clip reload = 3,9s for full cycle - meaning 2760/3,9 = only 707 DPS. Yet I kinda agree with you that hammer is either best or second best meele range currently in game. What we can say from this? We can say that its not only about dmg in order for turret to be good. Hammer has other good features like solid crit chance, crit damage and absurd impact force. My meele range turret ranking would look like this - Freeze,Hammer,Tesla,Firebird,Isida Freeze - good DPS, Good crits, freeze status effect, higher energy bar , low crit chance , average tactical value (some augments need nerf asap, freeze status effect deserve rework) Hammer - average DPS, good tactical value, high impact force, good crit dmg, good crit chance Tesla - average DPS, no need for energy reload, good tactical value, ability to increase your range even with stock turret, secondary type od damage with tesla ball, option to hit otherwise impossible targets with the help of tesla ball lightning , very good crit chance, good crit dmg and if used in chaining reaction it fully damages all the targets Firebird - good DPS, weak energy bar, burning dmg is usefull but it just increases DPS from 1200 to 1400. mediocre crit dmg, average crit chance, tactical value is minimal Isida - average DPS, can heal but poorly and takes 14s to fully reload energy bar, low crit chance, very weak crit dmg, good tactical value, infinite attack - sounds good only on paper, not really viable option for attack because other 4 meele turrets do a better job at it, healing is useless with augments like nanotech or healing emitter in game. Vampire nanobots is OP that one I agree with you but its dumb, that does not make turret great. Why I think tesla is better than firebird or isida? First of all tesla has usefull status effect augments, tesla ball lighting have 100 % guaranteed status effect, you can still increase your range with chaining and apply lot of status effect at the same time, good crit chance makes those augments very usefull. If you think shot reload is long you can use shock therapy and have augment with one of best DPS in game, you can use electorturret to shot electoballs which deals a lot of dmg and still use standard attack to deal additional dmg. I see no problems with tesla, it just does not have as many augments as hammer, but soon there will be camper and excelsior. Tesla now has to be played with certain gamestyle, following your allies and supporting them with chaining dmg, if you want to be aggressive you hav eshock therapy and electroturret. If you need defense you can use emp, pulsar or jammer. Critical mix for tesla would be overkill with the chaining attack untouched, dealing full crit dmg to X targets at the same time with reload just 1s ?? That would be crazy OP and siege would be literally unplayable. Longer range augment? Tesla has ability to increase its range built in as a stock feature, you just have to use allies, I dont have 800 hours with tesla but even I can tell its very good turret, I have not had any problems with current tesla, its strong but not OP. Something I cant say for hammer or freeze, both OP and annoying to play against, meanwhile firebird seem to be average at best and same for isida, I doubt vampire will be left as it is now and excelsior for isida is basically just replacement augment for isida dmg and crit chance nerf.
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First idea - is what tesla used to be , but you do realize that tesla ball is now counted like a target? Meaning If you are dealing dmg with ball lightning, dmg is reduced by amount of balls added to chain reaction?? if you increase your range with 3 lightning balls and you hit enemy it will deal 1/4 of original dmg. Second idea - unnecessary, tesla ball has already good dmg, this would only make electroturret super OP, shock therapy has already great lightning ball dmg, for status augments there is 100 % guaranteed status effect so additional dmg would be unfair. For rest of the tesla augment you can use tesla ball to prolonge your range if allies are not around you, also you can hit otherwise unhittable targets. Third idea - tesla is meele range turret after all, with these changes you could actually classify tesla as a short range turret, seem unfair. Tesla has, as only meele range turret, ability to increase range radius basically to infinity, yes you need allies but thats what makes tesla good now. You have to use augments for other meele range turrets to increase range, most of the times decreasing your cone angle (isida sustainable, freeze/firebird high pressure pump, hammer heavy slugger or hunter duplet) so yeah tesla has a lot of good unique fatures, good crit chance, good crit dmg, usefull status effects, peple just dont use tesla as much as before because there are other OP stupidity augment like stellarator, excalibur, hammer has toxic impact force or freeze sable mix is broken.. but without these I bet more people would use tesla, I am starting to like it but hated it before.
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Frankly speaking this event could be done way better, I kinda expected another secret territory today, I know there will be another 2 but now everyone knows its a thing, everyone knows where other two will be and yet only two fraction can now use this to their advantage, by not announcing another secret territory today you are just giving time for Lions and Bears to get close to the 3rd secret territory furthest away from them, Wolves could not have this chance, another problem this is creating is that it will be harder for wolves to defend territories that border secret ones because other teams now border just 1 while wolves have to take care of 2. Sorry but there is not a logic behind it, its clearly unfair for wolves and yes I am in wolves, so obviously I am dissapointed because of how badly and unfairly you implemented this event. Perhaps I expected too much and there wont be another 2 secret territories? TBH at this point I would not be even surprised if this is true with how poorly you guys think about fairness and balnce in this game What should have been done otherwise? You should either spawn all the 3 secret territories in one single day so nobody is at disadvantages or in worst case scenerio day after day in a row. Or if there is just one secret territory, then you should create better place for all of the 3 teams to have equal chance to fight for it.
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you mean forget to have 1 or 2 legendary keys from those regions? Literally better reward than winning
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can you guys explain why we can go back -2 steps when we hit glitch? It was not mentioned in event info, it says only -1. is it bug? If its intentional say it in event info because its misleading You turned best contract event into worst one, from 30K per silver and way better chances to get +2 and only -1 step we now have slim chances to get +2 yet we now have -2 for glitches all these nerfs were made and you still increased price of silver contract from 30K (previous cybertank) to 60K. Not to mention reward for cp2 is absolutely useless for effort to reach it. Resonator for rico at cp3 has aiming issue and in current state its almost unplayable. I know we have now better skins in minigame than last year but you made it undesirable to even try to reach certain CP. Disappointment
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Do you plan to buff Plasmatron for twins? From the logic of the augment I would say it should have higher impact force and crit dmg. Resonator for rico has flawed aiming system , you should look into it @Opex-Rah
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isida when? ?
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I am not sure if I understand it well but if its unlimited energy for attack for vampire and sustainable then I think its good change. Good decision, but what use is now for support nanobots? With nanomass I can easily gain all energy for healing back when I kill someone and I dont have reduced dmg by 50 %. So imo support nanobots should have back healing rate +100 % as it was before. (200 HP per tick /400 HP with DD) Weird change, I would understand it if there was actually some assist points for providing +25 % dmg when your ally kills enemy with boosted dmg. but now healing with this augment is discouraged, there is almost no benefit for Isida. Over all good changes, still needs some tuning. Would like to suggest some changes for Support Nanobots and Broadband radiators. Support Nanobots -30 % dmg reduction (its now -50 % ) +100 % healing rate. Broadband radiators range penalty -> removed Cone angle boost +75 % (its now +125 % )
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exactly, its so unplayable with isida right now... I hope they get rational soon and revert it back...