-
Posts
294 -
Joined
-
Last visited
-
Days Won
6
Tekken last won the day on November 7
Tekken had the most liked content!
Reputation
391 ExcellentRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
patch notes Patch Update #817 - Released 28th November 2025
Tekken replied to Marcus in News and Announcements
I just noticed, why stable mix for freeze did not get nerf? Its most ridiculous augment, stable mix with critical hits... better range while cone angle still remains same and can shot 2x longer with reload untouched, why firebird does not have stable mix then?? -
patch notes Patch Update #817 - Released 28th November 2025
Tekken replied to Marcus in News and Announcements
some changes are good , like for railgun or hammer - more variety = less spam of excaliburs and revolver/boxer , twins was good even before so we will see if more dmg wont make it OP. some augments deserved nerf months ago, nanotech is one of those Nerf is deserved but its weak, -20 % base dmg for option to heal at any range, infinite healing, ability to heal and deal dmg with splash at the same time is still very OP, imo it deserves at least additional -20 % reload nerf and in best case scenerio healing range penalty, currently there is no healing range penalty altough shaft HE does have penalty, and lastly slower turret rotation (to make it harder to quickly react in any situation to heal anyone in sight) But what confused me the most is buff of some augments that I considered OP even before these patch notes Tornado for Scorp - ehm really? Number 1 augment that is making juggernaut mode unplayable got salvo reload buff and faster lock on?? Do we really have to make this low effort/high reward augments even less skill based and need to put some effort in it? Its pathetic how every player can just sit in base aim at someone for 0,1s to be able to fully lock on the target and then homing rockets will do all job for you? Its also ruining siege mode where players are forced to be in small area. No idea who thought that this deserve buff but I would like to understand thought process. All the gauss augments, as if this game is not in favour of long range turrets anyways, now you just added another group of already good augments into pile of OP sh... group My reasoning behind those buffs is low playability with them. Gauss is boring and requires no skill thats the main reason it has low playability, all you do with these changes is forcing players to use it. So instead of making some of the augments more fun to players you just went with the old make it broken and there it is = higher playability with gauss. Super solenoids does not needed buff, it would be very good augment even without any salvo buff, with the 36 % bonus this will promote another camping style, in game already flooded with such gamestyle. Nemesis buff is ... not gonna comment on that thats just abomination -
patch notes Patch Update #817 - Released 28th November 2025
Tekken replied to Marcus in News and Announcements
-
Did you guys just give up on balance in this game? You promised hover hull change in one of the recent v-logs and nothing happened, many augments in this game are broken or OP yet remains without nerf, so are we really forced to just play meta augments to "enjoy" this game? Individual preference of different combos is slowly getting killed and everyone just play crusader/meta turret augment, this game offers variety yet I see 75 % of players using same OP combos. Its getting boring, 100+ augments in game yet most of them are never used, I wish you focused more on REAL balance so that everyone can enjoy combo they like to play, with the fun augments not OP ones.
-
Most pathetic mini game I have ever seen, I am isida main and I was happy that isida will have DC skin and that I will grind for it, but seriously? By increasing contract completion from 3K to 5K you just basically discouraged every f2p player that has reached end game. Great job tanki, forcing everyone use golden contracts to complete event. Now rewards, I dont have any DC skin, I really wanter Isida DC but whats the reason to have 1 DC skin without option to use it as a combo??? Its halloween so why would not you put more DC skins in rewards? Instead we got 2 augments for turrets that has absolutely nothing in common with DC skins or this event. Rico boxer or Gauss excelsior - both of these turrets does not even have DC skin and you were so lazy that instead of creating new augment for isida (healing type one) you just put pulsar there, so we got few rubbish augments for turrets that are not even halloween related and pathetic reward like legendary key at stage 6 ?? Are you guys out of your minds? Do you even play this game? Thats mockery of everyone whos gonna put effort and time in this event. CG you just did it again tanki, you somehow manage to create even worse mini game gj.
-
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
-
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.
-
could be way better, some turrets does not have any augments here while some have 7 thats just nonsense
-
I hope never
-
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
-
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)
-
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.
-
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.
-
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.
-
you mean forget to have 1 or 2 legendary keys from those regions? Literally better reward than winning
Jump to content


































































