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Everything posted by Tekken
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I dont know if this topic is a place for a feedback because of serious lack of activity here but I will give it try. Freeze and its freeze effect does not make a sense - It provide status effect without any augment. Of course firebird too but there is no way you can defend yourself against freeze. It does turn of your Double Dammage and at the same time it slows you down (the original effect of freeze) and I am asking why? Is not purpose of freeze to actually freeze opponents/slowing them down and be able to dodge their attack thanks to that? With new freeze pulsar that is coming to game there is actually no way you can win 1v1 with freeze (even if you had phoenix augment on hull or 50 % protection) Eitiher you can equip freeze immunity to avoid that annoying and illogical DD removal but suffer to AP/Emp/Stun/jammer immunity or just try equip emp/ap immunity to not die so fast but you will end up without Double dmg so you have no chance to win. It does not make any sense why this turret has DoubleDmg removal. From logical perspective if it should have any status effect it should be speed boost removal and not double dmg I suggest to remove this status effect and replace it for Speed Boost. Or make it so that pulsar wont have any freeze effect. It does not matter if it is reduced by 90 % it will still disable DD which is a key factor here. Why firebird then does not remove Double Armor? It has heating efect and thats it. Yeah that would be too much and everyone knows it but freeze is also too much with augments like emp/ap you either sacrifice all your protection (ap) but you will have double dmg (freeze immunity) or vice versa no way to win... now imagine this scenerio with pulsar... emp/ap/stun at the same time with combination of freeze effect... hell yeah.. and if you are crisis user then jammer effect. Please remove this status effect from freeze (at least on pulsar augment) or replace it with speed boost removal which makes a lot more sense. Freeze is already best deathmatch turret in game because you can solo everone in 1v1 many players will equip emp or ap augment on freeze and they have 2 Status effect at the same time. They will remove DD and with critical you are dead. If you wanna defend yourself then you can choose only one option - emp/ap or freeze immunity to have double dmg to actually kill them... choice is up to you.. now it is just praying to RNG god that freeze wont crit you because only good option is a freeze immunity and not being crit - thats the only winning scenerio against freeze. Now with pulsar?? you are dead no matter what. Am playing with 40 % prot against them with freeze immunity and I am loosing against them because first crit is my death if they have one of the good augments (many people do) and now half the players participating in event have pulsar.. so yeah another reason to just stop playing I would say. Its funny how they nerfed firebird but actually ignore fact that freeze is a lot powerfull that firebird.
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From my point of view the only bad thing about floating hulls is hopper and its overdrive. They have some advantage like you can sometimes make a shortcut on some maps if you have speed. I got your point tho, most of the time players stealing flag, giving a goal or delivers a flag from attack side is when some hopper is using overdrive and has crisis/trickster equipped. Tactics like mammoth healed by isida does not exist anymore because why use this when you can just jump with hopper (now every 75 sec. at max with driver aug.) There should be imo 60 meter radius around flag/defend point where hopper can use OD but he wont jump , everyone gets killed like usuall but does not jump. Same during gold box. Beside this... people still has to have some level of skill but yeah its really cheap and I agree with you that someting has to be done to be able defend against this "abuse" Other that that How are they better? I see a lot of people complaining about them but when I think about issues with those hulls I just can not figure out some real problem that could disgust so many players to the point of leaving. Could you describe what exactly problem you have beside jumping on roof with hopper and stealing flags / golds with it? I see no advantage in ares aside of mammoth or titan , OD is little OP yes I agree but thats a matter of OD noth a floating hull itself. Crusader and Palladin, crusader has unreliable OD where there are a lot of situation where you end up killing yourself or not killing anyone. Palladin OD takes long to recharge and effect is decent. They are as fast as normal hulls , plus maneuverability is worse in floating hulls, when you wanna change direction you need to slow down and then again gain speed, only good thing is you can try "dodge" attack by moving side to side while still facing enemy, most of the time not helpfull , maybe against some not so skilled railgun player. Sniping with shaft or aiming with gauss is harder because you are not "fixated" on ground so you move easily even from little shots or uneven surface. "Floating momentum" when you jump from high places to down is a little advantage but its not easy to control you can end up flipping yourself pretty easy and of course with high speed you can use this floating momentum to jump through obstacles or climb some spaces. Not so many advantages that would make me leave a game (aside of that hopper OD during some mods I agree completely with that with you) And in most situations it require decent level of skill, knowledge of game mechanic and enviroment to be able do that. But when you are thinking about magnum where is a skill needed to have 50:1 k/d scoore? You just sit in base protected by all the obstacles/object/mines/players and you are able to shoot everyone without exposing your own tank, without risking getting shot by player who you are shoting at, and when your team is not able control map and he has to face his enemy at his own base he just leave battle as most of this "skillers" do because they are soo good and dont want to their k/d skill disappear. You have talked about scorpion and striker... yes dude they are in good hands deadly weapons but they require a good player and they has to face their enemy and expose their tanks to you if they wanna hit you or aim at you to launch attack. Even scorpion which is at the edge of this has to at least once risk its tank to be able launch mortar strike at you. Yeah thats on edge but you can defend yourself... you actually see those rocket flying on you and hide somewhere to not getting hit. Do you have this option when magnum is focusing you? Nah he will either kill you by direct hit or slowly (quickly by vacuum) by splash dmg. Of course there is for example remote rocket explosives but that again require skill and in most situation user is exposing himself to be able shot you maybe not exposing to you but for your team to kill him yes. He has to play strategicaly too. They are just destroying their own game because then want to sell OP agument... I got that they need to profit from this game thats the purpose but doing it at the expense of their player base is not a wise idea.
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Yes caping is getting worse and worse in game RN because its just better to camp, many players play on K/D ratio which is just everytime better with long range turret, the best of course is magnum... this statistic hunting is just contributing to the problem. I see lot of players with good battle k/D ratio and when they are at the edge of death, they just leave battle to avoid getting killed. Its not just start of battle deciding who is winning but if someone decide to just make your game terrible he change equip and you can not do anything. You can be great player with skill and now if you are just domination because of it they just use vacuum magnum and you will get farmed. Especially if you are the best one in the team.
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Magnum need nerf or change Am I alone who is so tired of magnum flood in battles? It is starting to be unplayable and frustrating. There is no effective way how to defend yourself. There are usually 2-3 magnum players in bigger teams most of the time one with AP augment, another one with vacuum and the third one with incendiary one... How we can defend against that? Vacuum usually oneshotting everyone even with full protection. Incendiary with AP just makes everything easy. This turret is so broken its like cheating and it does not fit in this game at all. With every other turret you have to FACE your enemy to hit them (or be able to launch attack - striker/scorpion/gauss) and in most of the situations players can HIDE behind objects like houses or hills or obstacles like fence/wall/brigde which is direct defence against it. Players can use enviroment to their advantage and have to play strategically. Only one exception is this "toxic gun" You can just bypass object by high splash radius feature and deal dmg or bypass obstacles in a way that you are shooting in arc tajectory so to obstacle does not matter. Have you experienced battles when you just wrecked specific opponent and he then changed to vacuum magnum just to click you across map one shotting you and you were not able to hide nowhere? Even behind obstacles/objects ? Yes ? You are not alone. Only effective way how to defend yourself against that turret is to leave battle or play in tunnel (if there is on map) Otherwise you cant do anything and player who cant even face you can just kill you without any effort. Without any strategic play, and most of the time without any skill. I am so disgusted at this point that I am thinking about leaving game for good because battles are just mindless dying without any strategic play, tactics or actually using game mechanic to your advantages. I am enjoying battles without that trashgun how everyone has to think where he is going or what enemy should he avoid to achieve objective (steal flag, kill as many players as possible, score a goal) but with magnum? You just pray that he is not focusing you to be able reach somewhere further. I suggest - Nerf this gun to the point where it was when you tanki developers did introduce it. - no marker at the ground to make it difficult to shot precisely and not being able to rotate turret. Those were arguments you tanki did use when you were implementing this turret to game. Make it so that only ONE magnum can be in team and if there is one , no one is able then change to magnum during battles. Yes there are many players using magum who would then just wait to be in match.. but they has to be somehow forced to play normally. Even bot can be good with that turret seriously. If this second suggestion is not possible then nerf dmg and radius (globally not just by augments) If there is marker available make them so that they have to hit player directly for full dmg not just deal maximum dmg with splash. (beside vacuum) What do you think guys ?
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Well if this update (with good intention behind) will be same as that where they changed protection that we can upgrade them by 1 % but increased prices massively then RIP free to play players getting some good augment for turret or hull. They removed free augments from battlepass now its just bunch of containers instead, I doubt they wanna actually make game more balanced through availabilty of augments ? so it will (imo) be harder to get something and that conversion ratio 1:10 is suggesting that as well.
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Is it only me or like 1/3 of sniper shots just do 0 dmg ? like I hit targer, animation appears, sound too but when it hit the target nothing... like ghost shot and this happen like 1/3 of shots. I understand it when target is far away and is near some cover or wall that shot maybe miss, but lot of a time I have super clean shot on whole tank that is not moving and is like 50m away from me and boom 0 dmg... so frustrating waiting another 5sec for another opportunity to kill someone... is this happening only to me or is this common issue ? When I was trying to play magnum I have observed the same problem clean hit and 0 dmg and I have experienced players who shot me and did not take my HP so I suppose this is happening for other players too with magnum turret, but tbh I never experienced that gauss shot me and did 0 dmg never, it looks like it is only happening to me. I dont care about magnum its toxic lame ass turret that is destroying game but gauss is not near that level. Would appreciate any feedback if this is common issue or no.... thanks
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What Is Your Opinion About the Current State of Tanki Online?
Tekken replied to Maf in Game Discussion
I agree isida needs more love, there are augments for distance healing from thunder and shaft sooo... why not to buff isidas healing when it suffer because of that short range attack = focused by enemy team which is logical play but frustrating to use isida -
Ok just because forum image upload do not want accept my url to post image I am going to just put link here but its not that important..... https://imgur.com/a/6LABV2d Can you just please remove this stupid mission? Whats the reason to have it? Just to force to players open containers ? I wanna save up to 15 but I can not because of this stupid mission.... just replace it or remove it. thanks
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self explanatory ?
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meanwhile twins laughing at corner ? compare that two.... so unbalanced
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You forgot that Thunder is not primarily healing turret neither shaft... I am isida user and both thunder and shaft can heal at distances where they are safe against enemy focusing them and still both of them have more healing than basic isida, you can calculate base dmg per sec and actually thunder have most of the healing followed close by shaft and isida is last but it is primarily healing turret thats why it does not have advtanages at short range like freeze, firebird or tesla. Yeah isida with healing augment has more healing but at what cost ? You basically can not kill anyone in 1v1 (you can not defend yourself) and you are still close range healer... dont you want too much for thunder to have most basic healing and additional SPLASH healing ?? Crazy for me... I am crying when I see thunder or shaft healing more than I do and still they are safe protected somewhere behing wall while I must sacrifice my K/D ratio and still am barely healing more than you do... you can heal and kill enemies without trading you capability to actually defend yourself. I think isida shold be best for healing as a primarily healing turret not last of them with most disadvantages. IS splash healing is a thing then isida is only the one turret suitable for this augment because of factor that you actually put yourself at risk to be focused by enemy team. If they put augment like you suggested then its over for isida for sure... and I wanna my crystal back then.... I refuse to play with short range healing turret that is worse than all of other turrets that aint primarily for healing.
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I had same problem, This acc Is 12 years old created in 2011, instead of some kind of veteran bonus or somekind of advantage I was just food for stronger players (not by skill but by equipment) I used to play and even buy a few crystals when x3 bonus. I played rico as a main turret and isida and thunder as secondary option, back then all you needed was a solid upgrade of your turret according to your rank a little skill and sometimes (later always) use some drugs to enjoy battle. But what tanki likes to do is changing turrets you spent yours hard earned (or payed) crystals to the unplayable garbage. Best example is isida. I spent all I had to upgrade this turret because it was really good in supporting / team play and also you could play by yourself when needed. Self healing, healing others , solid dmg. They removed self healing, which nerfed this turret pretty much to be one of the worst. Compare it to other meele turrets.... fire and freeze have bigger cone angle, they can hit multiple targets and they have burning/freeze effect.. Thunder too.... good mid range turret with great splash with sniping abilities (instant hit when shot) Now? You have to preaim to hit something at mid range... long range ?? do not even try ? even if you hit your dmg will be minimum unless critical... and everybody has protection against it. Now you have to have legendary or exotic augment to gain back that power it used to have but players who spent all the crystals for it have nothing now unless augment and sadly most of the good augments for this turrets are exotic, even healing augment is... ) Rico back then was average it was never best but I kinda enjoyed playing with it with hornet and trying to use impact force as effective as possible and with skill you could became a threat to everyone and thats what I liked... now rico is so bad it is not even worth upgrading... only good augment for it is helios which is again exotic.... other augments like berserker and maybe some status effect ones are good only with crisis drone (helios too btw) I can go on but you got the point.... what I suggest you to do is focus on daily/weekly missions and when events do events. Isida is good for healing at least so you can focus on this part. If you are good with it you will end up most of the battles in top 3 so you will get crystals but you wont kill many players. This is free to play option, you will get rank, later you will unlock Mk7 upgrade up until then save your crystals for 30-50 % discount and wait for decent augment from containers. if you have decent augment then upgrade that turret.... You can do it but sometimes you will get frustrated... but it is what it is... I kinda liked how it was back then when you needed to rely on your skill more than on OP augments and drones, skill part of this game is minimalized at least to the point you can compete against other OP players with full accs... then it can get funny. If you wanna play just for nostalgy and enjoy game I suggest you to create new acc, you wont meet many OP players and you will have pretty much same equipment as everyone in battle because just a few players will have some augments (most of the time average or little overaverage ones) Rank goes fast nowadays so you will have some decent rank soon and you will actually enjoy game.
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How is Bonus DMG and Bonus Armor Calculated in game?
Tekken replied to Tekken in How is Bonus DMG and Bonus Armor Calculated in game? Archive
Hi, I was just wondering if my shaft turret with heavy capacitors could kill light/medium/heavy hull. But problem is I dont know how to calculate all the bonuses that apply on dmg and armor. I know that Base dmg for Max shaft is 3 300 (sniper mode) With additional 25 % for agument heavy capacitors which makes it = 4 125 and this is base dmg without any bonus. This implies that it could kill any tank type in game on one shot. But lets calculate all the negotiables in game and situations in game that more likely occur than this "perfect" one. Attacker with shaft + augment can have additional double dmg which makes it with fully upgraded drone + 100 % dmg bonus (easy to calculate 4 125*2=8 250 max dmg) But there are another bonuses with booster or crisis, lets talk about maximum possible so crisis fully upgraded +60 % more dmg bonus. And now how to calculate it, from 4 125 ? or from 8 250 ? If it is from 4 125 then + 160 % dmg bonus would make it (4 125*0,6)=2 475+8 250= 10 725 and this would be maximum possible dmg shaft could made. But if we calculate it from 8 250 it would make 8 250*1,6=13 200 (1,6 coeficient represents 60 % dmg bonus) which one is it? Defender - there is additional factor from protection not just duble armor bonus which makes it for me more complicated. Basically what bonus armor do is decrease dmg (not increasing HP of user) bonus from supplies using fully upgraded drone makes it 100 % which basically decrease receiving dmg to half. And now, how is this calculated ?? I am confused here, Is it from increased attacker dmg with variant 1. (10 725) or variant 2. (13 200) ?? Plus there are lot of factors, there is another 90 % bonus from crisis drone (maximum possible) and 50 % from protection. But protection module with 50 % basically decrease your dmg to half just like as 100 % effect from double armor. So all the effect are 190 % double armor effect and 50 % from protection module. But how to calculate this ? I am lost. I just dont know how is this armor effect operating, protection modules are clear, 50 % means that your dmg will be 50 % less which makes it from 10 725 - 5 362,5 and from 13 200 - 6 600. Now If we are talking about 100 % double armor bonus it also decrease your dmg by half or am I wrong? It would make dmg 2 681,25 or 3 300 now how to add another 90 % bonus from crisis? at this point I just dont know how double armor effect is operating in this game. I know that 100 % value decrease it by half. But I dont know how would I calculate 190 % decrased dmg. It does not make sense to me, normally I would think that 100 % decrease means dmg would be 0. Protection moduels work on this basis thats why 50 % module decrease dmg by half which is right and easy to calculate. But how the heck is working bonus armor ? ? From what value is it calculated ? It should affect recieved dmg by 190 % but that does not make sense how to decrease valuse of something by 190 % and it still would not be 0. Can anyone explain or calculate how dmg is affected by this and what is maximum dmg for this scenerio ? Would shaft kill light/medium/heavy hull with one shot with 160 % dmg bonus fully upgraded and + 25 % dmg bonus from agument. Would defender survive it with 190 % armor bonus with 50 % protection module? Thanks and sorry for probably asking dumb question guess I am not a math guy. -
Why tanki do not nerf this OD ? This OD is like combination of 2-3 overdrives of other thanks together.... this is so stupidly OP when we compare it with any other OD and yet still no nerfed.... Radius of that ball giving HP and DMG is soooo stupidly big. It gives too much dmg to withstand with any tank in game.... maybe full upgraded heavy tanks will end up with 500HP after, not to mention ball will explode and give 4K dmg to anyone in radius if it hit object. 1. It can Heal all the teammates and also user alone.... 2. It can dmg all the enemies in line and it goes slowly giving too much dmg with too big area of effect. 3. It can explode when hit object giving dmg same as wasp OD... seriously just give it ability to slow people down/stun them, giving supplies to allies and it has almost all the ODs combined in one... its runing game.. its just not about strategy when you can just send it through all the way across map and annihilate everything in its way and at the same time heal all your allies... wasp,crusader,palladin,titan healing ODs in one... jesus if you wanna it OP dont make it so obvious
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Can not login into game, how often this happens and how long does it take to fix this? Thanks
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