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Everything posted by Tekken
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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...
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1s interval assist was bad.. but why reducing points from 10 to 5 ? Imo 10 points and 3s interval is best outcome.. another bad change..
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Do you have any plans to update some of the hull ovedrives? Dictator, Titan, Mammoth and possibly Hornet OD are left behind meta, grenades, blasters or just simply time alone made those augments very weak and most of the time useless.
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What Is Your Opinion About the Current State of Tanki Online?
Tekken replied to Maf in Game Discussion
Thats true, but overall good balance will contribute to good fair battles , less frustrated players = higher chances for them to spend money on game they enjoy also if its fair its more likely for people to invite their friends to play with them, meaning it could be indirect advertisement Absurd augments do make money but its short term profit and it is making players being angry and worried at game... nobody wants to join battle against 2 long range healers and 3 teslas with shock therapy (pre nerf), I remember there was multiple occasions for players creating topics demanding this augment to be nerfed, they knew its OP but they had to milk it... so they kept it OP at the expense of healthy MM... with marketing strategies like this no wonder players will give up playing this game only sweaty tryhards will stay, thats for another topic because such playerbase will create hostile and toxic enviroment , which is then another good reason for normal players to leave... this is reason many players waiting for tanki classic, because its just sweaty tryhards with insane augments and toxicity over simple things... there is no room for casual gameplay which is missing more than ever in this game... I can observe myself.. If I want to play outdated/crystal augments I am suffering, If I am not playing hover hull its harder to fight against, I cant just join battle and shot mindlessly for 12min , I mean I can but results will be terrible, we need "Classic" gamemode without augments and drones , not pro battles , regular MM modes like siege, ctf, cp but classic version. I know thats utopy but it could exists with some restriction like limited crystal and exp gain per day , but you could complete mission here and get stars. -
What Is Your Opinion About the Current State of Tanki Online?
Tekken replied to Maf in Game Discussion
Fair enough, did not know about this, then I think it would me more than fair to have some visible jammer icone/animation for drones being on cooldown, I wonder if that cooldown works on crisis after repair kit, -
What Is Your Opinion About the Current State of Tanki Online?
Tekken replied to Maf in Game Discussion
My opinion about current state is that we need actual balance in game. We need game issues to be fixed and not just switching meta by making more absurd augments than ones before. Hull overdrives are outdated in this meta, titan OD suffers because of grenades mammoth OD suffers because of blasters and crusader can kill it now dictator OD has been always weak with the very few exceptions where supercharge is handy. Hornet OD is just for campers and besides wallhack its value is not as significant as for Hopper or Wasp (both better than hornet for actual light hull gameplay) Sadly its only track hulls because those were in game first, imo they deserve huge update. I have suggested few changes for dictator/titan and mammoth ODs in the past.. its possible and it can be done way better than it is now. Some of the Status effects are OP Freeze status effect, not only it removes DD it also slows down hull speed and turret rotation, there is another issue with it, after using Repair kit to get rid of it there is like 5s interval where movement speed is still slowed down despite the fact that freeze effect was removed. Freeze effect should either slows down or remove DD not both and issue with slow gradual gain of speed after Freeze effect should be fixed asap. (it works only when you remove freeze effect with mammoth OD, so there might be intention behind it but I cant find any good reason to keep freeze effect more OP than it is) Jammer - its not OP, but there is bug or similar issue as with freeze effect, when wasp bomb hits you and you have jammer , after using repair kit and using for example double armor with defender drone, you wont have bonus from defender , game behaves like you still have jammer or something. some Turrets are either dead or absurdly unbalanced Isida , what else to say, its just dead and needs back healing. Gauss - this turret is absolute grabage that does not require any skill -Status effect augments have guaranteed AoE status effect !! Not only target you hit will have status effect, but all of the enemies in certain radius, this is super broken and I wonder why its still in game, IMO only shaft sniper mode should have guaranteed status effect and nothing else. Salvo for gauss should have certain chance to apply status (not crit related) and either disabled AoE status effect or gradual decrease of base chance by distance from primar target. -Nemesis, another absurdity that require no skill yet can kill heavy hull and ofc it has AoE dammage so if by accident you are close to someone who is careless, you are dead too, another reason to not play siege mode. Just compare it with Shaft Quasar, With Nemesis you will always hit target (if you have sucesfull lock on), your reload is same as stock gauss and you deal massive dmg to whoever is close enough. With shaft there is chance to miss due to impact force, skill or ping, you have 22s reload, you can kill maximum 1 target and dmg is just slighly better than Nemesis (which does not even matter because 4K is all it needs to kill heavy hull without prot and defender or light hull with 50 % prot against it ) Hover hulls are superior to track hull its very hard to flip them upside down. (even by enemy shots or impact force) They can dodge way more shots by strafing and thus make themself survive more Impact force is way better absorbed than by track hulls You can maneuver, accelerate or stop moving with them in midair which is super OP and few more like balance on edges or ability to move on narrow surfaces... -
Yes I have experienced this issue 3rd time and unfortunately only soulution seem to be waiting. But it can happen for more than day or longer, and it happens randomly so its not like it wont happen to you again, thats the big issue I have with it. Once it happens you just cant do anything. No idea what could cause it. Would like to see some official statement about this but I doubt there will be an official info about this or reason why it could happen or how to prevent it/ fix it.
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Infinite Loading Screen Issue !
Tekken replied to Tekken in Infinite Loading Screen Issue ! Game Discussion
Its about time to create official topic on this issue, its been here for more than month ! It can randomly affect anyone, does not matter whether you are playing on client or browser. Ince it happen there is not know quick fix. Clearing all the cache and cookies is not helpfull. It can affect your ability to play game for hours or even for days ! It can prevent you to log-in to your account , ending up as a System Error - Cannot load resources , ResourceLoardException ID: XXXhttps://ibb.co/qYw7xRnQ (screenshot of the problem) Its not only me, its many players, there should be official statement and quick fix, alongside with ToA, many people actually buy premium or have daily rubies pass and once inifnity loading screen happen you can lose rubies or days of premium bough for Tankoins (real money) Why have not it been announced and recognized as an oficial in-game problem thats being work on??! Please do not merge this topic, let it be there for other players to respond and perhaps contribute with actual solution that might work ! Thank you. -
Infinite loading screen is new main problem I am facing with tanki , they should really fix this... Its not problem at our side, I cleared all the cookies and cache , tried different browsers and client and nothing works... you can only wait ... I wonder why we dont have any official announcement about this issue .... everyone is silent... its happening randomly.... sometimes I can play without any issues but other players have that issue and sometimes I cant play while others have no problem
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happy BD tanki, thanks for gifts ?
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Hello, we all know how bad Titan OD is because of grenades and how every other overdrive can cancel it. I have been thinking about how to improve some of the features of Titan OD and how it could interact with other Hull ODs or possibly grenades/chaos dmg. The biggest problem seem to be almost opposite effect of protective value it should provide. Everyone can cancler titan OD with other OD without any loss. Here is how I would change interaction between some of the ODs and titan OD. Hunter OD - Old interaction - Hunter will cancel dome, deals dmg , and status effects. -> purpose of dome is none , its completely inferior to hunter OD. New interaction - Hunter will cancel dome but dmg and status effects are abosrbed. -> purpose of dome, it provide protection even if someone decide to cancel it, Titan OD is now equal to Hunter OD. Wasp OD - Old interaction - Wasp OD will destroy Titan OD and deals dmg depending on distance from 1K to 4K and applies burning status effect with +1 tempreature. New interaction - Wasp OD will destroy Titan OD, everyone in dome is protected against dmg and burning status effect. This works even if wasp bomb is in titan dome. Crusader OD - Old interaction - Cruader OD will ignore dome and deals 4K chaos dmg to whoever is in the dome and is directly hit by it or is in close vicinity. New interaction - Crusader OD will destroy dome but everyone in dome is protected against dmg and freeze/ap status effects. Ares OD - Old interaction - Ares ball can go through titan dome deal chaos dmg (most of the time kill all the players in it) New interaction - Ares ball will hit titan dome and cancel it. Deals no dmg to whoever is in dome, just like mammoth OD absorbs it, same happen here but those ODs will cancel each other. Dictator OD - Old interaction - none New interaction - It will cancel titan OD but player with dictator must be in enemy dome, supportive effects for team (like supercharged or heal) and freeze status effect for enemy team wont work. Paladin OD - Old interaction - none / it just applies jammer to whoever is close enough New interection - When enemy player with paladin OD enters titan Dome, paladin healing wont work and it wont apply jammer status effect. Titan OD - Works same as now, new one will cancel old one if close enough. Hornet OD - works same - applies AP/jammer Hopper OD - works same - deal 2K chaos dmg and stun everyone in dome. Mammoth OD - works same, destroys titan OD. With this new interactions I think it would be fair to slightly change purpose of Titan OD from absolute defense oriented role to more like supportive role for providing shield against other ODs. Here is how I would chane some of the paramaters Old paramaters: 90 % dmg reduction Heals 100 HP/s Radius 20m Duration 20s New paramaters 50 % dmg protection Heals 200 HP/s Radius 20m Duration 20s Chaos dmg reduction 50 % ( this is the only option to survive grenade meta) Impact force disabled against players in dome. With this new parameters players have now more options to fight against titan OD than just cancel it or throw grenade at it. 50 % protection is not enough to make everyone in it immortal, Chaos dmg reduction serve as option to survive grenades thrown at it. There are still grenades like Tsar that can deal 5K chaos dmg even with 50 % dmg reduction. Mortat can deal 2K dmg, there are plans for grenades that deals continuous dmg in small area (making titan dome even more useless than its now.) I agree that there are other ODs that deserve to be improved/changed like Mammoth OD and Dictator OD. Possibly Hornet OD.
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Gifts for TO BD are amazing I wonder why we have Parma remastered before Highland ? It was announced last year
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It was mistake to switch isida from support role towards attacking role, we have 4 meele range turrets that can do it better why would anyone pick isida? If someone wants to heal there are nanotech and healing emitters and if someone wants to attack then there is hammer freeze tesla or firebird... every single one better at it. Isida was perfect in between of those scenerios. Could help with attacking , could heal decently good, then there was augments oriented more for attacking role at the expense of healing and vice versa. (vampire nanobots - support nanobots) Juggernaut is not valid reason to nerf isida, I can literally use HE or nanotech the same way, instead of using isida dictator/hornet I will use them with viking OD to fully heal jugg. + there is always viking OD that can delete juggernaut in 2s so nerfing healing because of this reason seem to be stupid. In my opinion reason behind this changes seem to be locking healing behind paywall (only option is to get legendary augment) but I dont understand why would they do this, instead of making game more team oriented it just supports bold attacking. Instead of little buff for isida, like cone angle and perhaps better energy recovery for certain augments, they decided to ruin it completely. Instead of balancing long range healing they nerfed most balanced healing option and kept long range healing as it is. It should be addition for that turrets to be able heal yet its superior to isida in every aspect. Whole change for isdia seem to be quick without any second thought about outcome for many good augments. I hope they revert it back how it was because this is just bad and its horrible for every potential new players or fresh legend players who are sturggling to have kills. There was always isida and supportive role where many players could be usefull for team and learn more about legend matches without being useless. Now? You cant do that. Just another way how to make game more unplayable for occasional players.
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There is no reason to play isida for attacking purposes outside of pulsar now. Every meele turret does that job better, and healing is so bad now, focusing on it in the battle will end up tragically. How I would change Isida ? Back how it was before, it just needed better cone angle and perhaps better energy recovery for certain augments (vampire nanobots) thats it. It was unique and fun to play in many ways because of enough augments that required different gamestyle to work, not particularly OP in any side, good all rounder. Unless player decided to focus on healing (with the exchange for worse attacking) or opposite, focusing on attack without ability to heal. Worked perfectly. Now in this current patch, no matter how you look at it, isida will suck at healing with any augment + that particular augments that are ment to help with healing mode will suck at attack either. Attacking side does not seem to be so bad, but for me it is, and from the observation of first week I can tell that whole gameplay of isida shifted from all the augments towards few status effect just like I predicted... if anyone is playing with isida now its pulsar/emp or ap. I saw players using broadband, vampire or nanomass untill they realized that its trash and switched to another turret. Nerfing DPS for isida now means that every meele range player who you meet in 1v1 will kill you (unless playing with pulsar and get lucky for crit) and augments which still have energy consumption for attacking does suffer same DPS nerf, which is absurd. with the assumption that this changes will stays in game, this is how I would change augments. Support nanobots and Sustainable nanobots were both created for improving healing mode -> supportive role at the expense of attacking mode. With this in mind - Support nanobots Variant 1 Unlimited energy for healing, energy consumption for attacking, +100% healing crit chane -25 % dmg nerf. Variant 2 -50 % energy consumption when healing, +100 % increased healing, +100 % healing crit chance, -50 % dmg nerf. Energy recovery increased from 14s for full energy bar to 10s (pre patch) - Sustainable nanobots Energy consumption 50 per tick ( pre patch stock isida energy consumption for healing) Energy recovery 10s (not 14s) Attacking side - Vampire nanobots variant1 Dmg increased by 15 %, Energy recovery 8s, 35 % base dmg per tick = self heal variant2 Dmg increased by 15 % , Maximum energy in barrel -50 %, Energy recovery 3s, 35 % base dmg per tick = self heal - Nanomass reactor Ulimited energy for attack , recover 100 % energy on kill. - Shock nanobots Would add assist kill when supporting ally who kills enemy with dmg boosted OR increase healing from 50/100 to 75/150.
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first number is mk1-1 (base stat without any upgrade) second is mk7-20 (fully upgraded) But hopper does not have 3K hp but you probably put that as an example
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Isida now lack any good augment for healing, best option now is sustainable nanobots (which is now better version of support nanobots) and its mediocre at it. From making other augments desirable and appealing they just literally killed 3 augments that were unique in gameplay style - Support nanobots, Vampire nanobots and Nanomass reactor. Every augment had very unique gamestyle for isida and its just gone now. This update is making isida boring, it shifted whole gameplay from supportive oriented role where I could chose between 2 different options to simle bold attacking with occasional little heal. (most of the time with pulsar or status effect augments = 1 boring gamestyle.) Whole supportive gameplay style from isida is now gone because there literally is not any good healing focused augment right now. Here is how I would change some of the augments that you guys made unplayable. Support nanobots should have back +100 % increased healing because isida deserve to have crystal augment focused on supportive role (one that is actually decent at it) Vampire nanobots should have increased dmg by 10-20 % and reload decreased from 14s back to 10s or perhaps even a little lower, ideally to 8s. Because that was main issue with it. Nanomass reactor - unlimited energy when attacking, when you kill target you will replenish 100 % of energy that you can use for healing. Sustainable nanobots - energy consumption when healing -100 % Sock nanobot injection - this augment fits support role better than attack, so I would increased healing to 75/150 and kept -50 % energy consumption And I would consider creating augment thats heavily focused at healing with boosted healing and unlimited energy when healing but weak at attacking (yes support nano v2) You cant make this augment OP because isida has always indirect nerfs built in it. (weak range, high focus from enemies , weak for attacking = easy target)
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Isida Healing mode - limited range, limited energy, 14s reload, worst heal per second. You can heal maximum 10s with healing augments (support and sustainable nanobots) and you either have 50 % dmg reduction or have limited energy when attacking with increased reload by 40 %. - almost zero usefulness now Shaft HE - unlimited energy, unlimited range, better heal per second than isida, hit scan, sniper mode option to kill or heal massive dmg. Good reload/heal ratio. and you have only -15 % dmg and +15 % reload , you can hide and heal from distance, you have still good dmg potential. Thunder Nanotech - unlimited energy, unlimited range, healing is not reduced by distance, highest heal per sec, option to deal dmg while healing, splash dmg. You dont have dmg, splash area or shell speed penalty, your only penalty is crits disabled (negligible) Very good healing and dmg potential. Dont forget to sell us new isida augments that will be like old ones with new coating and name
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You killed isida with this changes , I main isida and I am not like most of the isida players, but with how things looks with this patch it will suck on both sides. In short, for whoever does not wanna read whole message They killed healing mode by how fast energy is consumed, few good augments for healing are now trash or mid at best (weaker than before) Attacking mode in first glance seem to be good, unlimited energy at the expanse of DPS ? Lacking any good DPS will result in quick death against any other meele and it does not matter if you have unlimited energy , you would not even use half of the energy bar and you would have been killed with this reduced DPS. In order to use unlimited energy benefit you have to win fights which will be harder than before. Best attacking augment for isida (vampire) still has limited energy like before but has now reduced DPS. From the whole idea of making more gameplay styles for isida appealing I can see only status effect augments to be somehow decent for isida after this patch, support nanobots, nanomass reactor, sustainable and partially vampire nanobots are now useless or weaker. This patch will only promote gamestyle with pulsar and other status effect = in conclusion its opposite of what they wanted to achieve. Nerfing healing mode for isida seem to be like big nonsense. With augments like nanotech existing and being untouched. Option to heal 3600 HP in just 2s, ulimited healing range, unlimited energy, option to deal splash dmg while healing, no reduced dmg or healing, same splash radius as stock is in the eyes of devs balanced yet isida with limited energy, limited range, option to heal 1600 HP in 2s weak cone angle deserves change and nerf. I think devs wanted to issue probems with healing meta but addressed this problem in the worst way possible, isida was imho the last factor which contributed to healing meta being toxic or out of control. The only one bad factor was ducklings healing jugg but you can do that with nanotech or HE either. Now longer version how this update killed isida Healing: Before this patch, we could use 2 good augments for healing to somehow compete against long range healing augments (nanotech and healing emitter) Support nanobots - great healing potential, but limited energy, limited range and halved dmg - you can heal allies very good but you are unable to do it endlessly and most of the time you are primary target. Sustainable nanobots - average healing potential, better range (more options to hide yourself from enemies) and option to defend yourself at least against one enemy with the high energy consumption. weak cone angle make this augment harder to play. it still has limited energy. After this patch both of these augments are useless. Support nanobots - so now in conslusion -50 % energy consumption with the new change energy consumption when healing from 50 to 200 per tick its still nerf and basically means it will consume energy twice as faster than STOCK isida before this patch , but at least you kept reduced dmg by 50 % for it so nobody will have to use it ever again. Sustainable nanobots - same applies, before this patch STOCK isida could heal 2 times longer than sustainable nanobots despite the fact that this augment has -50 % energy consumption when healing. Yet attack mode for this augment will now have reduced dmg from 290 to 260 per tick and it will STILL consume energy like before. Conslusion - mid at best, barely usable for any purpose (healing or attacking) With the 14s reload instead of 10 this augment will be reloading simulator unable to heal, unable to attack, constantly out of energy. Nanotech remains untouched and is still incredibly OP in terms of healing and also in terms of dealing dmg. HealingEmitter has sniper mode where it can heal massive dmg, it has hit scan and good ratio between amount of healing/reload speed making it reliable as an healing option. Both of those augments have unlimited energy in terms of healing - you can heal 12m without interuption if healing output is higher than dmg target you are healing is receiving, with isida this is impossible. Attacking: in the first glance looks promising, unlimited energy yey, but in real battle? You will lose all the fight against other meele ranges because of low DPS , even before this patch it had weaker dmg, now difference is even bigger. Energy is ulimited but what does it matter when you die first without option to use it on other targers. Isida has weak critical dmg which is another factor against it. Nanomass reactor - Now this augments lack any purpose in game, who would be so "clever" to play with it? Basically everyone who will play with this augment will forfeit their only advantage (unlimited energy when attacking) for limited energy. It does not provide any additional "advantages" over stock isida. Broadband radiators - useless augment even before patch because of range penalty, instead of range penalty it should have a little dmg reduction or increased energy consumption (pre patch) now? lack any purpose because attacking mode is even weaker and healing is trash. Whoever plays with it will have range reduced by 30 % Vampire nanobots - one of few good attacking options for isida before patch, nothing changes here besides Dmg reduction from 290 to 260. (nerf) But you are unable to heal. Still has limited energy. But now increased reload time from 10s to 14s thats +40 % increase. Shock nanobot injection - cool concept more oriented for support than attacking itself, problem with this augment was not energy consumption it was weak healing, no bonus points for providing boosted dmg to allies who kill enemy is also unsatisfying, it does not need it, but with combination of weak heling its unrewarding and not a good option for support so it has stock isida potential for attacking and weak healing with decent bonus. With all of this said, here are augments that will benefit for attacking - all the status effects + pulsar thats it. So my last question is, how all of this is supposed to help with making more different gamestyles for isida appealing? You killed at least 2-3 augments that was a good and unique option for isida and nerfed rest of the options to the point most of the players will use status effect augment (basically means one and only gamestyle) "Good" job and thank you
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Isida <<Protective Nanobots>> Advantages: Recovers HP at a rate of 50% of your base healing per tick while beam is on an ally. Healing rate is not affected by protection, supplies, or status effects. Range + 20 % (30m) Disadvantages: Critical hits - removed (damage and healing) Regular Damage -25 % Energy consumption when attacking: +35% HP is recovered only if there is damage to be healed, you will not recover HP if you are healing someone whos HP is full.
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Isida <<Neutralizing Nanobots>> Advantages: Critical healing applies status effect <Polarizer> for 2s (Polarizer - a positive status effect which removes and protects tanks from negative status effects.) Critical healing chance +150 % (from 2 % to 5 %) Energy consumption when healing -25 % Disadvantages: Regular Damage -25 % Critical Damage -25 % Critical Chance -50 % Regular Healing -25 % ( 75/150 without/with double dmg) Critical Healing -85 % (from 1000 to 150) Energy consumption when attacking +25 %
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I have suggested this year ago so guess thats not gonna happen Most of the time if I am killing someone with isida (or other meele ranges) my target gets killed by someone else from behind and not by me. This way I will get 10 points instead of 5. I see nothing wrong about this,
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