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  1. Tekken

    Let's Discuss Isida!

    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.
  2. 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.
  3. 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
  4. 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)
  5. 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
  6. 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
  7. 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.
  8. 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 %
  9. 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,
  10. I know this might sounds like a bad change but I think its good, at least some good bonus for meele range players who constantly deal dmg. Its been frustrating playing with isida wasting whole energy bar for 1 kill just to be stolen by camper. This way active play will be more rewarding which is finally good decision.
  11. Its a good way to get rid of isida ducklings who just follows jugg wherever he goes. (or nanotechs/emitters)
  12. its team game, at least it pretends to be, so why devolve game into the parasitic strategies , I know kill stealing exists so does it means we should support it?
  13. Here we go again, yes clearly a good idea to boost kill stealing ! Appreciate
  14. Thanks for listening to my advice and reducing points for killing juggernaut.... now reduce siege from 50 to 10 please. Its so horrible to have so much points ! Yes great change appreciate, now I will leave bots matches even faster than before, nobody asked for bots in legend matches and majority hates it yet you give us another reason to not play with them ? yet another reason to just camp like majority of players, because now even bots will punish you for playing actively and what for? 5/1 points. Now serious question, when do you plan reduce points for healing with Nanotech and Shaft? Its easy farm for them, they dont have risk anything unlike isida and they have unlimited energy. Nanotech can heal 3600 hp in 2s, Stock isida - 1600 hp. Shaft 2400 hp. Both shaft and thunder have always ready 1 shot that can instantly heal huge amount of dmg. In conclusion another update to make quality of life in TO worse.
  15. Tekken

    Let's discuss Tesla!

    Yeah "downsides" that you can easily diminish by playing with trickster and ligh/medium hull... how can I diminish downsides of quasar having 20s relaod ? How can I diminish my weak energy recovery on isida or poor cone angle it has?? I want to have unlimited energy and 900 base dmg with isida and you can take away my 10m of additional range It has over this tesla augment. Yeah what a joke, we can clearly see that power creep is a thing , first resonator now shock therapy, and you know why it wont be nerfed?? They all know its extremely OP. But they wont nerf it because there is a high chance it will be a reward in a next dark matter event so to make event desirable they keep it this way for a while I suppose. If they think this strategy is good then I dont care what happen with this game anymore, killing all the balance for the sake of short term profit is worst thing you can do. Not everyone will tolarate this sh...t and they will leave for good ... with every augment like this certain % of players leave this game because of frustration and helplessness. Its not about balance in this game its about switching meta .. which is sad and removes majority if not all skill from game.
  16. Tekken

    Let's discuss Tesla!

    Most of those augments have clear downsides or are not absurdly OP. 0,25s between shots = same as isida,fire,freeze have but all of them have 290/300 base dmg while tesla has 900. SO its either isida,fire,freeze underpowered or tesla being overpowered. Which is it ? ? Isida sustainable was never considered OP its mediocre at healing (because of stupid long range meta thats abused all the time) and you can kill 1 player at best with it, shock nanobots OP ? How many have you seen playing with it? If I am not counting first few days after its release I saw this augment being used 3 or 4 times, clearly not OP. Vampire is only "OP" augment, but only on paper. If you are playing with isida regurarly you know that you will use almost full energy bar just for one kill, if you go against defender/mechanic with medium or heavy hull you certainly use all the energy just for one kill, if they have protection you can just ignore them your energy bar is not big enough to kill them. Then you have 10s reload ( super long reload) and You cant heal allies, to add something extra, cone angle is so miserable that you will waste 1-2/5 of energy bar for nothing, attack animation is present, energy is drained like you are attacking yet you are not dealing any dmg. Thats why only augment that is really not wasting any energy is broadband radiators which is trash because of 15m range. All of the meele range turrets has reload or limited energy after they cant attack. This tesla augment?? Nah unlimited energy, no need to reload or waiting for energy to replenish. + you have lighting ball that deals absurd amount of dmg can be used to block passages or just to have random kills with it as extra option. Even if you reduced teslas dmg to 450 it would still be OP. In fact most of the augments in your list are not even close to how stupid this tesla is. The only real broken augment (thats not even on your list ) on similar level of OPness was resonator for rico when it came out. Quasar - trash, long reload, nobody really plays it. crystal augment SBE is better option. and I could go on.... Yes some of the augments were OP in one point of this game but this is whole new level. 3600dps is joke. All of the meele turrets (which should by logic have best DPS in game) have 1200 dps. Shredder is somewhere at 1600 but again, hard to aim, overheating. Even freaking resonator for rico had maximum 2100dps. If this alone is not telling something is wrong then there is no help for this game
  17. watch new vlog, all the phoenix owners will have new augment excelsior for free
  18. May I ask why? What motivation to deliver flags for attacking players is now left? Even 20 points was ridiculous reward for most likely failed attempt to deliver flag, now its 5 !? So you have eventually turned Assault mode into TDM and defending side as a winner from the start of match. If you think players will deliver flag then you certainly did not play your own game, why should players voluntarily make primary target of themselves with high chances of failure for such a laughable reward ? This is what I have problem with, you forced us legend players to play with boring and stupid bots and then took last motivation to play with them -> reducing points for killing or assist kill from 20 to 5 and from 5 to 1 for assits. Now you have taken all the motivation for attacking players to consider delivering flags.. good job, next time I suggest you to reduce points for killing jugg from 60 to 5. And for siege reduce 50 points per cap to 5. so we dont have any motivation to play any mode besides TDM.. thanks
  19. Tekken

    Fool Days 2025

    In my opinion this event was good, but not for everyone, and thats my main issue, if this was one part of the event and then we could have another DM with other maps and with ODs turned off for other part of community that does not like Hopper or does not have equipiment then I would say this event was great ! Few ideas from my side - overcrowded maps, (noise, gravity and other small maps with huge amount of players) - It is making game very chaotic, most of the time without crisis/hyperion players are not even able to use their second supplie and they are already dead. - New anti-hopper grenade , good idea, but my main problem with it is high vertical angle it goes up, its almost 90 degrees and because of that in order to use it against hopper you have to be in area of his overdrive effect, meaning you will get hit and stunned by his overdrive ( or killed ) If it was like 45 degree angle so you can use it at the bigger distance in safe place it would be a lot better. Then there is a lifeguard, it can survive grenade, so there should be probably higher impact force applied. - 10s cooldown on grenade, a little overkill. It was spammed on everything.
  20. thats worst thing they could do...
  21. You have now created a monster , nanotech was one of best augments because it was hard to use but benefited player who were skilled. Now its just another LAME Healing emitter v2 but on DRUGS !! In this current state it will be better than shaft HE ever was. It will became just another toxic augment destroying all the fun infulencing matches and making game more frustrating. Nanotech was one of my favourite augment but if it has to be just another HE, please nerf it to the ground otherwise it will create toxic battles where groups will be spaming this and normal players wont be able kill them just like shaft HE is used... its just so easy and convenient to use them, groups are literally abusing this with combination of meta augments/freeze crit mix or pulsar. There is no skill in it and its sad to see game in such pity state. Do something with this healing augments, I just refuse to make easy points to whoever is sitting back in corner, hiding and healing everyone without effort. I am not bad player but I dont have any chance to be competitive against such combos. Especially when groups use that. Shaft HE has been nerfed twice and its still most popular augment for Shaft (despite the fact that you made RFM OP) and ofc most popular healing augment. To balance this "lame" healing augments like HE and now Nanotech you have to not only nerf them, but reduce points they get for healing by at least 30-50 % for both of those. shaft HE needs to have energy bar like Rapid fire mode does have and dmg increased to stock values. This will prevent continuous unlimited healing making targets very hard/impossible to kill depending on map/place where they are and mode. nanotech needs now dmg nerf and prolonged reload speed and reduced shell speed by 30-50 %, maybe even reduce splash radius. I rarely see Isida player being at the top of leaderboard, while I do see a lot of HE being first without any effort, not being focused by enemies like isida is, without need to worry about energy consumption. Ending with positive K/D easily influencing outcome of matches. Nanotech users are divided to two groups, those who perform very bad and those that are skillfull and end up in top3, such players deserve to be top3 because they could not just camp with nanotech, its different from shaft HE gameplay, you have to actively move and find good spot so you can heal your allies, usually you have to go with them and support such player. Its was a lof different but now you just created another HE so it will be even worse. Mark my words, you will have to nerf this augment, it just now depends how serious you wanna nerf this abusing and toxic augments that are making game frustrating and insufferable. Make Isida Great Again ! Its only turret thats supposed to be for healing and its worst at it.
  22. Tekken

    Tanki Alphabet

    This could be interesting event if there was +2 energy for silver contract and +10 for golden one , prizes are not so great to spent like 75-100 energy to complete it. This could ofc be different if chance to get 250K would have been a better, imagine event where you can actually profit for playing it, I am not saying that we should get 250K every 5th spin but if we could end up with a little profit or not lose a much then this event could have been way more interesting for active players.
  23. Overall good changes, BUT I am nor sure if increasing Shaft - Rapid Fire Mode energy recovery is a good idea though, it was very good (you could say OP) even before because of 3 consecutive shots and long range + hit scan. I dont see a reason to buff already good augments. Same applies for Thunder strict ammo, not sure if thats necessary, it was good all-rounder for thunder, you could not go wrong with it. Now it seem like overkill. I do appreciate Vacuum and Anvil buff for thunder. Shaft HE arcade reload + 15 % ??? Well deserved , now nerf points per heal for Thunder and Shaft by 20-30 % , but not for Isida since its OG for healing and only turret that should actually heal.
  24. Tekken

    Let's Discuss Drones!

    Casual battle at low ranks now This is example how battles looks like at low ranks, only one guy from their team used firebird and thanks most likely because its somehow effective against bots, also my team was not doing good so he was not punished as much as I would with same combo.
  25. Tekken

    Let's Discuss Drones!

    I do agree with this, current mechanics is not much better, but if you restrict new players to use only 1 it will favour camping because thats only combo which is suited for such game style. Other meele and short range combos are very uneffective with this design. You might perform decently with medium range turrets but again, if there are 2 players equally good, one with medium and other with long range turretthen all ods are against medium range user. I saw video from detective999 like year back where he suggested introduction to supplies mechanics for new players and imo it was way better and user friendly than this one. Imo this mechanics will only discourage players to play actively in battle. For some of them it might be deciding factor whether to stay in game or leave. I am definitely not a fan of long range turrets and I think tey are boring, but I know that they are in fact best in game. The more range you have the more options for most of the maps. You can enter almost any map and find a way to perform well, if I get stadium with firebird I have two options either stay and be a training target for whoever can shot me first or leave. This is disscusion for another topic but my honest opinion on long range turrets is that they should either have reduced dmg for short ranges (as a balance mechanism) or have new game mechanics introduced into them, magnum for example have a good disadvantage for shor range - and thats prolonged reaload due to amplification time. If its long range then it should have advantage only for that specific range not for all previous ones that tends to be at closer distance. Scorpion is most ridiculous one, it has 2 alternative modes that does not interfere with each other. You have arcade mode that work outside of Salvo mode. Why does not it have same mechanics as gauss? It has two modes but they are interlocked by singular energy bar. I hope so, but untill then, every potential new player will suffer under this unfinished piece of work, I do agree it supposed to encourage picking supply boxes thats why I do find idea of 12s cooldown after collecting enything from ground as a complete crap... not to mention old players still have option to use brutus at low ranks which is also not optimal.. should not all of them be treated equally? How about removing it from their garage with a some compensation for it. Thats why I found a idea of "simplifying" supplies funny, its not rocket science, I play this game since 2011, back then I was teenager but I did not have any problem to understand mechanics of " drugs" Thats the most basic thing in tanki, I think Tanki its well known for "drugs" design.
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