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Everything posted by Tekken
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Huge L for the augments you have put into event, you have been feeding us with this boring excelsiors since you changed phoenix augments and when there is a good opportunity to get interesting or fun augment all we can chose from is dmg inflation augments
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first fund that I have won, thanks, and cg to all winners
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patch notes Patch Update #817 - Released 28th November 2025
Tekken replied to Marcus in News Archive
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 Archive
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 Archive
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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.
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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.
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After serious nerf of isida healing I think that isida deserves augment which is good at healing not only as side little bonus when attacking, but as a major supporting factor meant mainly for healing. Isida <<Solace>> Advantages Healing increased: +100 % Critical Healing Chance: + 100 % Range increased: +20 % Recovers HP at a rate of 25% of base healing per tick while beam is on an ally. Healing rate is not affected by protection, supplies, or status effects. Energy consumption when healing decreased from 200 to 0 cond. units/s Reload decreased from 14s to 10s Disadvantages Energy consumption when attacking increased from 0 to 200 cond. units/s Energy consumption when idle increased from 50 to 100 cond. units/s Regular damage: -50 % Critical damage: Disabled
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I appreciate stellarator nerf but its not enough, why could not it be -50 % ? Is not whole purpose of stellarator quick scope and save as much energy for next shot as possible so player can use it faster? By adding -50 % it would create real drawback, player would be forced to quickly hit target or miss it in order to save energy for next shot. If player would not be carefull then he would be punished for aiming too long for guaranteed hit. Balanced augment with some real disadvantages in it.
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could be way better, some turrets does not have any augments here while some have 7 thats just nonsense
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I hope never
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hyperspace, hyperpseed, large caliber , round destabilization and possibly camper are all strong and good augments, if you think those augments are weak or need buff then you should probably switch to other turret, railgun is overall strong and good turret the main problem is how common protection against it are used in battle, but that just shows how good it is, thats the price for camping
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I do appreciate camper nerf for long and medium range turrets, but in all seriousness, what are this patch notes? We have been waiting weeks for any serious patch notes/balance and when it comes its just this? This game lacks any meaningfull balance, it looks like to me like you are not even trying to balance this game, some of the augments and ovedrives are so outdated that it looks like its just on purpose. list of turrets/augments/overdrives that needs to be balanced for current tanki online. (Warning lot of text)
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I did not say that you dont know tesla mechanics, I just think that tesla is very good turret. Let me explain You ranked Hammer at first place despite the fact that it has weakest DPS from all of the meele range turrets. 2760 clip dmg potential, 2x 0,7s intra clip reload and then 2,5s clip reload = 3,9s for full cycle - meaning 2760/3,9 = only 707 DPS. Yet I kinda agree with you that hammer is either best or second best meele range currently in game. What we can say from this? We can say that its not only about dmg in order for turret to be good. Hammer has other good features like solid crit chance, crit damage and absurd impact force. My meele range turret ranking would look like this - Freeze,Hammer,Tesla,Firebird,Isida Freeze - good DPS, Good crits, freeze status effect, higher energy bar , low crit chance , average tactical value (some augments need nerf asap, freeze status effect deserve rework) Hammer - average DPS, good tactical value, high impact force, good crit dmg, good crit chance Tesla - average DPS, no need for energy reload, good tactical value, ability to increase your range even with stock turret, secondary type od damage with tesla ball, option to hit otherwise impossible targets with the help of tesla ball lightning , very good crit chance, good crit dmg and if used in chaining reaction it fully damages all the targets Firebird - good DPS, weak energy bar, burning dmg is usefull but it just increases DPS from 1200 to 1400. mediocre crit dmg, average crit chance, tactical value is minimal Isida - average DPS, can heal but poorly and takes 14s to fully reload energy bar, low crit chance, very weak crit dmg, good tactical value, infinite attack - sounds good only on paper, not really viable option for attack because other 4 meele turrets do a better job at it, healing is useless with augments like nanotech or healing emitter in game. Vampire nanobots is OP that one I agree with you but its dumb, that does not make turret great. Why I think tesla is better than firebird or isida? First of all tesla has usefull status effect augments, tesla ball lighting have 100 % guaranteed status effect, you can still increase your range with chaining and apply lot of status effect at the same time, good crit chance makes those augments very usefull. If you think shot reload is long you can use shock therapy and have augment with one of best DPS in game, you can use electorturret to shot electoballs which deals a lot of dmg and still use standard attack to deal additional dmg. I see no problems with tesla, it just does not have as many augments as hammer, but soon there will be camper and excelsior. Tesla now has to be played with certain gamestyle, following your allies and supporting them with chaining dmg, if you want to be aggressive you hav eshock therapy and electroturret. If you need defense you can use emp, pulsar or jammer. Critical mix for tesla would be overkill with the chaining attack untouched, dealing full crit dmg to X targets at the same time with reload just 1s ?? That would be crazy OP and siege would be literally unplayable. Longer range augment? Tesla has ability to increase its range built in as a stock feature, you just have to use allies, I dont have 800 hours with tesla but even I can tell its very good turret, I have not had any problems with current tesla, its strong but not OP. Something I cant say for hammer or freeze, both OP and annoying to play against, meanwhile firebird seem to be average at best and same for isida, I doubt vampire will be left as it is now and excelsior for isida is basically just replacement augment for isida dmg and crit chance nerf.
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First idea - is what tesla used to be , but you do realize that tesla ball is now counted like a target? Meaning If you are dealing dmg with ball lightning, dmg is reduced by amount of balls added to chain reaction?? if you increase your range with 3 lightning balls and you hit enemy it will deal 1/4 of original dmg. Second idea - unnecessary, tesla ball has already good dmg, this would only make electroturret super OP, shock therapy has already great lightning ball dmg, for status augments there is 100 % guaranteed status effect so additional dmg would be unfair. For rest of the tesla augment you can use tesla ball to prolonge your range if allies are not around you, also you can hit otherwise unhittable targets. Third idea - tesla is meele range turret after all, with these changes you could actually classify tesla as a short range turret, seem unfair. Tesla has, as only meele range turret, ability to increase range radius basically to infinity, yes you need allies but thats what makes tesla good now. You have to use augments for other meele range turrets to increase range, most of the times decreasing your cone angle (isida sustainable, freeze/firebird high pressure pump, hammer heavy slugger or hunter duplet) so yeah tesla has a lot of good unique fatures, good crit chance, good crit dmg, usefull status effects, peple just dont use tesla as much as before because there are other OP stupidity augment like stellarator, excalibur, hammer has toxic impact force or freeze sable mix is broken.. but without these I bet more people would use tesla, I am starting to like it but hated it before.
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Frankly speaking this event could be done way better, I kinda expected another secret territory today, I know there will be another 2 but now everyone knows its a thing, everyone knows where other two will be and yet only two fraction can now use this to their advantage, by not announcing another secret territory today you are just giving time for Lions and Bears to get close to the 3rd secret territory furthest away from them, Wolves could not have this chance, another problem this is creating is that it will be harder for wolves to defend territories that border secret ones because other teams now border just 1 while wolves have to take care of 2. Sorry but there is not a logic behind it, its clearly unfair for wolves and yes I am in wolves, so obviously I am dissapointed because of how badly and unfairly you implemented this event. Perhaps I expected too much and there wont be another 2 secret territories? TBH at this point I would not be even surprised if this is true with how poorly you guys think about fairness and balnce in this game What should have been done otherwise? You should either spawn all the 3 secret territories in one single day so nobody is at disadvantages or in worst case scenerio day after day in a row. Or if there is just one secret territory, then you should create better place for all of the 3 teams to have equal chance to fight for it.
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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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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...
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