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Everything posted by Tekken
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Its a good way to get rid of isida ducklings who just follows jugg wherever he goes. (or nanotechs/emitters)
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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?
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Here we go again, yes clearly a good idea to boost kill stealing ! Appreciate
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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.
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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.
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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
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watch new vlog, all the phoenix owners will have new augment excelsior for free
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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
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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.
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thats worst thing they could do...
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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.
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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.
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patch notes Patch Update #790 - Released 14th February 2025
Tekken replied to Marcus in News Archive
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. -
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.
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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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as title says, this drone is one of the dumbest ideas that has been made in this game ever, From perspective of new player this is absolutely no brainer, finally I have had opportunity to create new acc and play on it for refferals event and I have to say - its killing gameplay. First of all whole reason to put it in game is absolutely ridiculous... do they really think that players are SO DUMB that they cant grasp simple 3 supplies at a time mechanics? This game has been here for almost two decades and this is first time they did such nonsense... if players in 2011 did not have problems to understand it I believe players do not have problem to understand it in 2025 too. Why is it killing game? If design is not telling it alone then let me explain it, This drone is only promoting camping, why? Because most of the time as a camper you only need 1 supplie and thats double dmg, you dont really need to get close to the enemy (thus no need for speed boost) and if your enemy does not have range he cant kill you (thus no need for double armor) Everyone else? welcome in camping tanks online. If this drone mechanics is trailer how upcoming supplies change is going to be then I am afraid this is it for me... Every other combo is inferior because everyone can use only one type of supplie, its sad to have XY turrets and XY hulls and yet cant use them because it will only end to be frustrating. As a agressive player you need at least damn speed boost to reach player that has long range turret, but if you use speed boost then you are about to get respawned by whoever shot you first. Without DA there is little chance to survive more than few seconds. Another extremely stupid thing about this drone, if you collect any supplie from ground - you have your 12s cooldown actiavted, you are welcome ? just press delete and try again, why would game discourage to collect them? If you collect them by accident you are screwed, if you want to use them for strategic purpose or for HP (engineer augment) you are also screwed because you will have 12s cooldown and end up dying, if I have speed boost and I collect speed boost then again, it reset my cooldown to 12s In conclusion - if you wanna have at least decent chance you will end up with long range weapons waiting for your opponent to make biggest mistake in TO - not camp and engage in battle - sad truth about current gameplay. Maybe its devs way to prepare any new players who somehow endure this hard trial for higher ranks where you get punished by blasters and one shoting augments that can kill you across whole map. If this is how this game is presented to new players then I already know why this game lack new players. There were ideas from many other players how to make early game for new players way better and comfortable, yet you TO devs decided to make it worst way possible. If your goal was to repel and discourage as many new players as possible (or old veterans that came back) then you did great job. My advice is to delete this drone, if you wanna keep it, at least please REMOVE the damn cooldown after collecting supplies from ground. But I am afraid this is beyond help. I am just waiting for new supplies change... to decide whether this TO journey has any meaning for me or not. Lastly I am just disapointed.. one small example - repair kit issue, its been half year since they introduced autosupplies and with them repair kit "bug" have it been fixed? Of course not... simple and trivial issue with game ignored for months..
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could not agree more, this is last time I participated in this trash event, worst design ever. Its not even competition after day 1. Imo there should be same reward for all of the players who complete missions and if your team end up winning the most of the time in the end of the event they will get additional prizes like some skin or legendary key... or few hundreds of points more... At least I know that every team event where I cant change my team and reward distribution is so flaw is big NO for me. The second I got shaftlaw I knew I will end last... just like last year.
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I am in shaft for the second time, they lost last year too and now again, this is worst type of events and I learnt my lesson, never spending on such RNG trash ever again. Why should I be punished because some players just buy event pass and do not even bother to complete missions... I swear.... team events are worst. I am starting to think tanki devs lack any creativity... just copy paste events and its not event good ones... Where are team events like Arcade in 2022 , way better and fair event.
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Are you guys working on Unity client? I have not heard about this for a while , I hope yes , sorry for random question
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I think removing them would make game a little boring, more fair? definitely, but thats probably radical solution, I would definitely nerf sideways acceleration and maximum sideways speed by 50 % so its not so easy to strafe and dodge shots , also I would revert recent change so they can be flipped easily in midair, then I would definitelly changed mammoth OD so it can again destroy icicle from crusader, and lastly reduce their weight so impact force would knock their aim more than track hulls, it does not make sense how track hulls that are on ground are knocked of more than something thats levitating in air without any physical terrain to stop them. Some of the differences are good to have but it should not be way superior to track hulls.. thats just lame and almost non existent game balance (is it on purpose ?) Great point, I forgot this one, in fact crusader an paladin hitbox is almost same and its rectangle.
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I have to say that I agree with statement hover hulls are clearly superior than track hulls, majority of "try hards" usually plays them (crusader as number one option) unless they are not playing specific augment for specific hull, like dictator with twins PTA because of OD. Hover hulls imo have more than 1 great advantage over track hulls and thus require to be balanced in order for track hull to not get left behind. Avantages over track hulls - 1. Hover hulls got recently buff and its now very hard to flip them upside down. (even by enemy shots or impact force) this is very good advantage when you need to get to the opposite side of map with flag or just quickly move to support your team, difference is even more visible on uneven surfaces, Here is a good example - lets say I have situation with hopper and wasp/hornet on highways map, now I steal flag with any of these hulls, which of them most likely deliver flag ? I can easily jump off from their base with hopper not being afraid of fliping myself by accident or enemy impact force , accelerate or change trajectory in midair and choose best path to deliver it without many interruptions. Track hulls usually lost all their speed as soon as they lose contact with ground and they have to accelerate to their full speed again, which is making them terrible choice on uneven surfaces (maps with full of ramps, or hills) 2. They can dodge way more shots by strafing and thus make themself survive more. 3. Impact force is way better absorbed than by track hulls. 4. You can maneuver, accelerate or stop moving with them in midair which is super OP. 5. You can easily to get through narrow ways to reach otherwise unreachable spots or make your way to enemy base safer with option to avoid lot of mines etc... Best example here - Berlin in the middle of map is trench and from one side there is at the narrow passage where you can manage to get to the opposite side but its mostly possible only for hover hulls Another good example could be Cologne - there are two narrow passages on the sides of map that are elevated and connected to the castle walls and you can pass there only with hover hulls (yes its possible with light hulls and even maybe hornet but you will most likely flip or die because it will take too much time) I am sure there are more examples than this and it clearly is another good advantage over track hulls which will usually flip or get stuck. Cologne Hunter clip Cologne Crusader clip Berlin narrow passage clip 6. Better balance on edges, sometimes there are situations where in order to kill enemy you have to move your tank at the edge of surface so you can reach good angle for your vertical autoaim to highlight enemy, usually my experience is that with hover hulls this is way more safer to do than with track hulls. Crusader first of all, its probably best hover hull (and very likely best hull in game and with recent indirect OD buff, that can now kill mammoth with activated OD, even better) and if we sort them by maneuverability there is no contest, crusader have imo another good feature that other hulls does not have and its leaning. It almost does not lean forward or backward which is for many of the augments in game only good option. Examples ? New rico resonator augment is best suited with crusader, not only you can easily dodge enemy projectiles by crusader design, you have better chances to hit them with crusader because how weird autoaim on resonator is. Thunder nanotech - no vertical autoaim on allies making it very difficult to use in motion, you can easily prevent this (in my opinion good) disadvantage by crusader. Isida sustainable nanobots - very hard to use in motion as well due to poor cone angle - easily fixed by crusader. This 3 augments are probably best examples that highlight how helpfull it can be, but there are certainly lot of other good augment that clearly can benefit from this feature as well, ability to shot directly in motion no matter if your autoaim is highlighting enemy or not is very handy. This is it, I am sure there is definitely more advantages that I mentioned so It would be more than fair to finally do something with this terrible balance in game. Dictator/Titan and Mammoth OD are screaming for buff/change , blasters are clearly killing meele range meta and every "pro" use crusader because how easy mode it is.
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thats one of the worst advice I have seen here... bundles are usually trash, only value is from epic keys and that is way more RNG than chances in this event. for 700 rubies you have at least one guaranteed legendary hull augment, and statistically you have 75 % chance that your team will have at least 1K point by the end of event from which you can buy 1 exotic augment. So in conclusion you have 75 % chance to have 1 exotic for 700 rubies. Now look at bundles in shop, the cheapes bundle I found Is key bundle for 850 rubies which will get you 15 normal and 15 epic keys +1 weekly. What are your chances to get 1 exotic from there?
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exactly, if its possibe I would nerf sideways acceleration and max speed by 50 % so its way harder to strafe , but I would keep forward/backward acceleration and speed same as before ... they have so much advantages... like almost unable to flip it (even from enemy shots) is huge one... dont know why crusader OD got indirect buff to kill mammoth OD.... titan and mammoth been treated very badly with this stupid grenade and blaster meta... why making it worse
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I think you should add to the blaster nerf a cooldown after user die. 45s cooldown would be optimum. Nobody should be benefited for dying in shooting game in first place. Also jammer should disable this augments its cringe and its killing meele range turrets and certain ODs
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So are you gonna do something about fact that mammoth OD can not now survive crusader OD ???? Perhaps its finally time for chaos dmg reduction ??? Titan and Mammoth ODs both scream for such needed feature, granades and blasters were killing titan OD and blasters Mammoth OD, now to add crusader OD being able to kill mammoth with OD is ridiculous... https://streamable.com/qbfomo
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