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Everything posted by Tekken
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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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Snow Trap require lot of crystals Haloween required a lot of crystals Freezer games required a lot of crystals (to buy coins to get further) BattleShip event required lot of crystals (yet another contract event) Assemble a tank was another event where you had to buy contracts (altought this one was not as expensive because you only needed 25 parts) Thats just last 4 months or events. Now tell me, how can new players proceed in such events? This events are made for whales who casually buy rubies/tankoins or play 24/7 with premium and have full accs. I have almost full acc yet I was not able to participate in freezer games, I passed whole halloween event where I only completed stage 1 because I did not have enough crystals to reach higher stages, Now I am barely able to finish stage 4 in snow trap event. btw I did not have to upgrade anything on 50 % sales like many others, and yes I am not free to play. Imo island events should be made in a way where most of the players are able to partially complete it (stage3-4) just by casual daily playing. 5-7 should be for whales as it was. I like this current concept of island event more that old one with -5 traps but the way it is set is what I have problem with. As I suggested, they should include once per day 1 cheap silver contract for 10K and once a week 1 golden contract for 390 and either change event missions back to 210 ginger or buff bronze contract so it gives either random 1 to 6 ginger or fixed 4 ginger. Perhaps they could create new stage 8 to push best rewards a little further.
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could not agree more, or they should at least put in shop 1 silver contract PER DAY for 10K , we could get 9 ginger from daily missions, now we have to buy silver contract for 50k not to mention event missions now give 70 instead of 210 ginger... its too much even for players who has full acc. Bronze contracts are ridiculous... they should increase ginger from 2 to 4 or create random (and fair) chance to get from 1 to 6 ginger per completion.
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They should kept +1 -1 only but reduce price to 30K for silver contract and 4 ginger for bronze or bronze could give from 2 to 5 randomly. Some people really wants to gamble even in online games.. as if containers are not enough lottery, are you sure you wanna play tanki? Maybe you wanna play slots. I would not mind +2 with the current price for cotracts but -5 is crazy dude
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under review 5. Important things that should be improved or balanced in this game
Tekken replied to Tekken in Ideas and Suggestions
Sadly true I agree with flying hulls being better than track hulls, I think sideways acceleration and maximum sideways speed has to be reduced so its not so beneficial I think freeze turning off DD is little too much with addition of freezing tank, imagine if firebird could turn your double armor off while you have burning effect. They should keep it separated between augments, like augment for freeze that is turning your DD off but it does not freeze your tank, and vice versa, example - shock freeze will freeze you tank but does not turn DD off. Maybe its just me , anyway good to see other opinions. I absolutely agree, I am isida main, I have to most hours played on it from all of my turrets. Support nanobots got a little buff recently with isida base range increased to 25m. -
under review 5. Important things that should be improved or balanced in this game
Tekken replied to Tekken in Ideas and Suggestions
Definitely, I would not nerf dmg but I would make it less rewarding. This thing is worst because it rewards you when you are not performing well, this is actually the only game I ever played that have this flaw design. Mammoth OD unfortunately suffer the most, with Titan OD. There is simple solution to for Titan OD, if Blaster could be disabled by Jammer then simply by adding passive Jammer effect for every enemy in Titan Dome would partially fixed problem, sure they could still use selfdestruct + repair kit to get rid of jammer but it would definitely made Titan OD resilient against Blaster. (not to mention 45s cooldown I suggested) Mammoth OD will still suffer but if they decided to bring 45s cooldown it would occur way less than now. I am fine with it too, but to make things equal and balanced Lifeguard should have same rules as suggestion I made for Blaster = 45s cooldown and disabled by Jammer (it can differ by hull type, can be 25/35/45s for heavy/medium/light hull) Actually Engineer augment should be affected by jammer too , but thats not a bid deal for game balance, its just about things being fair for "active" type augments. Maybe even Driver augment under the Jammer status effect should not boost OD charge, but that would not have big impact anyway. Interesting idea, chaos dmg would not be bad either, or burning effect, but I think Dictators main focus should be suppor for team not to kill enemies, Freeze effect is great for dictator to make enemies "paralyzed" but it wont hurt them. Maybe I would steal your idea and suggested it for hornet, 1K chaos dmg addition would not be bad for it. I was thinking about hornet OD disabling enemy autoaim (no autoaim + you would not see highlighted enemy (red/orange/yellow frame) for like 5-10s But I wonder how hard would that be to program and work without any flaws. I do agree about speed boost removal, it would not be as different as it is now. Imo whole burning/freeze idea should be reworked, there should be more than +1 or -1 tempreature limit. I had idea about +3 and -3 as a max temreature limit and burning and freezing effect would gradually get stronger the higher/lowe your tempreature is. It could work like this for Firebird - if you have maximum 0 to +1 temp. then burning dmg is certain % of your base dmg per tick. +1 to +2 even bigger % of your base dmg. and then +2 up to 3 there would be additional effect and that is - your double armor would not work (or would not be as effective - this might be harder to implement so its big question mark) And same for freeze, 0 to -1 movement and speed would be reduced by certain % of freeze base dmg, -1 to -2 same but stronger effect, and -2 up to -3 additional effect - double dmg wont work (as it is now) I think there is 20 points for kill , I am not sure if its only for defence or both teams. Additional bonus for someone carrying flag is good idea I agree with you. Well yeah, Imo status effect should be kept as they are now, no mercy for that. But I agree that tesla lack good augments, there is only one good for now. I think they were little to harsh about it but I dont know how I would improve tesla to the point where its not OP or toxic (as it was before nerf) I am expecting critical mix for tesla in future so that will partially fix problem with ball chaining, but thats still two augments, crystal augments are meh and status are way too toxic and OP -
under review 5. Important things that should be improved or balanced in this game
Tekken replied to Tekken in 5. Important things that should be improved or balanced in this game Ideas and Suggestions
Hello, I am creating this topic to summarize important things that should be balanced or improved in this game but are not, and it seem like there is not enough attention directed towards those things. Maybe some of them are kept unbalanced on purpose but generally they should have been on devs radar and because of that I am creating this summarize topic where I will explain why should that particular thing be improved/changed in a way so it will benefit overall variety and balance in game. 1. Blaster augment Currently this augment is killing MM. It does not have any disadvantage and it highly rewards dying which is in its concept in PvP game bad. Nobody should be rewarded for bad gameplay, actually it should be opposite, meele and close range turrets suffer from this the most Here are few reasons why its extremely toxic and should be improved. There are several hulls overdrives that suffer under the dominance and flood of this augments in battle, - Mammoth OD - this augment works exactly to the cards of someone with blaster. Titan OD - In order to be protected you are locked in a small zone where you should be safe, quite easy target for someone with blaster, with combination of grenades there are small chances of surviving in a "protective dome" Hopper OD - if you kill light hull or medium/heavy hull with your OD you are basically dead. Its not that big deal, hopper OD has more uses but I listed it anyway. Players can easily time their self-destruct and kill someone with defender and 50 % prot against them, fair? Maybe but if you wanna complete game objective, like steal flag, etc and someone is self-destructing on purpose then its just not fair and make game annoying. Light hulls without LG or Blaster itself are not really playable, Imo light hulls are best for offensive play, this means they are good with meele or close ranged turrets but in Blaster meta Light hulls + Meele/close range combos are hard (and sometimes annoying) to play due to this. There is no direct defence against it. Sorry I dont wanna be forced to use 1 augment [lifeguard] all the time just to be somehow protected against blaster. This is making game rigid and not fun at all. What would be best improvement ? There are two options that can either be separated or combined together. Jammer status effect will disable blaster augment. Just like when Blaster was a drone, but - Player will still explode if he wont have Jammer status effect and is killed by someone who will 100 % apply Jammer status after shot. Add 45s cooldown (can be applied for every type of hull or adjusted for hull type) After player with blaster dies and explode, cooldown will start. After 45s he will explode again after he is killed. If player survive 45s he does not have to respawn to have this ability ready. If player does have CD and he dies he will not explode and nobody will get damaged. Light hull can for example have 25s cooldown while heavy 45s or vice versa. In my opinion both of the options should be combined Jammer would have bigger impact on game than it has (almost nobody use it anyway) and it would improve variety in game. Players would have to think about more options how to strategize their gameplay. And finally - there would be direct defence against it. Because of this change there is possibility for - jammer granade in future ,it will simply apply jammer status effect in XYm radius after its thrown. 2. Lifeguard Not as annoying as blaster, but I think it would be fair for it to have same countermeasures just like against blaster. Jammer status effect will disable LG augment. LG effect will work even if player is shot by someone who will 100 % apply jammer status after shot, it wont work only if player is affected by Jammer prior killing shot Add 45s cooldown (can be applied for every type of hull or adjusted for hull type) Example - Heavy hull could have 25s while light hull 45s or vice versa.. 3. Dictator OD This overdrive deserve to be improved, there are few good reasons, first is, almost nobody is playing with it, would not it be better to have bigger variety in battles? Its supportive OD and team work in this game is dying, only real team work is only in groups for now. There is big disadvantage in using it in offensive manner (sometimes also for defence) because it will iniciate repair kit cooldown - which IMO should be removed. Here is how I would improve Dictator OD Apply - All the supplies (except repair kit - so it does not initiate Cooldown) Apply - SuperCharged Effect for all allies in radius just like it does now 1 500 Hit points as a fixed heal for all allies in radius 1s Polarisation effect for all allies in radius For every other hull except Dictator - Increase their OD charge by 15 % Back in old days this used to exists, now it would work same but For example If I have 55 % on Hornet and I am in radius of Dictator OD after his OD I would have 70 % (same for every hull except dictator) Obviously after OD charge boost everyone who has been boosted can not be boosted by other dictator for next 30s (can be decreased increased as devs wants) This would improved Dictator OD a lot and make it another good supportive Hull. Now it just crap thats used only for gold hunting which is sad. 4. Freeze Effect Important status effect but little too annoying and overpowered. It does not have to be status effect thats necessary changed, it can be augments that are super strong with it. Best example here is Freeze Pulsar, it does apply freeze rate just like augmentless freeze yet at the same time its pulsar. Why other status effect does have reduced freeze rate by 70 % yet pulsar which is even worse does not? Another weird character of freeze effect is that despite I use repair kit to get rid of it, it takes like 5 full seconds to actually get mobility to normal. Why? It can be easily abused. It does not matter if someone uses repair kit, he wont be able to do anything next 5s after it anyway.. Example - someone with Shock freeze augment can easily turn me into ice and ignore me, even when I use repair kit to chase him (usually with flag or something) I cant do anything, Burning effect will dissapear immediately after RK, freeze does not. This needs to be fixed. It should work exactly like when Mammoth user is frozen and uses his OD - he will immediately gain all the mobility he had before. How Would I improve freeze effect ? Remove Freeze effect from augment like Pulsar (same treatment for Firebird Pulsar too) Fixed it so after Repair Kit all the mobility of a Hull and Turret is back immediately Remove - disabling Double Damage feature of freeze effect Apply - disabling Speed Boost feature of freeze effect This changes would turn freeze into better version thats supposed to immbile targets and destroy them because of that, not rellying on toxic feature like removing double dmg or abusing fact that whoever uses repair kit cant still do anything for few seconds because how slowly affected tanks gains all the mobility back. 5. Point rewards I think this is imortant part of game and it does have way bigger impact than many of the players or possibly devs thinks Assault Game Mode - It used to be unique mode because it encouraged players to play active game and not camp (at least one team) It was one of my favourite modes because it had all the action I seek in battle. The biggest motivation of course was to cap flags and get points which were abused by few individuals who grinded phoenix augments and I agree that 80 points per cap was little too much but reducing points to only 20 per cap is ridiculous. IMO devs should improve reward for cap from 20 to at least 50. Its not easy task to go through enemy defence and cap flag, most of the time players will die and wont be rewarded at all, it means it is high risk high reward situation. By removing "High reward" there is no motivation to go for "High Risk" objective. Here is how I would improve assault mode To motivate players to cap flags, I would increase points per cap to 50. I dont like the idea of being punished because of few individuals who were abusing system Players could get only 10K experience points toward phoenix missions in this mode in 1 day, after daily limit is reached, player still can play mode and gain points but it wont be counted towards phoenix missions. Points for killing bots - Yes we know bots are necessary in game now because of lack of players so we have to deal with them, but if devs want to motivate us to stay and actually play such battles with them, then there should be normal reward for killing them. most of the time they are just annoying, blocking passages, pushing everyone and disturbing their aim.. who wants to stay in such battles when even rewards suck? Nobody. What is the main reason behind nerf of points for killing bots? Contract missions, and possibly phoenix missions. It can easily be fixed if there is limit how many points per day can players get that are counted toward contracts or phoenix missions. I dont think quick ranking up for new players is an issue big enough to nerf points per kill from bots. If yes then there can be special limit, but after its reached it will not restrict players to get points towards ranks but instead it will only decrease amount per kill for that day. Thats it, I hope this wont get deleted I put lot of effort into it, I am curious what you all think about this 5 important improvements I suggested. What do you think? are the improvements good? Are they even needed? If you think not , tell me why you think so. There are probably more things but this 5 seem to have bigger importance than others. (at least from my perspective) I might forget something important so I am not against someone suggesting something I missed. -
Yes, there are few very well suited maps for nanotech, the best one seem to be desert. Its not really OP in agressive manner, most of the nanotech players who use it for stealing flags has to be close to friend they are healing, usually not more than 50m and even then its usually crusader hull because it does not lean to forward or backward so its easier to hit. But I disagree that its useless in most of the maps, it has its perks, it has very good supporting role, you have to play it either in defence where you can sit in place and heal everyone around you, or as a support healing your attacker and at the same time dealing dmg to enemy close to him. You cant do that with shaft, you can only heal. For me thunder seem to be way more funnier as it is, it takes certain amount of skill to use well on most of the maps and its rewarding if you are doing good with it but at the same time can punish you if you miss which is imo good, at the same time, no autoaim prevents this augment to be super toxic like shaft is because you cant really heal at medium or long distance , definitely not effectively. By adding autoaim (and decreasing dmg by 15 % ) you will bascially make this augment long range one with the ability to deal dmg at the same time for enemy while healing, making it even better and more toxic than shaft is. Not to mention everybody who has it would use it for easy points farm, and making MM more annoying than it is.
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In my opinion this is actually good way how to balance healing augment, its cheesy to heal at medium/long distance in a fist palce, so if someone want to do that then it should at least challenging and not easy, lets be honest, long range healing is cancer. - Someone is 100m hidden in their base in relatively save zone yet still can heal someone who is at my base attacking? How is this normal? 15 % dmg downside is not big deal if enemy player that is healing cant be directly killed or he can just hide, have infinite energy ( unlike isida ) and still can easily kill you with sniper mode. For me it would be MORE than fair to disable autoaim and make it challenging, tho I admitted that for shaft it might be difficult than thunder. It does not have impact force when bullet hits teammate, it has recoil, but impact force is disabled for both enemy and teammates, meaning you cant knock their aim off. Current disadvantages? What are those? There is only one and thats main balance factor, (no autoaim assist) Teammates armor as an obstacle for healing ? How about shaft ? Will this apply too? How about isida? IF you want to balance healing by this , it should be applied for every healing augment and turret, I think thats not good idea. Protection against that turret? Maybe. armor ? Nah
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There are not several but MANY good players who share same opinion, this augment is good example how can you balance turret behind skill gab and limit its use from certain situations. Generally Thunder have best balanced exotic augments in game, please keep this as a standard. Every exotic has a downside Adaptive reload - if you miss you have worse stats than stock thunder Anvil - good dmg but only short range Vacuum - very good dmg but you are limited how you can use it and it takes skill. Nanotech - no autoaim making this augment perfectly lock behind skill gap and making it balanced. Hyperspeed - good dmg but only for long distances This is how exotic augment should look and be. I think shaft HE without aimassist would be harder since it does not have projectile, but it could exits in a changed form where main focus is on sniper-healing mode, but that would require faster sniper mode reload and thus reduced dmg. Arcade mode would not have limited range but it woud be harder to hit allies.
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I do hope its intentional because thats what make this augments fun and challenging yet balanced ! Its not making meta toxic like shaft did before nerf (and still does in smaller portion) Let there be two options - one with autoaim (shaft) and one thats rewarding with certain amount of skill (thunder) thats best, everyone will play their prefered way, for me its 100 % thunder and ofc my beloved Isida.
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You are confusing me, you just said that shaft is better and that is a reason there is "10+ times more shaft healer than thunder" and you wanna do same to Thunder ? Its should be behind skill gap, it should not be easy. Isida is only one turret ment for healing in a first place yet is forgotten and usually played by those who does not have shaft. If you wanna use something else (and better) then there should be drawback. What drawback does shaft have? NONE - thats why there is so many players with it -(which makes game sometimes extermely annoying) - its easy and good you cant go wrong with it - is that healthy for game balance? I dont think so. Thats why there are not so many Thunder players, because its harder to perform good with it and IT SHOULD be that way. If you add aim assist to thunder there will 10 times more thunder healers and now combine that with shaft healers and you will have 5 healers per team in each battle. - Sound fun right? Where is the point of having isida in game? When there are clearly easier and better options. Thunder is great but only if you get some knowledge how to play with it and still it has limits and thats good, it should be that way, for me its way more fun and challenging than having lame autoaim and just be hidden 60m back in base and peak heal and hide... Your thunder-shaft balance does not matter, its just shows how shaft is clearly prefered because its easier and better even after dmg reduction nerf. Same could happen to thunder and thus making healing meta again extremely annoying by how many players would you encounter in battle. I have all the healing augments in the game, for isida, for thunder, for shaft, I can clearly say that shaft is most versatile and usefull from all of them. But I do like thunder more because its not easy but if you perform well its rewarding and I am not alone who share this opinion. If you take away that Unique aspect from thunder it will became just lame no-skill healing BS.
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So you really think 300 % dmg without any dmg penalty is balanced tanki?? Please stop making augments like this that are obviously broken... I bought advent calendar but I am disapointed that you making such obvious OP augment just for the sake of profit. This will destroy mm even more... 1K dmg per shot with 0,5s reload.. oh yeah completely balanced and fair against those who wont have that. This is part of the reason players are leaving this game behind because short term profit > making game fair. Yes yes this augment will be nerfed, I am certain of it... after few months when it served its purpose just like every OP nonsense that came into game... but guess what tanki.... you will lose dozen of players because of that. Will be really fun for new players to encounter someone with this augment, unable to use overpriced protections, unable to use better drones anything just to make everyone suffer... good job.. few more of this augments in game and we will play single player matches (or different games)
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I played enough with it to know that nanotech with autoaim and -15 % dmg will be way worse than it is now. WAY worse. Compared to shaft?? Shaft is still better option for uneven surface maps, long maps, medium to long distance is shaft domain. Thunder start to dominate in close range, you can heal for medium distances but usually you have to play only crusader or not move to be able hit and heal your target. With autoaim I can easily dominate at medium distances too, and not just on flat surface but all maps. Just observe what healing option players tend to clinge when needed, most of them using shaft. Its more defence oriented rather than for attack, because anything can disrupt your aim, you can miss = your teammate has to use repair kit or die etc... take a certain amount of skill and thats what makes it balanced, because not so many players will actually use it, the moment there will be autoaim? Believe me there will be FLOOD of nanotech in everymatch, this is imo best indirect balance of it. Anything else will either kill it or make it annoying / OP yes healing potetial is indeed OP but again, if you think 15 % will do it then thats ridiculous, I can use booster to have 1750 per shot with that after dmg reduction. Imo they should not create augments like this, both shaft and thunder are OP healing options, shaft has sniper mode and good aim asist, good ratio between rate of fire and dmg, and long distance healing, and nanotech has good healing per shot, and splash dmg + short to medium distance healing.
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nah dont touch nanotech please, its balanced because it has no autoaim, if nanotech will have autoaim its over.... every noob will be "pro" healer just making game frustrating, let there be a little effort behind it.
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You should add Thunder XT HD as well into legendary container, why did you add only GT skins
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I am glad for that tbf, finally if someone wants to kill you he either has to use crisis/booster to 1 or 2 shots you with medium hull, depending if you use double armor or not. Thats good enough, if they wanna hide behind defender they have to shot more shots. maybe it could be fun to change initial and final speed so its really behind skill gap,
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Most of your augments are extremely OP and would destroy balance in game, same for scorpion augments. I probably have not see any normal augment that could be used and would not been super toxic in this game. Tesla and Scorpion are one of the most toxic turrets in game in a first place they are effective and simple to use. I cant imagine going against augments you suggested and did not feel disgusted. Most of the augments you suggested does require minimum to zero skill yet they would have be super effective. Here are few examples. Scorpion "Lantern" augment This one is just Spear on steroids and we all know how toxic spear is and how easily it can dominate battle. Its like spear with better arcade reload, better salvo dmg, with little better salvo reload. And disadvantages are just weak. Crits removed is sometimes seen as a advantage because how common armadillo module is. Scorpion "Himars" augment This is another joke, fast rocket that can barely miss but represent dmg as if you were hit by 8 rockets. If you somehow manage to dodge that you will still get splash dammaged. Scorpion "Stinger" augment Same here, crits removed is not really big deal, no ricochet? Only uranium shells augment does have real ricochet effect, other scorpion augments does have rico only with high angles (except explosive shells wich does not have any) +50 % reload is good trade for 75 % dmg , this one seem to be the least OP from any scorp augment you suggested and its still too much. +100 % imact force would probably flip tanks even on steady surface. I dont know if I should react to your tesla augments because those are unhinged, just few examples , Tesla "Plazma" augment This seem to be simillar to electroturret but, it does have better reload, same lighting ball speed and way better dmg. And the disadvantage is 30m range (instead of 100m) Yes electoturret does have 100m range but with how terrible autoaim is and how slow it travels you can use this effectively only at like 50m max , so your 30m disadvantage is not really big deal, its still most effective range for electroturret anyway. But with super big dmg and great reload? Nah dude.. did you think about how it would have to work in battle? Everything that would have come close to you is instantly dead withing few sec. Other meele turrets would not stand a chance, same for short ranged turrets with some of the augments. Tesla "Nanotech Lightning" augment Please no, we do not need another healing turret outside of existing ones, what is purpose of isida then? Shaft outperform it at long distances , Thunder at medium to close distance. Now tesla with this augment could easily outperform it at meele to close range? How about chaining heal? would healing split ? or would it heal everyone as if you are attacking single enemy? Tesla "1.000.000 Volt" augment Man... you did not think about possible consequences in battle right? If they would added this into game they could have delete Siege mode, annoying and super toxic augment. Tesla Lightning "Sprites" augment This has to be worst of all, super reload, good cone angle, better range, crit chance 30 % with 0,25s reload? this is just way way beyond OP. Do you understand that by decreasing reload to 0,25 you are basically nullifying your reduced dmg disadvantage ? + You have better cone angle, batter crit chance, and super reload? This is not a good suggestion list , sorry to say it but everything is either OP at the point it could barely exists in game or total overkill. Most if not all of this augments would only make this game more toxic and less skill based than it already is. If you want example how augment should look For example if you wanna have Tesla augment thats based on crit hits (just like "Spirites" augment you suggested) It should have either decreased reload speed lets say by 20-25 % and slightly increased crit chance (25-35 %), and thats probably it, I am suggesting this by how freeze and firebird critical mix looks like, they does not have disadvantages and their crit rate is way lower than tesla have. So numbers may look crazy but eventually its not Broken, strong or OP ? definitely but it does not destroy game. Tesla does not need crit dmg bonus because it has high crit dmg anyway and there is a unique mechanic that needs to be included - chaining crit that will deal full dmg to everyone in a chaining reaction, so eventually increasing dmg would not be optimal. This is fast made suggestion for augment that should be categorised as very good or OP (new exotics generally are) so I am making it good on purpose. But compare it with yours and you will see difference.
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Logic behind increased price is that we have a new options to get premium currency, you can get 100 rubies from container or now you can get 10 from ruby gold, but in reality you will (if you are lucky) get 100 rubies like once per year from container and ruby golds are rare and even if they increased drop rate it still would not be enough to "farm" it. But now they have a "reason" to increase price, we all know that 90 % of players wont get additional premium currency through this new options and if yes then amount is negligible. Yet at the same time they increased price of funds by 50 % Sounds fair is not it? Not to mention first 10 scam tiers just to profit from boosters, they know very well that fund wont reach tier 30 if they add ridiculous first 10 tiers. My advice ? Ignore this fund, that will be great feedback for devs. They should focus on new players and ways to keep them in a game, this game lack advertisement and even if potential new player come into game its chaotic and unfair for him. Game lacks balance, protections are too expensive and available at a high rank where you will meet legends like a daily bread. Fair? nah just be food for everyone , despite having more skill than most of "legend" players.
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Sorry for late response but if you are waiting for 50 % sales maybe this will be helpfull. Dpeneds on how many crystals do you have, but if you wanna upgrade drone then do it fully. If you can upgrade only to 10 lvl do not upgrade it, it wont be usefull in match and you will waste crystals on something you cant use. But defender is good idea. Twins is also good idea, pulsar is decent, and twins overall is good, again its all about priorities, do you like isida,gauss,scorp more? If yes upgrade them to Mk7-10 (I do not suggest upgrading more than that, because its expensive and difference is not that big, only exceptions are drones and maybe if you really like one specific combo) For start its better to have variety over a little dmg and reload buff for fully upgraded turrets. You have pretty decent protections, if you feel like there is a turret that is making you troubles and you dont have prot against it then maybe you should upgrade at least 20-25 % for such turret, or more. You have crisis drone so maybe its good idea to upgrade gauss/scorpion rather than twins, crisis is not good agressive drone, you have to have very specific combo for it to work (and protections, lifeguard etc) Twins does not have such combo. You should upgrade paladin (or other medium hull to mk7-10 so you can have better variety) If you like paladin then thats good. It goes well with your isida. If you want turret suggestion , vulcan is a medium range but its not as good at medium range than other 3 turrets for that range, its more deadly at short range so if you have some good augments for other 3 turrets and you kinda like that style you might try to upgrade. But its not high on your priority list thats maybe a suggestion for future. Drone, prots or already upgraded turrets are higher priority.
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In the end its still meele range turret, so imo its only fair to split dmg the more you prolong range, you can still have full crit dmg no matter how many lighting balls are in a chaining reaction or how much you prolong your distance. I have to admit though that tesla lack legendary or exotic augments that are not status effect. It has only one and thats electroturret. I think in future there will be critical hit related augment (just like there is critical mix for firebird and now freeze) increasing crit chance or dmg or both.
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I have almost legend acc without any protection, I only have armadillo on 15 % which I got from UC. What he said is true. Here you can check for yourself, Profile — lris In fact it have better K/d on this alt than on my main.
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Its made so you can only use standard attack and it should be that way, if you want to use status effects. I cant imagine playing against tesla status effect with additional electroturret lighting ball speed. First of all, all the status (except pulsar) have bounce mechanic which is imo pretty good advantage ( or it was ) because there is 1 crystal augments that is specifically for this purpose. Second, lighting ball on status effect augment does have guaranteed status effect. It would eventually be better electoturret and with status efect like EMP or AP you could easily just shot lighting ball and then come close to enemy to finish it off with 1 or 2 shots ( 0 to 1,1s) If you dont like it then use augment that can use lighting ball properly. Everyone was abusing this teslas like no tomorrow, by giving them guaranteed status effect with Lighting ball with speed of electoturret then its again same nonsense as before, considering 12m splash radius you could easily apply status effect on few players.
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Disagree... I have met many of good players that were just farming kills easily, often on places where they were basicaly unable to be killed because how it operates. Good example is polygon from one side there is a place (its in right corner from attacker side) and all you have to do is go a little backward so nobody see you yet you can farm everyone. Truly skillfull... yes you have to play with it a little more to grasp all the necessary timing not an obstacle, players stops playing with augments all the time, not just because its difficult but because it gets boring, I have few OP augment in garage and I am not playing with them. This augment does not need huge nerf, but ability to one shot medium hull without booster/crisis DD is ridiculous and insane. I know that thunder vacuum can one shot medium hull too but it does not have such ability to use splash everywhere and it has 2s reload which is still worse than striker after reload nerf. Prot as an easy counter? Not an argument, you can use that for everything and thus everything is balanced, this game should have variaty not just on paper but also in battle, if everyone is forced to play defenders,lifeguards and mandatory prots then its not fun at all. It would be more than fair to nerf dmg and if not dmg nerf then maybe limit range, but that would be too much I think.
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first 10 is just filler thats the problem, could have been easily 20 tier fund. 11-20 sounds good for new player, but 2 of 4 augments were in almost free events (sustainable and tandem) and other 2 are just magnum ones and not everybody is fan of that. Last 10 rewards are great but yeah... good luck
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