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Everything posted by Tekken

  1. This is exactly I wanted to mention , sad IF it works as I think it will then this is one of best balance made this year, great job for this one !
  2. Agree... + Tesla status effect augments, Siege is literally unplayable, one pulsar and you can leave its funny how for example you will have like 5 crits with vulcan pulasr per battle (I literally tested this) yet with tesla pulsar you can have 50 and it has chaining crit effect... Freeze pulsar should have freeze rate removed or decreased like other freeze status effect augments (same for firebird) Btw why Tesla does have Freeze and Fire augment while Isida does not have ? If tesla can have it Isida too
  3. Thanks for giving me a reason to just ignore all the bot battles and move on the other one, lets just hope there will be enough players to even have full player battle...
  4. Tekken

    Battleship 2024

    you might get one, if they release shaft demonic during halloween then there is a high chance for new shaft augment. Last year it was vulcan and two new exotics + demonic.
  5. Tekken

    Battleship 2024

    Not too much crystals, that might be a problem. Also dont forget to detect mine in field so you have 2pts. GL
  6. Tekken

    Battleship 2024

    Depends on mulptiple factors, main one is how many crystals you have for silver contracts, you also need fair amount of luck , and ofc depends on how much time you play. If you have enough crystals a little luck and you can play more than few battles per day then you have a good chance to have 20 points.
  7. Tekken

    Battleship 2024

    Now this looks interesting, it seems like everyone will have a lot of aguments but will they? ? I think most of the players will end up with 10-20 points max. there is 64 squares only 16 are legit tanks that wont consume energy. Meaning 75 % of time you will use energy. Lets say you will manage to destroy all the enemy tanks for just 20 energy. (and you will use mine detector for 30tc) Then for 50 points you need win 25x thats 500 energy to have 50 points for shop. (166 silver contracts) (and 750tc spent for mines) Its good ngl, I like it, I accept that I wont have 50 not even 25 points but its free for everyone F2P players now can choose 1 or 2 good augments and P2W players will have all of them, good for everyone.
  8. Tekken

    Rally Tankcar 2024

    are you playing game to get more supplies or to have fun ? I have 40K of each supply I dont care If I lose some of them, its ment to be used not to pile them up and save them for what? I might get something good from conts aside of supplies
  9. Tekken

    Rally Tankcar 2024

    Those are just loud individuals that will hate everything from you, dont listen to them. I love this kinds of events which rewards players just for playing more, this is how it should be and work all the time. It gives players actually motivation to stay and play more than just for daily, I appreciate and keep those coming. As for rewads, they are fine, I will rather take more epic keys than some augments I might have or I dont want to. This way I have more chances to get something I want.
  10. Not enough, still cringe no skill augment. Finally, good decision, I am tired of all the "pro" players playing brick on spacebar augments with this flying can. Or just casually play this hull over any else because how easy to control it is and how its more beneficial than track hulls. Next step should be to decrease sideways acceleration so they cant dodge that easily (for every flying hull) Appreciate Titan OD faster recharge, also Hunter.
  11. Augments are alterations for your turrets, it change how they behave, for example You can have Thunder augment for short tange - dealing more dmg at short distance but having weak dmg for long ranges. Or Healing augment for Thunder - if you hit someone who is your teammate you will heal them, or you can have long range augment for thunder ,dealing more dmg at long range but less dmg at close range. OR there are augments that can increase your reload speed or crit rate. Its not only about turrets nowadays, its about augments, Augments - Tanki Online Wiki (tankiwiki.com) Every other drone aside of brutus will cost you 1M crystals to fully upgrade (or 500k during 50 % sale) so I would not focus on new drone for now, just save crystals for sales, do daily missions and event missions to have containers so you can get something valuable from them. You can then decide if you want to invest to turret you have good augment for or maybe upgrade drone (I suggest defender drone if you want to use another one)
  12. 1. They are same 2. No Kits unfortunately 3. best time to upgrade and buy is during sales which happen to be almost once per month. Its usually 30 % discount, so save crystals for such occasions. I dont know whats best for you, I dont know what playstyle you like or what you consider fun, those are factors you should consider. If you do not have brutus drone lvl 20 upgrade that first, if you have then it depends on augments you have and again playstyle/whats fun for you. Everything can be good with good augment. I recommend you to upgrade only to mk7-10 or something like that because last 10 upgrades are pretty expensive and difference is not that big. So you should rather upgrade something else for saved +-200K than upgrade last 10 steps. Whats generally OP is scorpion at least with wolf pack augment or any legendary/exotic one. And now striker but only exotic augments. Fire and Freeze are good but you have to have protections and better drones to be able perform very well. If you like to have alternative modes where you support team as an healer and occasionaly kill someone isida is a good way for you. If you have vampire nanobots for isida you can play agressive. Rico and Smoky are both good, I would suggest rico over smoky, because smoky now has a pretty weak crystal augments, and it has weird aiming mechanics. Rico has very good crystal augments, adrenaline for bonus dmg, long range augment (minus field stabilization) short/meele range augment (plasma torch) and if you need splash dmg it has destabilized plasma. Status effect augment are solid for rico too because of rate of fire, and helios and berserk are best for rico. I do not play railgun but if you like defensive gamestyle then its for you, or if you have good augments for it.
  13. Tekken

    Let's Discuss Magnum!

    Well obviously its business just like every other game, the main goal is of course profit, without that the game would not exist. I partly agree that low rank have it difficult because game lack new players so balance is off, but with bots in MM and now x2 funds and bonus exp in event modes you can rank up pretty quickly having at least 1-2 good combos when you reach legend rank, what I have problem is how expensive protections are , thats where the game is unbalanced the most. You can get one or two good augments from containers, or you can participate in one of the events where you can get good augments even as a f2p player but protections will costs you just so much that you wont fully upgrade them even after years. They should introduce rent system or something where you can rent protections if you do not have them upgraded or just lower the prices. I dont know why they decided that the most crucial element for balance will be overpriced to the point of insanity. BUt even as a P2w you wont upgrade that much faster, yes you will have additional crystals if you buy premium or if you have more containers from events, but thats nothing, either you spend thousands od $ to fully upgrade that fast or you have to grind that for months/years even as a player who buys something for real money. I am example of that.
  14. Tekken

    Let's Discuss Magnum!

    Disagree, I have two alt accs, both of them completely free to play from recruit to legend and I have great impact on game, I am able to compete, and I usually carry games, even with weaker of the two that does not have prots only arma at 15 %. Profile — lris (tankionline.com) Profile — Citadel (tankionline.com) I have better k/d than on my main. but I am isida main on my main acc so thats the reason, but it proves that you can have impact as a f2p, you just have to do wise decision where or when to spend crystals. Or your game currency. YOu can earn tankoins, its slow, you wont participate in much events but you still have this opportunity. And lastly, devs are finally introducing free to participate events like cybertank or assemble tank.
  15. I suggested AP immunity in option 2 because other Hull augments are nearly useless if you want to use TItan OD effectively, its annoying to wait 3-4m for overdrive and then some tesla or twins pulsar just melts you in a Dome because of multiple AP status effects, I would rather have 50 % dmg protection provided by dome but AP immunity in dome than have 90 % protection and does not have AP immunity. I suggested 60 % which might be a little too much with Healing, so it could be nerfed to 50 % with healing or devs could remove Healing, 60 % is a huge difference than 90 %. You cant use that dome recklessly with low HP because everyone can finish you off and thats a balance factor. This seem to be more fair than just use AP status effect (pulsar) and send you to spawn. IT would provide a lot more defence against group of status effects. First idea, is to make Titan what it truly is... a supportive heavy hull that can tank dmg. I would not say it is OP if effect duration would be like 10 or 15s it does not have Emp immunity, Jammer immunity, 50 % dmg protection can be nerfed if its OP. Main reason for this is how long it take to recharge Titan OD yet it can still be wasted like nothing by half of the ODs, this way you would still get some of the benefits even if someone could cancel your Dome immediately.
  16. Yes I also agree with you on this one, thats why I did not suggest into any of my ideas reduction of chaos dmg.
  17. Yes I am thinking same, but giving AP immunity means it has to be nerfed in some way, thats why I suggested AP immunity but at the same time dmg reduction nerf in option number 2. Yeah Jammer negative effect is very handy for two reasons - It can remove additional speed from trickster/crisis users so eventually harder for possible blaster augment to deal maximum dmg and also as a protection against enemy OD (still can by bypassed but why not make it harder, at least people would have to learn game mechanics or equip jammer immunity) Good idea, giving beam "hp" against ODs seem to be pretty decent and effective idea. I agree with Mammoth not being able to remove it, Mammoth user can still use chaos dmg to kill everyone in it.
  18. Well thanks for response, I did not forget it, idea of chaos dmg is good but if I have to be locked in 20m radius to use my OD effective how can I defend myself against rushing blasters? Even heavy hull can use its 4K blaster dmg on my if I can not leave my dome. Thats why its problem and same goes for grenades. Positives are so overtuned that it will eventually leads to disadvantage of user - wasting OD, if you can counter it by OD you will use it, if not you will run and hide = where is purpose of Dome ? to use it for enemy to run and hide or cancel it immediately? Its not worth to stay in it if you cant shoot enemy because they can easily hide and wait until it ends. Its not worth to stay in it even for healing because its weak. would not be it a lot better to give enemy players options to fight everyone in dome not just by ODs or grenades/blasters but by normal dmg of their turrets ? Thats why Option 1 give only 25 % dmg protection, its like slightly worste defender for everyone in it, meaning enemy players who sees dome will not immediately hide from it but fight players in it because they have actually chance. Mine clearance is because dmg protection is only 25 % meaning mines could easily kill you in a place where you should have better surviveability, I dont mind current Titan dome with 90 % prot to not clear mines. You say too much immunity but you seem to forget they have only 25 % dmg prot instead of 90 % Jammer immunity is just to make it harder for potential enemy player to cancel it, you can bypass jammer immunity by using repair kit or jammer immunity and cancel it anyway its not impossible its just make it slightly more challenging. AP immunity in dome is to make sure that 25 % dmg reduction will work no matter what augment immunity will allies have. Stun immunity - dome does not provide stun immunity AP immunity for Titan itself, its like current Dome now, if you want to use it effective you have to play with AP immunity and thats making other hull augments never an option to use when you have this weakness. 50 % dmg prot does not make you immortal, you are still vulnerable to jammer and emp immunity (meaning enemy can slow you down or remove your double armor/defender bonuses) Nothing really unkillable. Dome effect duration is 20s it does not mean Titan ability will have same, it can have 15s and eventually it would suits Titan name to have OD that make it stronger or harder to kill. There are lot of option to balance this by speed reduction etc.. Stun immunity for Titan itself, reason is it can be easily almost stun locked by tesla users who have ridiculosuly high chance to stun you, titan itself is slow, they can use tesla ball to stun you even more, but I agree this is not necessary and it can be removed Whole meaning of DMG reduction nerf is to give enemies option to fight everyone in dome so they wont run away immediately or use their OD, by not giving players in dome AP immunity it makes this second idea worste option than current one we have in game. Jammer can be bypassed and every good players knows it, its just to make it harder to cancel it, at least more people would start using jammer immunity to be able cancel such OD without problem. Also jammer will remove additional speed boost from crisis and trickster - making it harder for blaster users to succesfully deal maximum dmg. Its not like paladin, paladin heals 400 hp per sec(with booster even more), this would heal only 100 per sec which is good difference. Paladin gives immunity against status effects this one would not. Speed reduction is a balance factor to not make it OP, if it can move imagine players with trickster rushing to enemy base with this dome. Effect duration nerf makes it harder to use for such purposes, every second is important if you wanna breach through enemy defence, it can still be canceled by every OD (if its beam mounted on titan) and it does not provide immunity. dmg reduction can still be nerfed if it would be OP. I strongly disagree with you on this one, it does not serves its purpose, Paladin OD serves more defensive purposes than this dome and thats a medium hull. Its strong until you meet someone with blaster/grenade/OD/pulsar or AP status effect (like gauss or tesla) so basically its never strong and if by any chance is, then enemy player can easily hide from it and wait until it ends. I agree with you that dictator OD is next to Titan by usefullness, maybe you should try suggest rework.
  19. It has healing but its very uneffective. May I ask which stats are questionable? I really tried for stats to balanced but if you see somewhere in stats potential problem I would like to know which ones to reconsider it.
  20. Tekken

    Titan Overdrive needs to be reworked

    Hello, we all know how weak and uneffective Titan OD is,with the addition of granades and blaster this issue seem to be alarming, this is why I would like to suggest few ideas about potential change/rework of Titan OD - Dome (Protective Shield Generator) In my and many other players opinion its very needed, it needs to be either changed or reworked in a way it can serve its purpose. Problems with Titan Overdrive - Blaster - blaster could easily deal 3K dmg to anyone within titan dome and now even 4K dmg, players have to escape from Dome protection (thus lose 90 % dmg reduction) to avoid, for most of them fatal dmg from blaster, which is already killing purpose of DOME. Yes we can argue same about Mammoth OD but there is still option to somehow defend yourself by lifeguard and even without LG its still more usefull than Titan OD, it can bypass defence of mines, tesla ball does not have effect, can cancel multiple ODs, is immune to every status effect incluing burn and freeze and has increased speed, once activated can not be canceled by any OD Grenades - Grenades are starting to be big issue, titan Dome seems to be best target where to throw your granade because how easy is to wipe out whole group of players in it with just one throw, its like marked zone where you should throw granade, devs plan to add grenades like "Zvezda - specialized Grenade that deals continuous damage in a small area." Which will additionaly destroy almost non existend purpose of Titan dome. AP status effect and Overdrives - I think main issue is 90 % dmg reduction, it is too much for players to fight with any other way than with overdrives or AP status effect, nobody will fight someone in dome relying only on turret dmg and thats a big problem (pulsars and AP status users are exception), reason Titan Dome can be canceled by almost every overdrive in game serve as the only option to fight against it. This is why real battle experience looks like this -> Player with Titan uses his OD -> If enemy does have OD he will use it to cancel it ( wasp,titan,hunter,ares,crusader,hornet,mammoth) -> If enemy does not have OD but has blaster/granade - such player will use it and can easily kill one or more players in dome -> If enemy player does not have anything of mentioned he can easily hide from field of view of anyone who is currently in Titan Dome because its stationary so players in it either lose their protection in order to get kill or stays in it but for nothing = wasted OD. Healing is so weak that its not even worth to stay in dome to heal yourself. Usefullnes of Titan OD I was able to find usefullness of titan OD just in few situations, one of them might be siege (questionable because how many players save OD just to get rid of enemy titan OD) or protection of juggernaut against enemy viking OD, thats two situations I was able to find some purpose for it. Used agressively leads to cancellation by enemy OD, Used for defending/long range situation leads to enemy hiding from it/ignoring it until it ends. In my opinion 90 % dmg reduction was a mistake in a first place, not alowing to playes fight "fairly" against anyone in it just force players to rely only on their ODs or run and hide (Both situations end up wasting Titan OD) Original stats of Titan Overdrive - Plasma Shield Generator 90 % dmg reduction Heals 100 HP per second Radius is 20m Effect duration is 20s Here are few ideas how I would change/rework Titan Overdrive 1. First idea is to rework how Titan Dome operate Instead of 90 % protection as it is now, it would provide only slight protection to allow enemies to fight against players in it by normal way, but with improved healing for all alies in it with additional immunity to certain status effects. Titan Dome would serve only as a supportive part of Titan OD -> stationary healing Dome, additionally Titan user would have few other bonuses independent from Beam as a part of its OD which would work even outside of dome radius. Bonuses Provided be Titan Dome - 25 % dmg reduction (for every team player in dome) Heals 100 HP every 0,25s (possible - can be changed to only once every 0,5s) Radius is 20m Effect duration is 20s Grants Immunity to Burn and Freeze status effect for every ally in dome (range 20m) Applies Jammer status effect to enemies, Radius of jammer status effect - 30m (to serve as a protection to be easily canceled by ODs and also defence against trickster/crisis users who wants to use blaster to anyone in dome) Remove all the enemy mines in dome radius Can be cancelled by enemy Titan OD, Wasp, Hunter,Mammoth Additional bonuses only for Titan - (independend from titan dome) Same animation as Mammoth have during OD but maybe Blue? 50 % - dmg reduction (outside of dome, in dome it would have additional 25 % protection provided by dome) Heals - 100 HP every sec (independent healing outside of dome, In dome it would have same healing as everyone else + additional 100 every 1s) AP immunity Freeze a Burn immunity Stun immunity Can not be cancelled (player can be killed by ares ball, crusader icycle,mammoth OD , it wont detonate wasp bomb nor enemy titan dome, user is not immune to mines) This way Titan OD would be generally more usefull than it is now, nobody wants to fight players with 90 % dmg reduction, its overkill and magnet for enemy ODs, new Dome would be protected by Jammer status effect and provided good surviveability for players in Dome, boosted healing could serve as a defence mechanism against grenades or blasters, new bonuses for titan would make OD usefull despite enemy could deactivate Dome. 2. Second Idea is to slightly nerf dmg protection but add immunity against status effect Titan would not have independend ability outside of dome, but dome itself would provide a better protection not only against dmg but also against status effects, in this scenerio dome would still suffer a lot on grenades or blasters but a slightly better healing should at least make it easier to survive chaos dmg from various sources. 60 % - dmg reduction (for everone in dome including Titan user) Heals - 200 HP every sec Provide - AP immunity to allies inside Dome Applies - Jammer status effect to enemies withing 30m range from the center of dome Radius - 20m Effect duration - 20s 3. Third idea is to make Titan Protection Dome to move with titan. (Beam could be mounted on titan or source of dome could be Titan itself By making protection dome moveable would partialy solve problem against blaster and grenades, but because its not statonary it should have disadvantages such as not provided AP immunity or Jammer status effect against enemy. Also to make it balanced dmg reduction should be slightly reduced. 70 % - dmg reduction (possible nerf to 50 % of dmg reduction, I am not sure how good/bad it would be with combination of other ODs) Healing - 100 per sec Radius - 15m Effect duration - 15s -30 % Titan speed reduction during active OD Please consider this ideas as a possible change for current overdrive of Titan, I put lot of effort into this, current OD is close to useless, I will be happy for any feedback regarding this suggestions.
  21. This is right but why do I have to suffer? IF I see someone who has LEGEND rank and is NOT capable rotate turret then why should I try to save such team? IF its one player ok, I will give it a try if its 40 % of your team then why? Just for my ego, to feel like better that I did not give up? Thats not all, if someone at LEGEND rank is unable to use supplies for whatever reason then I dont want to participate in such "battle" How about LEGEND players with 4-5K GS just occupying slot in my team and doing absolutely nothing? Again I am asking why should I stay and try my best for such players who does not give a damn in first place. If devs or game does not punish such behaviour then I have all the rights to leave, sorry but at Legend ranks I have higher expectations from my teammates than moving forward to die in middle of the map and repeat again. This is one of reason I hate Jugg and TDM mode, this players are destroying not only their game experience , but also for everyone in their team. I Know that this game does not have such large playerbase for devs to do something against such players, but since it exists and there is a leave option I will just use that, give me team where I see players who are trying their best and I will gladly lose with them, but those are rare like rain in desert. Groups only highlight this issue more.
  22. Who in the right mind thought this is good idea? Whats the reason to have various augments, drones, turrets and protections when we can change just once in battle. So basically whoever changes his equip first in battle is in extremne disadvantage because enemy can counter his combo and he cant do anything about that. This apply mostly for good players that has impact in battle. Or if you are unlucky and from start you are against enemies that has a lot of prots, you have to either leave such battle or risk the consequences of changing equip first. After introduction of Pulsar augments and Overpricing protections, this is definitely one of worst possible changes ever made in TO. Thanks for giving me another reason to leave this game for good. Its funny how this indirectly promote playing with pulsars, why bother using normal augments that require some amount of skill when I can just equip Skillsar augment and do not give a F about enemy protections. And if someone by any chance change his equip or prot , pulsar player now have upper hand because he can directly counter his combo. Well played tanki... thanks for making game more "fun and fair" Oh yes btw This does not work... but nice try
  23. Fixed a bug due to which, when changing equipment during a battle, new items could not be equipped on the tank. nice try , but it does not work (I doubt it ever worked) again .... but at least we can now change equip just once, and we have like 30s for it because it will kick us for inactivity good idea
  24. To be honest I expected more Twins - PTA got +100 % plasma velocity while Plasmatron being ignored again, at least increase crit dmg its pathetic as it is now. Striker - It seems like Tandem and Vacuum are perefctly balanced augments, yes lot of fun having 3K dmg with vacuum (without actuall need to have booster or crisis) Or having 1,6s reload with 2x dmg output of Thunder with homing missles that have increased crit This is ehm.... Equipment change timer in battle now activates when any part of a tank (except paints and skins) is changed Dont tell me I can now change my equip only once in battle, if yes then this is bulls...t level over 9000 Some of the fixes are good but will they really work? Unfortunately I do not see gauss 0 dmg bug on fix list. Blaster and Lifeguard change is good at least something,
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