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Tekken

Tanker
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Everything posted by Tekken

  1. 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.
  2. 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.
  3. 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)
  4. 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.
  5. 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.
  6. Tekken

    Black Friday 2024

    You should add Thunder XT HD as well into legendary container, why did you add only GT skins
  7. 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,
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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
  16. 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 !
  17. 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
  18. 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...
  19. 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.
  20. 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
  21. 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.
  22. 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.
  23. 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
  24. 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.
  25. 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.
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