Jump to content
EN
Play

Forum

Tekken

Advanced
  • Posts

    304
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by Tekken

  1. First of all I was pointing obvious unbalanced augments in the game, I am not crying like you are implying, whats the point of this topic if we cant tell our opinion without being marked with phrases like "crying" you are ridiculous... Team play does not start and end in healing your allies... and yes I am gonna compare Shaft with other healing Turret or augments because what else we should compare it with ? Its clearly OP and give too much advantages over disadvantages, if its ment for healing then why it has same dmg as normal shaft does? It has long range healing which is super advantage over all isida and partially thunder augment (which is from what I heard of not that good because its hard to aim with) It does not have 0,001 % chance to be pulled. It should have either dmg nerf as a HEALING augment SHOULD HAVE. OR energy bar like shaft rapid fire mode does but with normal dmg... is it fair?? Totally, you can still heal your allies at long range while you are hidden from enemy. Tell me your arguments other than "team play" You dont have any. Is that an argument? Yep sure it does, thats why majority of players I see perform with briliant K/d and most of the time in top3 almost on every map with spear ? It does not require too much of nerf... maybe longer salvo reload so they cant spam rocket like a madman and its ok. Still very good but not broken like it is now. Are you hurt because I mentioned that shaft emitter is OP and needs to be nefed or what? It seems like I can not even express my thoughts on augments without offending some random dudes... It sucks and nobody is playing with it so why not actually buff that augment so it brings more variability into game ? Why not ? Thunder has like 3 good augments, Tell me why it should not be buffed. Nobody is playing with it and it was mentioned by Opex alone that they should buff it because it weak. Ok you mad, next time at least bring arguments not just empty words, look at my profile and see how big camper I actually am. I dont even like gauss but that does not mean I should not mention clear issue with that turret in game. Maybe you should mention it ? ? this is nice rant and who is crying , if you consider a healing your allies as the only team play thing then there is no help. There are lot of players that are attacking and stealing flags while others are defending base with mines and teslas.. even campers are playing team play when they killing enemy campers and thus providing a clear way towards enemy base for you, just because you can not appreciate them does not mean they are not playing team play.... its your fault not their. You know better tell them ? Sure buddy keep telling yourself that , thats why 6 ppl agreed with me and 0 with you. What augment should be nerfed according to you /or turret (without those I mentioned) I will literally have spear for scorpion next week and here I am speaking about nerf. I literally have miner augment and I agree that it should be nerfed/reworked. I dont need OP augment to perform good in this game when half the people does not bother to rotate turret. Yes gauss salvo status is cancer and should be removed I agree. Vulcan sherdder is very good but it has good downside as a balance factor and you still have to aim pretty good to have that effective dmg. But its at the edge. Tandem for striker is not OP, there are way stronger augments for striker like faust, vacuum and meteor/hydra. I consider tandem as a long range augment, it has 3s reload after salvo and its dealing decent dmg.. its like railgun. Its good not OP.
  2. No Shaft healing emitters nerf No Scorpion spear nerf No Tesla crits nerf (chance to crit) No Freeze effect changed so it wont remove DD effect No Isida nanomass reactor buff (its trash fix it so it wont run out of energy 80 % of times before it kills enemy) No Thunder anvil/sledgehemmer buff Large caliber pellets for Hammer and new Plasmatron augment for twins should have crits disabled because it ruins that dmg boost effect. They are not certainly OP so why not. Gauss/Magnum 0 dmg bug still in game Equip change issue still in game (changing equip wont happen immediately and we have to play one more round for change to apply) Inactivity waiting time increased from 1 to 3 minutes Cant wait for battles where half of the team will be missing entire battle (until AFK player is not kicked he cant be replaced by new player) I understand why but this way balance will suffer even more.
  3. Tekken

    Bugs and Glitches Reports

    I kinda undestand what you tried to say, so to achieve maximum reload bonus I need to hit 1 target with splash and 1 target with direct hit. Thanks now I am at least aware of this and can diminish this to happen in battle. Thanks
  4. Tekken

    Bugs and Glitches Reports

    Hello I would like to report bug or game issue with Thunder augment -> Adaptive reload, In video I will shot 2 enemy players with splash few times in a row and I recieved only cooldown reload buff as If I shot only 1 player. This happen very often with thunder AR and I would like you to fix this issue or explain how exactly reload cooldown buff works. Sometimes it work good, sometimes I will hit 1 enemy with spash and I do not recieve any bonus (full reload time) sometimes I hit 2 or more targets and I recieve buff as If I hit 1 target. Here is link to youtube video - Tanki online Thunder -Adaptive Reload- Bug (youtube.com) (hope it works)
  5. Tekken

    Miner augment balancing ideas

    My idea is to make mines (while using miner augment) lose ability to do crit dmg (this way spider protection will be way more effective against this kind of augment) and their impact force (removed or decreased to you can just drive without risking your tank will get flipped, if imact force is removed then I would not mind if miner augment could have 75 mines active without disapearing after death.
  6. tanki fund will be pulsar exhibition, enjoy it guys Its long range turret, you expecting to perfrom well in close combats with it? You are healer so why should you have normal dmg? Either use healing augment for healing or use RFM/SBE for dmg, its stupid to have both and only have critical hits as a drawback, thats is very very mild nerf for bonuses it gains. Even freaking impact force/no recoil can be seen as an advantage. That does not change fact that its very OP and should be nerfed. How can turret thats not supposed to be healer in first place have more healing per sec. than Isida while you can heal at long ranges have inifite energy and still option to deal decent dmg to opponents. Its unfair and many players who has it are saying its OP and they are right. The amount of advantages clearly dominates over one real disadvantage and thats critical dmg removed. Look at isida support nanobots - 50 % dmg thats real disadvantage and thats for turret which is supposed to be a healer, still has energy bar and short range healing = you are focused by enemy. Its unfair to have option to heal while you are hidden in base behind 100 mines. This big advantage is enough to have dmg reduced by 50 %.
  7. I often leave match too if I see 1-2 healing shaft, sorry but not gonna feed any shaft healer by dealing dmg to the enemy while shaft can heal him in safe zone from myself If am not able to kill healer so why bother killing enemy who is constantly healed at the distance of 90m , even isida as a main healing turret have energy bar for healing (which mean you can not heal infinitely long like you can with shaft) I agree on smoky, its funny how they nerfed vulcan crits thinking thats to most cancerous pulsar and forgot about freeze,tesla and smoky and possibly twins which are way worse. Healing emitters - infinite energy, long range healing, being able to heal in safe zone (with booster/crisis to increase healing by 25 % ) still having same dmg as normal shaft with ability to defend itself/kill enemy players. If we do not count isida support nanobots its has best healing per sec from any other turrets (more than thunder and isida) But with support nanobots your dmg is halved and you still have energy bar and you have to heal at the short range (high risk to be focused by enemy players) while not being able to defend yourself. Is this fair? Is it fair to just simply die when enemy who is healed by shaft hidden in safe zone is approaching you and you simply cant kill him or kill healer ? Nerf is necessary Yes "just" because it will break the game is very good reason itself...... I would not mind if spear was replaced by cooling solenoids (or whatever name is for that gauss augment in event) and put at the gauss place for 27 coins. That way it would prevent at least for certain % of players to get it, I understand that tanki put that augment on purpose for 13 coins ( to gain more players who will buy 700tk bundle) but this steps slowly destroy MM, just like shaft healing emmiter should not be put in elite battlepas in first place (or if it really had to put in there why not as a reward for 19. stage) I will say this, have fun playing MM after event, the only option to not be immediately killed, will be camping ? otherwise as soon as you leave your base you will be welcomed by dozen of rockets from various spear users. Decrease dmg by 25-50 % (I think 50 % would be better) Or give it energy bar for arcade shots like rapid fire mode does have (while dmg would stay normal) But crits still removed. If it has to be healer and also dmg dealer then give it energy bar or decrease dmg or both. Rank up mission - if you are close enough to rank up just wait until this mission will appear and then rank up, if you just ranked up then you have 24 days to complete it so it does not seem so much problem. If you need just like 10K points for rank up and you want to play daily then dont wait and rank up.... in worst case scenerio you will lose 1 coin, which means you will lose reward for 24 coin (250x double dmg) Unless you are not aiming for anything above 24 you can just ignore that mission. Why 24 missions only ? Guess why.... you expect 6x exotic augment, chance to get hunter (and freeze) GT and lot of supplies and 45 keys for just 700 tankoins? Obviously its made in a such way it will cost you either game resources or money to get everything, to be fair, end game players who has already full garage have now good chance to get hydra "for free"
  8. I understand spear its at the edge of being superOP/broken and its annyoing to play against players with it. But hammer? I have assault magazine and its definitely good augment but certainly not super OP or broken, really depends on map you are on, since crits are halved you can easily defend with just hammer protection and you dont require armadillo, I dont have heavy slugger or hunter duplet but they does not seem "OP" I mean they are very good but its not that bad to play against such players. Anything else ? If something should be nerfed its freeze effect (to not remove DD because ppl abusing that with pulsar) and tesla crit rate which is absurdly high for its rate of fire and how often it will apply status effect. Another augment that should be nerfed is shaft healing emitters. You are either healer or dmg dealer how can you have both, it has long range healing and your turret is not even made for healing in first place... also Gauss guaranteed status effect for salvo - should be removed (or reworked that way it has certain % chance to apply status like with crit shot)
  9. I dont have spear but it should not be for 13 coins... its OP and annoying, if everbody can get this then MM is gonna be unplayble even more ...
  10. Tekken

    Team Contracts

    Exactly , this fake info needs to stop ! Shame
  11. Tekken

    Team Contracts

    very agree I am gonna do it
  12. Tekken

    Team Contracts

    exactly.... this is scam on another level, it was never mentioned that points will not be able to purchase after contract missions end....
  13. Tekken

    Team Contracts

    yea lucky you, I hope its just some issue with event page otherwise I am without augment as many others are ?
  14. Tekken

    Team Contracts

    https://imgur.com/a/9cw3sqL Hello? tanki? I was specifically waiting until event ends so I can calculate how many points I need to buy to get augment I want. Why cant I buy offers now?? Are you kidding me ?? If this is intentional then its basically scaming people, you clearly said this "If you didn't earn enough currency during the event, you can purchase more on this page. " This CLEARLY implies that shop offers were ment to be bought during and AFTER event. Please tell me its only issue....
  15. Tekken

    Team Contracts

    Well okay then, I have pulsar and its meh, tbh its just normal vulcan boring vulcan with occasional status effects , yes faust and spear are probably better but you have to think what impact would it have on MM if they put this kind of augments into contract, everyone would use that and it would have been unplayable at that point. Its enough pain seeing 2 pulsar or faust/spear in battle not even more please. Hyperspeed is good and its actually in contract, only railgun but thats probably best of them. It will be unplayable with the amount of magnum vacuum users or miners.
  16. Tekken

    Team Contracts

    I think yes, you can buy bundle for 700tk and you have guaranteed hull augment (miner/lifeguard or blaster) or 75 % chance that you will end up with 1000 or more points so you can pick one exotic augment for turret you like, I think its worth it. Just by doing daily you now can complete BP and nearest fund will probably be in June so you have 3 full months which is 6x BP = 600TK + others from missions or maybe token of apology ? You dont know if next fund will be good, I think it will be better than last two with 50 levels. But it can be filled with pulsars which is not that fun to use imo. Its situational, If I am facing one pulsar on open map I will go for emp 100 % If close map and many pulsars then best strategy is protection and AP immunity + hyperion drone, even If its only 1 sec its enough if you dont have hyperion, because after crit you fighting without DD for at least 6 sec, (I suppose DA is more important) while some pulsar apply AP only for 1,5-2 sec (most of the time its those that are fast critting) after effects of EMP least at least 6 sec until you have same defence and attack and losing DD means your oponent survive longer. Both ways are good, you can still equip protection with emp immunity and after crit you press RK asap. Next crit will be deadly but your chances are still +- same with AP without DD, it means you are prolonging battle and thus more chances he can crit you again. As I said its situational, best defence is AP/Hyperion/protection other than that is debateable. My opinion is they should nerf duration of certain status effect on pulsars (some have stupidly prolonged effect like striker does or tesla ) And they should decrease of supply use for hyperion from 3 to 2 so people would use it more often as a option to fight against those pulsar spammers.
  17. Tekken

    Team Contracts

    yeah I agree, it depends on pulsar type if emp least only 1 sec you can go with AP and hyperion if its annyoing like tesla or something, then emp is better
  18. Tekken

    Team Contracts

    well I disagree I fought against shredder users and its clearly very strong (definitely one of best in contract list) just by pure stats like DPS it has to be good, so him saying its very weak is discouraging others to pick that augment and is clearly far from truth. In paper it has probably best stats from all augments in game. Btw isida vampire is considered one of best with pulsar so whats your argument? Its well known so you ending up in top 3 is normal. Yes I got your point that individual skill does matter but you cant deny raw stats which clearly indicate that shredder is not "very weak" Its hard to play with? Probably yea, its unpleasant to play with? It could be, game style is very weird, but its not weak. It has INSANE DPS no other augment is near to that only disadvantage is rotation which can be manageable to certain degree. Yes you can equip prot and AP immunity, that arugment can be used on everything.... imagine I said same for magnum vacuum before first nerf..... you can equip prot and you are good, its not OP its only because some individuals performed good so why even bother with balance right?
  19. Tekken

    Team Contracts

    bruh thats hard cap, I have seen you with shredder destroying everything in sight with very good K/D and being in top 3 most of the times with it. Do you really wanna see more pulsar users ?? OR spear? Those are cancer augments and very annoying destroying balance in teams and game. THe only option to be equal to pulsar spamer is equip pulsar too and pray for crits... Imo you want to keep shredder for yourself as a super rare exotic augment (because now only few people have it) I understand that, it makes that augment even more special and I understand why you dont want it to be available for everyone, but from what I have seen I can tell that on good map and with certain skill its extremely good augment with highest DPS in game, now with crits being even more stronger its like buff for shredder because it shot faster so it means more crits. No way shredder is very weak dont discourage players to get it.
  20. Hello, Overdrive change seem to be OK for certain hulls, some of them deserve better. As mentioned - Dictator nerf is absolutely pointless, In fact I would slightly buff that horrible CD. This goes for Titan OD too, having 330s CD just for someone to blow your dome away with wasp bomb, neutralize it with hunter, kill you with crusader icicle or ares ball, I dont know man, also AP status and you are just gone. Yea I know AP immunity but seriously... its bad. W. This is huge L. It got nerfed recently and everyone was OK with it because it was cancer and now its getting buff again? Critical explosion from 5M to 9M is inasne... status augment abusers gonna be happy. Do you have some plans to increase rewards from weekly missions? They seem to be unrewarding, maybe make it harder to complete (not in just 2 days) But with better rewards.
  21. I use Hornet + Vulcan (explosive band) and Hornet + Shaft (SBE) Also palladin + vulcan indendiary with fire resistance is decent too, it is funny using it against crisis users.
  22. Tekken

    Ideas for Game Modes!

    I meet such healers quite often tbh. Many players will choose healing combo just to heal juggernaut without any group, actually I did it to when I came back into game last year. OD does not make you immortal, yes it has capability of healing you but thats it. If you have enough players in team there is high chance that there will be either pulsar or more than one status effect, plus if there is someone who can one tap them, then there is even possibility that such player will chose lifeguard and it will make him even more vulnerable to l status effect. If he chooses protection against you I believe you have another strong combo to counterattack it. If I use crusader OD one of them is most likely dead, I can use hunter OD, how you conterattack that ? by using repair kit wasting 2/3 or 2/4 of your HP and not being able use RK next 10 sec (minimum). Ares OD will probably kill them too. When there is a shaft healer and I cant attack him and I am not able to kill player he is healing then I just retreat (or die) and then am going to focus on that healer (if possible ofc) There are scenerios where it seem like such player is immortal but if you have normal team then such player wont be able survive (or should not be) if he attack on flag. Its worse for attack and rugby mode thats why I suggested shaft emitter to be nerfed. In the end you can leave such match and start another one without that particular group.
  23. Tekken

    Ideas for Game Modes!

    Well first point do happen but not really often, you have to be lucky to find one good isida player who know how to heal properly by not blocking you etc... yes it happen but not often, in juggernaut mode (after change) such player would have been focused by enemy jugg. Second - yes groups are OP, I would say to balance jugg mode it would require group go against other group, other modes are unbalanced by this too so maybe one solution could be that group of 3 players can only play maps where is 10v10 and more players (bigger maps) This is unfortunately hard to balance if you dont want to destroy purpose of groups or make it so that nobody will want play in them. foruth , yea but the more players go against jugg. the faster he will have OD to heal himself, well its true that objective is survive as long as possible but it does not mean you should have immortal juggernaut because he has 2-3 healers constantly healing him and jugg is only farm kills without any threat ending up with 80:0 K/d and whole battle was just two juggernauts who were farming kills for scoore. There is reason why you need to kill 10 of them to end and win battle. Its obvious that after healing change they would die more often but it would be skill dependand and also good team would provide more protection while weak team does not so in the end everybody would contribute to ´winning not just juggernaut himself and his two healers. Remember if jugg have 50 % protection then if he is good he can easily kill enough players to have his OD ready before he dies, (viking OD nerfed, max CAP dmg 5K for certain augments etc) I dont mind healing in other modes even if it makes specific player jugg 2.0 you can one tap him with many augments, you can use almost every ODs to cancel such attack and destroy that player, it does not apply for juggernaut. I said it it wont make that mode perfect but it cant be worse than it is now...
  24. Tekken

    Ideas for Game Modes!

    It can be resolved by increasing juggs HP or by having not 25 % but 50 % protection for all turrets Lot of augments you mentioned are good only with vikings OD, Like helios - what is that going to do? Most of the time helios users die after salvo, its good only with viking OD. Vacuum thunder is annoying but seriously... if you are not noob then after first or second hit you just relocate your position so he is not able to splash kill you, or you go kill him. Hammer assault magazine is same as helios... weak against jugg if not used by viking OD. Railgun hyperspeed whould have cap dmg for juggernaut, I said 7,5K but it can be lower like 5K. With protection for all the things you would have also prot against crits. Scorpion is cancer I agree but that goes for specific maps. Jugg as it is now is just unplayable.. so many factors that can go wrong.... I just hate idea that winning or loosing depends on one guy who does not bother to rotate his turret and players like that dies often so they have better chance to get juggernaut, also those are players that does not care about protection etc... Healing is also deciding factor... one team has shaft emitters and 2 isida suport nanobots who only follows juggernaut ready to use their OD to heal him when he needs.... By not having option to heal it would be more skill based than it is now... noobs would die soon and good players would survive a lot longer, maybe I would created super repair kits (just like nuclear box) and one would have been droped every xy minutes - such box would heal 33 % of juggs HP only jugg could pick it. I know that its not perfect but it cant be worse than it is now
  25. Tekken

    Ideas for Game Modes!

    I would create protection for juggernaut only - when you get juggernaut you will have this protection and it would be just like spectrum 25 % for all turrets - for everyone without exception. Also - Augments like railgun hyperspeed would have cap dmg to 7,5K (if used by right way) Viking OD - when shooting jugg with active OD your dmg will be reduced by some coeficient (just like its multiplied by its OD then jugg would have be exception and it would have be divided.) No healing, except OD and Boxes picked up from juggernaut. Increased heal from boxes to 2K for repair boxes 3K Make it not abuseable - RANDOM player will get juggernaut at the start (not one who dies first after 12:30) and random player will get jugg after previous was destroyed (not same as before for at least next 2 jugg such player wont get jugg then its chance will increase by every jugg.
×
×
  • Create New...