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ok_hand

Tanker
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Everything posted by ok_hand

  1. Yeah it's time I got out of Arstotzka bye.
  2. ok_hand

    Bug Reports ❗ NEW ❗

    My Rail's Shotgun Rounds augment disappeared from my garage thanks Tanki.
  3. Mines ('cause honestly who takes Spider), Grenades, and Overdrives are the only way to kill these whales with 50% modules, excelsior, defender, and medic, so I highly detest your idea sorry.
  4. If I'm getting this: When you press 3, Booster activates its +25% damage effect, but you only see 1 damage icon. When you pick up a damage box, it won't refresh your personal boosted damage supply's timer; it'll have its own. If you have both your personal boosted damage supply and damage box effects active at the same time: The damage effects will not stack; you'll get a bonus damage correlating to whichever is providing you a higher damage bonus. You'll see 2 damage icons -- the standard icon correlating to the damage bonus from Booster, and the "+" icon correlating to the damage box. (So the damage bonus from maxed Booster will be 100% + 25%, and the damage bonus from the damage box will be 100%.) Since the effects don't stack, pressing 2 for boosted armor will simultaneously toggle off the lower of the two's bonus damage, and give you the bonus armor effect. You can no longer have active boosted armor, boosted damage, and boosted speed from personal supplies at the same time without taking supply boxes first when using Defender, Booster, or Trickster drones. To have active boosted armor, boosted damage, and boosted speed at the same time when using maxed Defender, Booster, or Trickster drones, You must first activate your respective drones' supply boost (i.e. Booster = boosted damage) from your personal supplies. When using Booster for example. next you go take a boosted damage box. Next you simultaneously toggle off the boosted damage box's effect for consuming any other personal supply. To obtain the third boosted bonus, you'll need to obtain it from a bonus box. You can never activate boosted armor nor boosted speed from personal supplies without deactivating your +25 damage effect from Booster because the maximum bonus you can have active from personal supplies at a time is 1. I don't understand why toggleable supplies affects Saboteur. I don't understand why toggleable supplies doesn't affect Medic.
  5. ok_hand

    Tanki Online Brazil

    Curious what happened to Tanki Brazil?
  6. I'm not referring to the freeze effect; I'm referring to the double damage debuff.
  7. Forget Excelsior, remove the Freeze effect buff from like 5 years ago!
  8. Tanki needs to be balanced with the strongest in mind; not the weakest. Currently the immunity duration is the same on all maps, but maybe it's time it gets shortened on small maps? I don't think you understand. I'm only proposing a short instance of active supplies when you materialize. I am not proposing extending immunity.
  9. *shrug* I've never seen or heard about this before. I guess this is an EU thing? How come I'm able to see this now? Why does it disappear after you exit from the missions tab then? I'm in NA.
  10. Is this a feature you can already use on mobile? What are the rewards?
  11. You can see it for yourself in the Missions Tab when you first log in to your account. Once you close the missions tab, you cannot see it again on the account.
  12. ok_hand

    Thoughts on this new leak for watching ads?

  13. Yes! Kind of like Trooper drone!
  14. No, they cannot avail this mechanism every 45s. It lasts 45s after materializing, then disappears. You will only get this effect again when you respawn. Are you saying that other drones would be unnecessary if they choose to die every 45s? I could see that with suicide builds (i.e. Magnum Destroyer, Wasp Blaster)... Maybe this auto-supply lasts shorter than a regular supply then? Let's say 15s? You're absolutely right -- it's not meant as a guarantee to survive. A tank with all supply active Defender let's say, will beat a "all supply active mini Hyperion". It'll only increase your chances from the current mechanic which is also meant to only increase your chances. My suggestion is just a slight boost without taking the "just make immunity last longer" route. This mechanic won't change anything against the blowout matches where the whole opposing team has you all in a spawn kill loop. I'm envisioning its purpose for those "uncommon-but-kind-of-common" situations where there is 1 top fragging Tsunami Duplet in your spawn that your team can't kill for several minutes. You know what I'm talking about?
  15. ok_hand

    New Game Mode: Convoy

    fair enough. I was curious when he said it
  16. ok_hand

    New Game Mode: Convoy

    Instead of one team being the designated defender or attacker, why not have the escort spawn in the middle, and BOTH teamstry to escort it to the opponent's base, kind of like a tug-of-war? Also how will you deal with the tankers' hull speed in comparison to the escort's? If you have a team of Wasps with Tricksters, will the escort be zooming to the end of the line too?
  17. Seriously. This is Assault. Where is our Nuclear Supply in our base?! Why has no one noticed until now? When was this mode released again? LOL Edit: had to censor the D-word because the KGB deleted it https://i.postimg.cc/pVzzDYC0/1.jpg
  18. this guy was on the forum
  19. Mythic pull https://i.postimg.cc/Mp3rYN9m/E075A627-2A55-44E9-A6C4-2F2C7BE81944.png
  20. The TDM meta is so prevalent because power crept augments dealing lethal damage in fewer and fewer time means any lone tank can be a powerhouse and alone dictate matches. Some of these players take it further and disrespect everyone by taking objectives hostage and farming spawn kills. Spawn protection isn't enough anymore -- it's only delaying the inevitable. You need to be able to defend yourself. The biggest issue is that when you are being spawn camped, the enemy almost certainly has all their supplies active, while you have none. 1.5 seconds of immunity means the best scenario to get yourself out of this loop is by using double damage and using that 1.5s to be able to shoot first guaranteed. If you do not kill them in those 1.5s, you basically die again. You do not have double armor. They do. My proposal is to give all tanks that transition from ghost phase to immunity a free instance of double armor, double damage, and speed boost. It does not get consumed from your supply. It is automatically applied to you the instant you materialize and get immunity. You get a 100% effect increase to double armor and double damage, like you have an upgraded Brutus drone. The effects last the default 45s a consumed supply would. After that time, your tank will not be reapplied the same effect. During any of those 45s, you can cancel the effect by pressing any supply button to "reactivate" your drone. Meaning if for example, you had Booster equipped and want to take your chance of killing your attacker with its double damage ability instead, you can press your double damage button to only get Booster's double damage -- you ended the spawn protection ability, thus your double armor and speed boost effects become disabled. This quality of life rework to spawn protection will increase the likelihood of your survival by having "basekit Hyperion" activate when you materialize. It will also present a risk vs reward scenario to the spawning tank: do you risk activating -- let's say Booster -- immediately to try for a quick kill, or do you keep all your spawn protection supplies on for a better fighting chance? What are your thoughts? Do you have any questions?
  21. I thought I would never see the day a MM map would leave.
  22. Tell me I'm wrong
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