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Posts
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Everything posted by ok_hand
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patch notes Patch Update #790 - Released 14th February 2025
ok_hand replied to Marcus in News Archive
Anyone else noticed the shadow patch getting only 2 stars now for placing 1st on your winning team w/ quick match? -
patch notes Patch Update #790 - Released 14th February 2025
ok_hand replied to Marcus in News Archive
Tanki MM battles was already a TDM ignore-the-objective killfest, and this update just made it more so 'cause this was a most impactful buff for medium and long range turrets to hide and farm kills with fewer effort. -
The forum is just part of a propagandist regime for a video game lmfao
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patch notes Patch Update #790 - Released 14th February 2025
ok_hand replied to Marcus in News Archive
It's just hilarious to me tanki doesn't seem to understand what a big deal this is for pc version -
patch notes Patch Update #790 - Released 14th February 2025
ok_hand replied to Marcus in News Archive
i disagree with implementing horizontal auto aim on pc -
devs need to do better in creating minigames than the team contracts and island hopping games. i didn't play tanki last year, so i missed "battletank", "assemble a tank", "build and fight", or "memo" games. were they any better in terms of balance?
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What Is Your Opinion About the Current State of Tanki Online?
ok_hand replied to Maf in Game Discussion
in regards to my post, nerf defender's protection percentage -
if a tank is acting weirdly and "rocking side to side" does it mean they're hacking?
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Go play in the Special Mode and it's really not bad
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Which weapon do you think is the weakest? (Excluding the usage of overpowered augments)
ok_hand replied to Acecaddy in Game Discussion
hammer or magnum -
any players not willing to complete this?
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https://en.tankiwiki.com/Freeze
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I think Booster consumables should be phased out from the game/ limited to drones
ok_hand replied to Acecaddy in Game Discussion
what the heck is a consumable booster -
why would anyone play gauss over rail or shaft or scorpion
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There'll be 2 Lunar New Year special modes available during the Contracts
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Interesting turret augment changes... Let's see how broken things will be. Love to see Blaster and Hover Hull changes, but would've liked to see Hover Hulls' lateral speed reduced instead of top speed.
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we need a survey of changes and content players want to see
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the anticheat auto self destruction makes hydra unplayable
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Hydra's missiles fired from the salvo will stop existing (nothing comes out of the turret) midway through if your targeted tank leaves the match
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Because your OD is countered by every other OD, sometimes it's smart to place your OD in a non-objective strategic position so enemies will have to go out of their way to deal with you before they can do the objective. I've never done this myself because I don't have Titan, but I can see this being feasible in Siege if you're using an annoying turret; plopping your shield off-site with an angle to it and shooting endlessly at it. Without Trickster, Mammy OD is best used to kill anyone annoyingly clinging to you, defending objectives closely, clearing mines, removing status effects, and even just to heal in crucial moments. I don't use OD to hunt kills, even with Trickster. The only time I'm chasing is when I pop OD to act as a player-controlled Ares ball to clear enemies off objectives or enemies with LOS to our objective. Most often, I try to use it to capture objectives or counter an enemy's OD (Wasp, Crusader, Ares, Titan).
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give jammer ability to temporarily disable miner, blaster, and lifeguard augments
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give titan od grenade protection and mammoth od ability to destroy grenades
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refresh the bonus tankcoins for purchasing tankcoins bundles
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remove ODs from TJG
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grenades aren't difficult to dodge. we shouldn't be penalizing a skilled throw by letting tanks sit on top of them.
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