Jump to content
EN
Play

Forum

Acecaddy

Advanced
  • Posts

    132
  • Joined

  • Last visited

Everything posted by Acecaddy

  1. as nanotech, I would love to be able to manually track allies movement and shoot at certain points without having to rely on the vertical AA, which targets allies so badly at longer distances, it will miss them by an inch as long as they are moving constantly, and its not particularly possible to do that on different elevations, because only with AA you can aim up/down as long as there is an enemy/ally to shoot at Maybe make it so that right click allows you to manually aim your turret vertically and horizontally. Or at least make it target the center of the tank when possible, instead of "closest to AA"
  2. Assist change basically made EMP, Stun, AP, Jammer, and frost salvo easier kills for the team and no points for gauss himself unless if narrowly timed (even narrower with the fixed 1.5) before someone kills it, the only surviving status augment is incendiary which is the LEECH status augment that does nothing for the team for isida, @Opex-Rah has done absolutely great job dragging the remains of isida to the ground with these horrible changes(which also ruined alot of isida's augments mind you), I do hope you will patch out whatever this abomination is, because if there was a reason to use isida over other turrets, its no longer there, GG. You wanted a pure close range damage turret? there is one, its called HAMMER.
  3. Striker: Target lock "Punching bag" Loads up more rockets from your salvo and allows you to lock on enemies faster, but salvo launches rockets at a slower rate, Final rocket in the chamber is powered up to deal lethal damage, salvo shots are also slightly elevated to help striker to harm enemies on higher grounds with ease Pros: Salvo shots +50% -30% lock-on duration Salvo shots are launched at a 3 degree elevation +100% salvo projectile speed Final shot from salvo deals 200% critical damage Cons: -50% salvo rate of fire Salvo projectile speed does not accelerate over longer distances Hull augment: Converter -10% boost effects duration (does not apply to super crits), collecting boxes refills a portion of all active effects
  4. Acecaddy

    Ideas for Hulls and Overdrives!

    A heavy hover hull with below average stats with a unique passive: the heavy hull can equip 2 different turrets, right click changes which turret you are using at the cost of 10% OD charge, doing so also disables OD use for 3 seconds Overdrive effect "Duel wield": for a period of time, you will use both turrets at once, turning you into a possibly destructive machine.
  5. FIrebird and freeze augment: Heat/gas cloud: projectiles now act like a clump of clouds: they linger in the air but also last for a respectable period of time, allowing creation of trap areas to cripple your opponent, this, however, makes it much harder to engage in direct combat due to the decreased range and battery limitation Pros: shots decelerate into a halt within a second, turning into a damaging cloud that burns/freezes enemy Cloud duration: 10 seconds +50% energy regen Cons: Clouds cannot be stacked over each other -50% energy capacity min range = max range Isida: absolver nanobots: while the beam is attached, you and ally receive reduced damage, while also receiving reduced heals, this is better suitable to combat against one-shot weapons Pros: you and ally receive 25% less damage while your beam is attached to ally Cons: -50% heal power Hammer: "Feeder" shotgun: automatic reloading, shotgun disperses more projectiles when its more than half full, but fires less projectiles the more ammo is spent Pros: shots are loaded automatically whenever there is space +50% projectiles when energy > 75% Cons: <75% but >50%: -25% projectiles >50%: -50% projectiles
  6. Acecaddy

    Tanki's Birthday

    Honestly, that gold box looks much better than the default one we have rn
  7. Acecaddy

    Complaint Book

    I would love it for you, the guys who have been operating for years, to explain to me how an icicle or a salvo, DIRECTLY HITTING THE ENEMY TANK, DOES NOTHING! it has happened so many times, it's absurd. There were even cases where enemies fired an icicle directly at me and it dealt no damage at all....
  8. Maybe for isida (since it doesn't have any exactly great augment like others do), otherwise, this isnt true Keep in mind you could be using powerful augments but instead choose to pick something as rubbish as this, with stat bonuses being meh for 30% more rep. and also keep in mind you are basically throwing 6 months equivalent of tanki on single turret for this
  9. With these garbage phoenix stats, you should include 30% increase in exp and crystals, as well as ignoring module resistance, otherwise, you just trashed phoenix augments keep in mind, these are MONTHS of constant grinding on one turret/hull.
  10. Acecaddy

    Complaint Book

    The fact that you guys worked on this game for many years and couldn't incorporate a better automated system for "challenge accepted" is funny, I had to contact customer support... TWO TIMES, FOR TWO CHALLENGE ACCEPTED REWARDS IN A ROW! in order to receive them, which is absurd
  11. Acecaddy

    Ideas for Augments!

    The augment is rubbish, all it does is halves your shooting speed at cost of doubling your damage, a useless change that contributes nothing to vulcan's favour it would only be fair if that joke of an augment was moved down tier lower because something this bad doesn't deserve to have such a rarity
  12. Acecaddy

    Let's Discuss Matchmaking

    Not difficult, just plain annoying you basically have walking trash cans that sometimes shoot which always receive halved damage, clutter areas, act as a feeding source for team DM and assault mode's defense side (basically free win for defenders because of the abundance of bots in those) and on top of ALL OF THAT, you get 1/3rd of the rewards you would get out of killing a real player and like a single point for assist kills (in case if someone or the enemy bot managed to kill it first)
  13. Code: TNK00-00000-06I9N-66QVS-TCNH8 Reward: 100 of all supplies
  14. Acecaddy

    Ideas for Augments!

    Kind of indirectly punishes the player for using it as support by lowering the heal output, which indirectly makes you gain less score/exp/crystals because you are healing slower with it.
  15. Acecaddy

    Ideas for Augments!

    The last thing lower ranks need is exp increase, you are basically rushing to the worst part of the game where it becomes a truly unbalanced mess (and getting exp faster means you will be having much worse tank than everyone else at legand, which is not fun) For the Legend ranks, I guess it might help if you wanna grind common keys but i'm not sure why would you wanna do that, when you could just wait till the next day for 3 of em Other than that, lower the deterioration by 50 and you can get a solid support nanobot side-grade that replaces dealing less damage to enemies with damaging itself During heals
  16. Magnum: Airstorm Vertical control, magnum launches 2 miniature shells which are slightly arced from the main projectile (from the left and right), sporting reduced damage and even more reduced splash radius, but perfectly positioned shots can land a devastating amount of damage Pros: + 2 mini projectiles which are launched around 5 degrees from the main projectile Cons: Main projectile has 40% reduced splash radius Magnum: Grenade launcher module Changes magnum so that it functions like a grenade launcher; launching distance and splash radius is significantly reduced, but reload speed is significantly improved, projectile speed is increased and shots are always automatic and on full power, magnum's projectiles have a timed explosion, but will explode directly on collision with a tank, otherwise, they will bounce when landing on surfaces. Pros: magnum is angled at 1 degree at all times reload speed +50% Projectile speed +30% effects: Projectiles bounce once when landing on hard surfaces Projectiles always explode after 2 seconds regardless of collision Cons: -40% splash radius -20% splash damage Hulls: Scrapper clears any destroyed tank's hull upon collision, restore protection based on 50% of destroyed tank's hull Shaft: All-in sniping system Puts all the energy of the shaft into your sniping shot, this allows you Snipe more frequently, but cannot use arcade mode until you recover from sniping Pros: +50% sniping reload speed, +20% min sniping damage Cons: Cannot use arcade mode while reloading from a sniping shot All turrets: Vampire mix/shell/core Restore some protection whenever you land a crit, but critical damage is significantly reduced Pros: Critical damage restore 200% of the damage dealth Cons: -50% critical damage
  17. I think what he means is that Other teslas can use your ally tesla's orbs to hurt multiple allies or something
  18. Acecaddy

    Ideas for Augments!

    Oh that makes sense I guess its better that they remain that way
  19. Acecaddy

    Ideas for Augments!

    status augments suck on melee weapons; forcing you to rely on poor RNG which barely ever triggers. so for those weapons augments, I think the weapons which have no way to guarantee the status effect to have guaranteed crits every x amount of hits you land on the enemy example: Firebird/Freeze/Isida: Guaranteed crit after dealing 20 registered hits Tesla: Guaranteed crit every 8 registered hits Hammer: Guaranteed crit every 6 registered hits Edit: it was supposed to be "status augments", I typo'd
  20. A visiual indicator to the right of where Module resistances appear, which tell you when a tanker is using a special hull augment, Aka: Weight: Hull has a weight tampering augment Wings: Hull has safeguard ready to trigger (vanishes when safeguard is used up) Explosion: Hull has Blaster augment and will explode on death Mine consumable: Hull has miner augment and gets to keep most of his placed mines on death
  21. Acecaddy

    Ideas for Turrets!

    So, I'm still getting my exp and crystals regardless?
  22. Acecaddy

    Ideas for Turrets!

    Idk what kind of wacky scoring philosophy is this, but this stupid mechanism makes it so that when you die, you will have to find an ally to click on for the score to be GAINED! this brings trouble at the end of matches, where if you died while healing and the match ends, you basically lose on score...and exp.... and crystals make it like shaft/thunder's healing augment, each healing TICK should give you the score equivalent (when eligible), instead of when the beam is detached, or, atleast whenever your ally's health reaches 100%
  23. Isida's (Bolstering nanobots) Pros: Allows you to overheal allies for up to 25% of their protection +50% healing power Cons: +25% energy consumption when beam is attached to enemies lose 0.5% of overheal per second while not attached to an isida's beam Removes crits
  24. Acecaddy

    Let's Discuss Crusader!

    Generally my last straw with icicle's OD was the icicle deciding not to work at all for some reason, like, you fire the icicle, it hits the enemy but does nothing, not only wasting your OD and not dealing damage, but for whatever reason, it also doesnt count for your daily?
  25. I've never heard of this Outside of Friendly-fire Pro matches What augment were they using? how where they killing you?
×
×
  • Create New...