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Everything posted by Acecaddy
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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
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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)
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Code: TNK00-00000-06I9N-66QVS-TCNH8 Reward: 100 of all supplies
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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.
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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
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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
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under review Uncle UgNitz' Ideas & Suggestions, part 1
Acecaddy replied to UgNitz in Ideas and Suggestions
I think what he means is that Other teslas can use your ally tesla's orbs to hurt multiple allies or something -
Oh that makes sense I guess its better that they remain that way
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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
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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
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So, I'm still getting my exp and crystals regardless?
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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%
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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
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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?
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under review Uncle UgNitz' Ideas & Suggestions, part 1
Acecaddy replied to UgNitz in Ideas and Suggestions
I've never heard of this Outside of Friendly-fire Pro matches What augment were they using? how where they killing you? -
Super Crits, and how bad they are post-legand fights
Acecaddy replied to Acecaddy in Super Crits, and how bad they are post-legand fights Archive
Crits, basically its a low chance thing that, when it happens, deals increased damage ...or is supposed to for some reason, some weapons suffer in terms of crit damage; dealing around the same amount of damage as normal hits would which brings a problem: the armadillo module If you were to use one of those weapons and pop on Super crits as dictator/hornet while fighting them, you may or may not notice that you are either dealing normal damage equivalent of crits, or even worse, DEALING LESS! (and that's not taking into consideration the augments that lower crit damage for status effects) All in all, this puts super crits in a very niche case, even rendering it useless if not outright downgrading for some turrets "So? Just don't use them!" sadly that's not the case, because there are quests tied to killing enemies with crits on weekly basis, and you basically have to shoot your hits in the leg, thankfully its only 15, otherwise it would have been a nightmare. -
Someone has introduced me to a website that helps with figuring out what are the possible words, the topic can be closed now
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Nevermind, found a solution
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Stalker is an agile light hull that excels at stealth operations; attacking where other tankers expect it the least Instead of relying on jump mobility, stalker cloaks itself to match its surroundings, rendering it invisible to everyone but its allies for 7 seconds(also hides you from radar detection), the next attack you land will deal massively boosted damage, with that being said, while cloaked, points cannot be captured, and touching a rugby ball/flag or taking damage will cause your invisibility and damage effect to wear off.
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a way to make turrets more enjoyable at early/mid game without having to unbox, is to add unlock-able ones via requires doing something with that turret to unlock the augment. This would give starting players more stuff to start with.
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The new event feels like a scam
Acecaddy replied to Acecaddy in The new event feels like a scam Archive
This would have been alright if it was just a wheel. You spin, you get a reward, simple as that. instead, we get the stupid "wordle", which may take up to 8 days (up to as in if you managed to get repeated letters) to do, that's assuming you do not get any skips, 3 chests, or +1 spin and word select, or do a single mistake. The 3 chests reward is poorly labeled, you do not get the choice to pick, its a random hidden cards mini-game where you have to blindly pick a card to get a chest, why not just make it a "random chest" at that point? it feels dull, paid or free, you will be punished if you made bad guesses either way, which is bound to happen I guess Oh, if you're here for the magnificent top prize, it requires you to go through NINE random wordles to access the final one, which contains THIRTEEN letters to go through, yeah.. have fun. -
nvm, I figured it out, this can be closed.
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it may not have been necessarily a strong overdrive to begin with, but the new overdrive change trashed the overdrive on some maps If you didn't know, new update made it so that the icicle will bounce off any wall/obstacle that isn't particularly straight, there may be some strategic value to it, but for the most part, it made the overdrive worse wanna bust the Overdrive on a distant enemy hiding behind a wall? welp, if that wall isnt straight upwards, it will basically take the superman position and fly off to the sunset! this was probably something unnecessary to add to what probably is one of the worst overdrives in the game.
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that would certainly be useful I hope it does get implemented
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Internal freezing (Freeze) The cold now reaches to the deepest parts of the enemy's systems, slowing down not only their movements, but also their turret's reloading speed, this, however, halves how fast you freeze your opponent PROS: Freezing also effects enemy's reload speed CONS: -50% freezing speed Shell melter (firebird) the heat melts through enemy tank's outer shell, causing it to take increased damage from all sources while burning, but this causes it to consume charges faster PROS: Heat also increases the damage the enemy takes, up to 25% CONS: +25% Charge drain -50% burn damage dealt by you Chain shock systems (tesla) Tesla deals less damage, but no longer loses damage when chaining against multiple targets PROS: Tesla deals fixed damage when hitting multiple times CONS: -20% damage System supplier (Tesla) Shocked allies gain an increased boost in reload speed for a few seconds, but your own damage and reload speed outputs are reduced PROS: Shocking allies grants +25% reload speed (multiplicative) CONS: -15% damage -15% reload speed Balanced nanobots (isida) configures nanobots to grant improved healing while not being set back as much in combat PROS: +50% healing per tick +50% healing from crits CONS: -25% damage per tick -25% damage from crits
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