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Everything posted by Longcat970
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I don't like druggers, but it's still a necessary part of the game. I understand that the OP wrote this to advise what to do about drugging, but I couldn't help but laugh at the pointless ranting here and there, calling them noobs and all. It doesn't help anybody, and shows a biased POV making it hard to take this seriously. We've all drugged hardcore in a game at least once, admit it. Shaming and calling names would just be outright hypocrisy. It sucks to get screwed over by druggers, but it's simply how this game works. Either drug back, fight more carefully, or just quit ASAP to save your temper. Drugging does NOT automatically make you a noob, but ranting and accusing does. I've drugged a lot in games to get flags/defend(and felt bad doing it) and seen more than enough players whine and throw tantrums in chat instead of just acting maturely. If you join a match with a lot of druggers, leave immediately. If a drugger joins your match, just deal with it. You're playing on a normal battle, you know people can drug in there, so why then, are you going to complain about them ruining everything? I hate to be blunt, but play Pro battles if you really hate them that much. EDIT: I can't help but facepalm at the anti-drugger bandwagon trend going on in this thread. Downvote all the meaningful posts, upvote biased posts. Lol.
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New shaft is surprisingly good :o I can play open maps better now, funny to see railguns miss one after the other by using arcade mode, LOL!!! You can (somewhat) attack and run with shaft now, post-scope-shot periods feel less tense now with arcade B) MU'ing arcade dmg now
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New shaft changes seem to convert it from 'bolt-action' to semi-auto sniper.. I still don't like it, just hoping the new charge system would compensate for the reduced max damage and penetration :|
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I did not pay over 135k for my full MU'd sniper dmg just to hear about it being nerfed to 250...and other hulls get hp buff? Seriously? And what's this about penetration power getting nerfed while railgun gets ridiculous buff to it?
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Won't help much, as long as they're alive they'll keep shooting, putting more pressure on the cappers. Besides, your teammates would just kill them not too long afterwards, buying them only an extra second or two (while getting shot at during that time). Best option is to chain kill, get the freezes, and go for the druggers. Usually isidas are right behind them with their hornets, so just chain kill them. Shaft has enough penetrating power to severely damage the heavy in front and kill the light support at the back.
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I'm on a guilt trip after spending 470k on MU'ing everything... D: I couldn't help it..... Full MU'ed damage and reload....
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I'd say most of the pre-rebalance elite clan members from Dare Devils, Shadow Strikers, and Ironclads (And some more popular clans, my memory is failing me). AKA the golden age of Tanki. EDIT: Not to be rude, but some of the "legends" proposed in this topic are unknown to me/not really that legendary/total frauds. You know who you are :ph34r: :P
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For some reason Shaft M3 with atleast 41.0 rotation speed (5/25 rotation) is just as fast to turn as pre-MU. Even in full charge, it doesn't slow down :o
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Builds pretty much exist. You may be able to upgrade all of them, but it would take you tons of crystals/lots of time to fully MU a gun & hull, so a build 'guide' would be necessary and practical to save time and crystals.
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With the MU branches, you can now get a specific type of 'build' with any gun. There can now be shafts designed for long range or long-mid, shafts for support (impact force) and just shafts focused more on killing power (rotation and reload) Also, some people can do without some of the MU's. I don't really prefer face-to-face combat with shaft, I just use it with Hornet to stealth kill without getting hit. Preserves your whereabouts too. Like you said, it's still a matter of play style. Damage just needs to be maxed for every gun (except smoky, which relies on crits) to be effective, and the gun must have synergy with the hull. That reminds me, Tanki is becoming like an RPG...
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Reload MU doesn't seem to do much on shaft, however, the sniping MU is a pretty good bargain :wub: All shafts should have maxed sniping damage first, then rotation speed second to compensate for faster hulls!! Arcade mode should never be upgraded, waste of crystals for a weak & risky stealshot! Put points into impact force only if you will take advantage of the knockback or are good with troll tactics! Recommended order: 1.Sniping damage 2.Rotation 3.Reload 4.Impact force Dump the extra in your hulls, not worth the arcade unless devs decide to buff it to base sniping mode damage.
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Damn fun with new physics. On hornet you've got someone who can chase and snipe a flag stealer in time or assist against high hp and drugged tanks. With hornet's drift you can dodge while reloading. I prefer M3 shaft now over M3 rail due to the higher chances to kill with a relatively fast charge up time, plus really fun to go around the map sniping. Shaft can be used on a couple smaller maps now, on Sandbox CP it's a troll's weapon when you're attacking the defenders. Requires more skill and thinking than ever before though, because of the faster paced gameplay aiming can be quite hard with the hornets and wasps flying around and the ramming effect added.
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Knockback reduction from paints, yes or no?
Longcat970 replied to Longcat970 in Knockback reduction from paints, yes or no? Archive
Should paints reduce received knockback and/or cut firing recoil equivalent to the protection amount? Discuss below, give reasons for why or why not it should be implemented into the game. -
Wikis can be edited by anyone, I don't trust them much. I use the in-game stats for railgun's SPM (8.7) and divide 1 minute for it. I don't charge "out in the open" when I use shaft, I've been playing it since it came out. Shaft can compete with railgun when the MU and physics update comes, if it is used properly. By the way, shaft's charge (not reload) will be 3 seconds long, enough to poke out of cover, quickscope, and then hide back.
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Oh well. Gonna have to practice shaft for hours on end once the update comes. With the 3 second charge it's basically a scoped railgun, might as well play it like one.
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So you would rather have tanks that would be less effective in a certain map. Unless you're naturally good on fighting tanks that have advantages over you, the auto-balancing proposed in this topic wouldn't be a good thing to have in long battles.
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Rail's reload or shots per minute? That seems too fast for something that deals 112-166 DPH, even more with MU's.
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You wouldn't want to see a light or medium tank in a very small map, or a couple heavy tanks in a large map, would you?
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Judging from the 3 second charge and 8 second reload (which is similar to railgun's) I'd say it can compete with other tanks now, though with the reload railgun hide tactics have to be deployed. Fun part is that you can start using Shaft+Hornet combo and start being a quickscoper.
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^Why so? People don't like the new interface, or the flood of newcomers?
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Awesome :lol: By the way, I think I heard that railgun and dictator is and will be a good combo before and after the physics update?
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Returning after ragequit; any news?
Longcat970 replied to Longcat970 in Returning after ragequit; any news? Archive
Around the rebalance period, I quit TO due to the graphics update, mults, repetitive gameplay and ofcourse, the rebalance. I made a goodbye topic (which I can't find in archives anymore) and *quit* for months, only coming on for bonuses and update news. However, anger goes away over time, and with the promising physics and MU updates coming soon I started to grow interested again in TO (mainly because I heard shaft's damage was going to get improved a bit). I would probably return officially to TO soon, and I'd like to hear some news regarding current events, mainly about current clans, community, old time friends, and any other significant events since I left. Shoutout to any close buddies reading this topic ;) -
Funny, because I have all three at m3 already. ._.
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