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The Weapons and hulls first and after Rebalance


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the old tanki online was very bad organized. the first tier guns and hulls was noobish and get abandoned at warrant officer level.

this cause tanki to have only 4 guns and 3 hulls to play whit at high ranks.

the smoky was a dead end. fast, but ridicolous damage.

the firebird wasn't capable of killing a mammoth m0

the twins were pwned by ricochet

the railgun, the ideal ''high damage gun'' was only capable of killing some hornets

the isida was a good idea, but was having too low damage

the thunder,freeze,ricochet and last come shaft was the only 4 avaible weapons.

the tier 1 hulls was totally useless, because every tier 1 hull was replaced by a stronger tier 2 hull, and the dictator was cheap but scrap compared to other tanks

all those things are unlocked at early, too much early ranks ( a lieutenant can get everything m3) , making level up useless and making a buyer capable of kill a veteran player.

 

after the rebalance, we have got effectively 9 guns and 7 hulls to play whit

the smoky is no more a dead end, whit the critical hit it can easly take down a mammoht in a couple of hits (if lucky) and whit his high speed, can take down the old big brother, the thunder (imagine 190 whit double damage... hehe!).

so, the smoky became an epic middle distance gun whit small damage and high speed

the firebird now have got the ability of DPS (damage per time) so if you left a mammoth whit some hp left and he kill you, he's a Walking Dead.

so, the firebird became an epic short distance gun whit very high damage

the twins now whit their fast and endless fire, make chaos on the battle. a poor guy who need to challenge those babys will have bad times

so, the twins becames a lethal middle distance gun whit no time of reload and high knockback skill, that pwn the light tanks

the railgun whit the very high damage in one single hit, make the hornets a onehit kill and those mammoth fear when see this little shining on the background.

so, the railgun became a really high damage and deadly gun

the isida, underpowered weapon getted a higher damage and now becamed a vampire that can make an hornet live more than a mammoht, and a poor guy live more in the battlefield. if he get near you, better to dig a hole for youself.

so, the isida get a chanche on the battlefield now as a short distance and unique support weapon

the thunder, whit his splash damage and good rate of fire can make the difference on the long distance, but should take a look on this critical-smoky.

the ricochet is the middle distanche gun of excellence, but now he should fight off those twins!

the freeze, old God of the short distance fighting, now should look at this firebird and isidas that may melt him down

the shaft should now watch at those sneaky railguns, and should find a hideout to aim in peace.

 

the wasp, dead end when you can get a dictator, now is the fastes hull on the game. run little wasp, run!

the hunter is now a good choice for those balanced fighter, that don't need to be generalissimo to get it m3

the titan, little forgotted brother of the mammoth, is faster, little, and more pratical than this big mammoth. is better get missed that resist a hit more.

the dictator is no more very cheap, but is now very fast and very resistent.

the hornet is still a fast and agile hull.

the viking have a bit less hp and speed of the dictator, but is very smaller and hard to aim at!

and the mammoth, is a fortress on the track layer yes, but now need to take a look on those fast smokys

 

those things now need to be unlocked at high ranks, making level up the true scope of the game and making newbies fight whit newbies, and veteran whit veterans.

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sorry for my dumpy english, i'm italian, but this is wat i see on battles, a uniform gameplay whit balanced weapons.

weapons may cost more, but time ago there was wo5 whit full m3 that pwn... now at my rank all are m1-2, and that cause a balanced gameplay (i use railgun m1 and viking m1 whit the rustle paint, that actually help me from getting onehitted by shafts and owned by thunder and other rails. but if i see a freeze...)

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sorry for my dumpy english, i'm italian, but this is wat i see on battles, a uniform gameplay whit balanced weapons.

weapons may cost more, but time ago there was wo5 whit full m3 that pwn... now at my rank all are m1-2, and that cause a balanced gameplay (i use railgun m1 and viking m1 whit the rustle paint, that actually help me from getting onehitted by shafts and owned by thunder and other rails. but if i see a freeze...)

 

yea u are a smart person. a lot of players still cant understand why game was rebalanced.. =))

 

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the isida was a good idea, but was having too low damage

Are you crazy, isida was already geting points from healing like crazy, and you want to get it by healing to, dafuq?

all those things are unlocked at early, too much early ranks ( a lieutenant can get everything m3)

Are you crazy, isida was already geting points from healing like crazy, and you want to get it by healing to, dafuq?

 

Now they unlock too slowly

 

 

 

 

 

Edited by Dr.Urbi

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in my opinion, 24 damage-heal on a 200 hp hull wasn't enough... more than 8 seconds to heal it, and in those 8 seconds, everyone can disintegrate this poor hull

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sorry for my dumpy english, i'm italian, but this is wat i see on battles, a uniform gameplay whit balanced weapons.

weapons may cost more, but time ago there was wo5 whit full m3 that pwn... now at my rank all are m1-2, and that cause a balanced gameplay (i use railgun m1 and viking m1 whit the rustle paint, that actually help me from getting onehitted by shafts and owned by thunder and other rails. but if i see a freeze...)

 

Your english is not that bad. Thanks for making this guide. It helped me and a lot of other players understand the rebalence more.

:)

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Have to disagree a bit on Smokey which has no range limit and is so no middle range weapon but also far range where thunder loses its damage starting at somewhere 60m to 120m (That's how it was pre-re-balancing at least and I still see the damage going lower at distance) and you cannot really call it a long distance weapon, middle to far maximum.

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otto, thank a lot for the contestation, but like thunder, the smoky loses a lot of damage above those 80 meters (on stadium, it does a ridicolous damage, like 15-20, i think)

so, it can be useful to stolekill, but it hasn't got this high damage..

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otto, thank a lot for the contestation, but like thunder, the smoky loses a lot of damage above those 80 meters (on stadium, it does a ridicolous damage, like 15-20, i think)

so, it can be useful to stolekill, but it hasn't got this high damage..

smokey m0 what you probably have and see does 17-21 damage so you are right here and so am I :)

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OK, I tested a bit with the smokey m0(blue) and m1(green) I have available right now:

Always vs a wasp m0 I went to Gallery to have a map with decent distance, drove up and stood both wasps at the end of the map to shoot each others:

M0 smokey needed 7 hits to kill m0 wasp from that distance. Which means 65/7 ~9hp damage which is like 50% of smokey m0 damage (17-21)

All pictures (but the 2nd here) show the health of the wasp after the first hit.

First hit:

 

16hl1jq.jpg

2nd hit: rhuxy8.jpg

 

Smokey m1 needed 5 hits here so 65/5 = 13hp again about 50% of its damage (23-28) 15ozfpx.jpg

 

Here I drove one arch closer (still 7 hits): 2m6pxrt.jpg

 

Next I drove one tank one bow closer and did the same... with the same result... 7 hits needed to kill the wasp m0.

So my conclusion so far... smokey damaged gets reduced over distance but stays at 50% at any distance (not sure what is much farer than I tested here).

From battle experience I know that thunder loses earlier and more its damage (in Sandal or Sandbox I beat thunders at maximum distance but get owned when they do full damage)

Full Damage happens still at this Distance: 35mi92a.jpg

 

Here damage is lost to 5 hits to kill so 65/5 about 13hp ~75% : 152ks5u.jpg

 

Well, I cant tell how much meter distance this all is but at one point smokey starts to lose damage from 100% down to 50% to the next point... where these are guess yourself

IF this changes (like twins and rico) for higher modifications I havent discovered yet and hope that we get soon this info from testers or devs.

Thanks, Otto_I :tank:

Edited by r_Otto_I0

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