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Let’s discuss the adjusted parameters for Railgun, Smoky and Shaft


semyonkirov
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You had to do something to the machine gun.

Who has it, took advantage in battle, and has no opponent that can stand up to him.

It 's too powerful and fast and too much power to impact.

To change the power of impact of the railgun, disagree, is one of the few advantages that weapon with such a low rate of fire, and also disadvantaged by the possibility of missing the mark because of the force of impact of other weapons, especially smoky and machine gun.

agree, related to hammer ;)

Edited by levas2galhetas
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Have you ever played XP battles? If you knew how, you could flip other tanks with every single shot. This has happened to me before where I've been flipped several times, one after the other. It's very annoying. Also, the impact was way too strong, I flipped a Viking M3 upside down and my Railgun doesn't have any MUs on impact force.

 

Have you ever played XP battles? If you knew how, you could flip other tanks with every single shot. This has happened to me before where I've been flipped several times, one after the other. It's very annoying. Also, the impact was way too strong, I flipped a Viking M3 upside down and my Railgun doesn't have any MUs on impact force.

Easy solution....Learn how to play other formats of the game! I find it funny how the only people complaining about the knockback are people that play XP/BP...You do realize there is a bunch of other formats to play in, and taking this benefit away from railgun/smoky users is a complete fail! Not to mention having this feature in XP/BP is a stratagy that given you were an experienced player...you should know how to position your hull to avoid being flipped...Or perhaps upgrading to the weight may be an option?...rather then looking at yourself for improvements the easy solution is to blame the weapon as being overpowered. I

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Whoever hates or despises this update: give me a substantial reason why this update is bad.

 

it is fun the powerful impact force that hammer has, isn't it? and without paint to avoid it, is even better. I have hammer too, and I think that is too powerful. if they adjust other weapons, they can adjust others... just saying.

And I feel you should wait for protective paints prior to making a firm decision wouldnt you think?....naw...thats too hard to wait for those things called protective paints isnt it? What a JOKE!

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You had to do something to the machine gun.

Who has it, took advantage in battle, and has no opponent that can stand up to him.

It 's too powerful and fast and too much power to impact.

To change the power of impact of the railgun, disagree, is one of the few advantages that weapon with such a low rate of fire, and also disadvantaged by the possibility of missing the mark because of the force of impact of other weapons, especially smoky and machine gun.

In my previous post I was wrong, I wrote "machine gun" instead of "hammer" (I think, however, that it was clear what I meant)

 

However, you have released many updates that were not really necessary or urgent, and you have failed to do the most necessary thing, which is to remedy the mistake of entering a weapon whose characteristics are poorly dimensioned, and what's more, all without leaving no protection.

Do not you understand that those who have been able to buy it and what's more, with all the upgrades, it is taking advantage?

 

This is unacceptable

 

I have long been of Tanki, and I always see that for a good thing you do, you do many wrong.

It 'true that you have to think about your business, but even if this game is very nice (and I like), and in any case the most unjust of the entire network, even for all these changes you make.

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I do agree with most of the changes. Railgun probably had too much impact. However, they definitely should have taken down hammer's impact as that is what most flippers use for a reason. Smoky should have stayed the same though.

 

 

And to those saying that this was a bad overall update. They are a big company and as such, have a sort of politics. Also, they go with majority. If 10 people of group A want something, but 15 people of group B wants something else, unless it is unrealistic, they are going to listen to group B. More money in the masses.

 

 

Also, not much discussion at this point on the bottom sentence of update. Shaft was nice IMO. Used to take forever to zoom in and by the time you did your prey had escaped thanks to your laser beam. Adding the laser beam really hurt, but this evens it out.

Edited by Turretistic

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Whoever hates or despises this update: give me a substantial reason why this update is bad.

i dont know if it is true but alot of people said that smoky is useless now because you cant prevent an enemy from missing the shot which is about to hit you which sucks i rly wanted to buy m2 smoky cuz of this i cant.

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I play enough that I think I have a reasonable sample. Shafts are plentiful. For all the complaints, LOTS of people use shafts, even in maps for which the shaft is quite poorly suited. By popularity, shafts are still considered effective.

 

Rails are (well, were) the most common. We shall see if rail popularity drops.

 

Smokies, on the other hand, are quite rare. It is common to play an entire match without seeing a smokey because the smoky is UNDER POWERED for players of average skill. If you are good with it, of course, people call you hacker. (I know a couple of excellent smoky users. Yes, they can make the below-average damage of the smoky seem overpowered, primarily because of impact and nailing corners, spinning tanks enough to ensure they don't take damage and outlast opponents with more effective turrets.)

 

So, unless you wish to argue that what people use doesn't matter, smokies are NOT overpowered. Neither are rails, as long as you consider their excruciatingly long reload. Yet, rails are the most common turret. Obviously people believe the advantages outweigh the disadvantages (except against smoky, but smokies are uncommon). 

 

Owners of both turrets have been violated. Players specifically bought impact-increases that have now been stolen from them. 

 

I cannot see that there was a problem. If the problem described was significant, addressing the problem seems more appropriate than taking away significant aspects of the gameplay of just two of the turrets, one the most popular, the other the most beloved by skilled users. 

 

This update truly adversely affects the game satisfaction of a significant cohort of the game. 

 

Restore most of the impact of the rail, and restore all of the impact of the smoky.

------------------------------------------------------------------

If flipping really must be considered a problem, address it with modifications to how turrets take impact. I really have never noticed flipping to be a problem, except when hammers are flipping teammates. Rail flips seem rare. Smoky flips ONLY happened when the target was in the air. It takes exceptional skill to consistently hit opponents in the air. It takes even more skill to anticipate when the opponent will be in the air and vulnerable. 

 

Isn't it arguable that those suffering from many flips simply were fighting poorly? I know I changed my style to avoid flipping when using hornet, but the change was minimal, and it seemed quite effective. I rarely flipped due only to enemy fire. It usually involved me being in the air, thus vulnerable. Driving a little differently, and perhaps slower, eliminated that vulnerability. 

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This update sucks... Now the ranks now it's harder have friends in rank up battles now.....!!! And really the impacts lower b.s...nits still a lot impact but sucks now!!!! Wow this update was no need...!!!

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i dont know if it is true but alot of people said that smoky is useless now because you cant prevent an enemy from missing the shot which is about to hit you which sucks i rly wanted to buy m2 smoky cuz of this i cant.

I'm doubtful, although I haven't tried that yet. Don't forget Smoky's high and consistent damage.

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I feel that adjustng the smoky and railguns knockback is a bad idea, and feel this comes only from people that play XP/BP format (which I personally dislike) and not fair to the rest of the games characteristics. I truely think the smoky knockback was a great feature to the turret allowing the user to defend himself from a railgun. In addition I think the railgun having the ability to flip someone was a greeat defence tactic aswell. I truely believe this change should be if any...set to the XP/BP matches since this is the true source behind all the feedback against it!

Rails recently required this ability. If you were relying on it to stay competitive then you really need to think about your strategy.

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I play enough that I think I have a reasonable sample. Shafts are plentiful. For all the complaints, LOTS of people use shafts, even in maps for which the shaft is quite poorly suited. By popularity, shafts are still considered effective.

 

Rails are (well, were) the most common. We shall see if rail popularity drops.

 

Smokies, on the other hand, are quite rare. It is common to play an entire match without seeing a smokey because the smoky is UNDER POWERED for players of average skill. If you are good with it, of course, people call you hacker. (I know a couple of excellent smoky users. Yes, they can make the below-average damage of the smoky seem overpowered, primarily because of impact and nailing corners, spinning tanks enough to ensure they don't take damage and outlast opponents with more effective turrets.)

 

So, unless you wish to argue that what people use doesn't matter, smokies are NOT overpowered. Neither are rails, as long as you consider their excruciatingly long reload. Yet, rails are the most common turret. Obviously people believe the advantages outweigh the disadvantages (except against smoky, but smokies are uncommon). 

 

Owners of both turrets have been violated. Players specifically bought impact-increases that have now been stolen from them. 

 

I cannot see that there was a problem. If the problem described was significant, addressing the problem seems more appropriate than taking away significant aspects of the gameplay of just two of the turrets, one the most popular, the other the most beloved by skilled users. 

 

This update truly adversely affects the game satisfaction of a significant cohort of the game. 

 

Restore most of the impact of the rail, and restore all of the impact of the smoky.

------------------------------------------------------------------

If flipping really must be considered a problem, address it with modifications to how turrets take impact. I really have never noticed flipping to be a problem, except when hammers are flipping teammates. Rail flips seem rare. Smoky flips ONLY happened when the target was in the air. It takes exceptional skill to consistently hit opponents in the air. It takes even more skill to anticipate when the opponent will be in the air and vulnerable. 

 

Isn't it arguable that those suffering from many flips simply were fighting poorly? I know I changed my style to avoid flipping when using hornet, but the change was minimal, and it seemed quite effective. I rarely flipped due only to enemy fire. It usually involved me being in the air, thus vulnerable. Driving a little differently, and perhaps slower, eliminated that vulnerability. 

I agree on most points. Not getting part of your point though. If rails flipping wasn't a problem, then why are you complaining about them dropping the impact?

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Alright, first you render Shaft next to useless with the laser scope, then you take down the impact force of Railgun and Smoky. I have an idea; instead of completely nerfing two of Tanki's most famous weapons, why not just up the weight of each hull a bit? I know it seems annoying to do, but it's better than neutering the only two weapons most dedicated XP/BP players own. -_-

the same end would be reached.

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Well, I did spent some money on that game and I'm pissed off. Mostly for weapons and I'm feeling fooled everytime they are deciding to cut anything from weapons that i bought. When you buy anything in real world and AFTER THAT buyer decides to take away from you part of what you just bought....it's stealing. But still, tanki staff will call it "rebalance".

 

I think that has something to do with their communist gene. In comunism everyone have to has (to own!) same amount of goods, everyone has to be equal (excluding the rulers of course) so their way to make it possble is to steal from those who has more goods and spread those goods among others.

 

That's how rebalance and taknkionline works.

 

Propably i will not pay any money for this game anymore. They just showed us again, that they can't be trusted. Sad.

 

Sincerely,

waiting for the ban.

 

Thot.

As good of a point you make...

Tanki doesn't involve politics or incorporate goverment systems into the game. If they did that would be a problem. But they dont.

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Rails recently required this ability. If you were relying on it to stay competitive then you really need to think about your strategy.

The flipping ability? not recently added, and has always been there....they just made it easier once they incorperated the turret as part of the target when shown by the shooter so not getting where you are going with that coment?...impact force has always been there so again you are not making sence by saying they should reduce impact force buddy...in fact this makes it easier (no experience to monuver) because you avoid being flipped which i felt took more tallent. :)

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I feel that adjustng the smoky and railguns knockback is a bad idea, and feel this comes only from people that play XP/BP format (which I personally dislike) and not fair to the rest of the games characteristics. I truely think the smoky knockback was a great feature to the turret allowing the user to defend himself from a railgun. In addition I think the railgun having the ability to flip someone was a greeat defence tactic aswell. I truely believe this change should be if any...set to the XP/BP matches since this is the true source behind all the feedback against it!

I Agree

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I think that this adjustment is ridiculous, if you take away a characteristic it is only fair that you bolster it in some other way, i.e. reducing impact- increase damage or penetration, don't forget they did a similar thing to thunder last year, and also as you know thunder is prone to self destruct so they penalised it by introducing self destruct lose points and team points (stupid). Did it stop people driving off an embankment to stop you getting a kill, NO.

I used to love thunder but was driven away from it by developers trying to justify their jobs, I changed to rail because it was the next best thing.

However it would now seem someone's job is again needing justification and we all lose out again slowly but surely the eradication of the game as we know it is disappearing and eventually we will end up playing with just a stick in a field, until another half wit says "you'll have someone's eye out with that" and it will be finished altogether. 

  

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I agree on most points. Not getting part of your point though. If rails flipping wasn't a problem, then why are you complaining about them dropping the impact?

Simple: Rail on rail, when both fire almost simultaneous, whichever was first hits, the other is knocked off. Every time. Less impact, less chance of making your opponent miss. For smoky it is all important. For rail, it significantly affects play. With this huge reduction, it greatly changes tactics. 

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I prefer titan with thunder or twins. I'm at inopportune rank for twins, so it is out until I can upgrade it. Titan and thunder are no-go for clan battles and Starladder, so I've used mostly hornet-rail lately. I don't claim skill yet, but I am generally effective, with >1 D/L (except in Monte Carlo, where I major on flags, which devastates ratio). Playing tonight, I'm not sure I'm going to keep trying to practice for clan/starladder. Rail sure seems ineffective. Did the damage lower too?

 

I'll say it again. This update is sad. Very disruptive. Change turret impact, not weapon knock-back! Give rail and smoky back their kick!

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