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Nerf Thunder, Twins and Hammer


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i kinda agree with you on how the question of the week should work but everything else screw you noob i like my thunder i think ricochet is the most benitfited thunder sucks once you get into those higher ranks and railgun is still underpowered and the heavy hulls should like acctualy be a heavy hull they need a bit more armor

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That one shot could mean nothing. Theres other opponents, are u stupid like take a look around you, theres mostly thunders and ricos. about 2 rico shots equal to a thunders and it does shoot faster with more impact. Then there are railguns that can kill ou when you take damage from a smoky.

well to bad dude you cant protect your self from everything,... except if you have god mode on paint what ever it is called

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people said they needed to buff them now they wanna NERF them WHY AINT PEOPLE HAPPY ~_~ before the update all of those weapons were UP and they got a fair enough buff to them 

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You are a big Noob go quit tanki

The word noob is overrated, come up with something more clever to insult me with. 

 

Looks like this guy wants smoky and rail to be overpowered

 

*I could tell after reading the first few lines*

I actually dislike smoky after the update on it after the new physics.

 

2b54ebb3.png Anyone else seeing that?

your here to help, not to make amusement of players.

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The next update should NERF Thunder and Twins, and Hammer.

 

Hammer

  • Time between shots should be longer than that of a smokys
  • RANGE should be less
  • Reload time should be about a second longer

Thunder

  • Reload time should be extended
  • Splash damage should be worth more upon the owner (Therefore denying the fact that Thunder is now mostly effective at short ranges because of the splash damage)
  • Damage should be reduced
  • Damage decreasing over distance should have a significant increase (Therefore classing the gun as a MEDIUM CLASS, NOT LONG RANGED. If you intend to make such a stupid idea over a turret that's already overpowered, then update your forum and wiki with the correct information)

Twins

  • Its better now but it now is overpowered against railguns, and any other weapon (It knocks off aim to easily and it knocks you off course, making it sufficient at short ranges was a step way to forward and not thought out. It is no longer a medium ranged gun, if its not going to do a significant job at medium ranges then why class it as medium ranged. Basically every gun other than railgun and shaft do way better than their intended class at short ranges.

Professional

  • The game is not professional if your going to charge players to buy a pass that takes 5000 crystals out of their pockets each month
  • The game is not professional if your going to force players to buy a pass that they don't want just so they could make private battles with their friends and avoid all the players that have no value, or brains whatsoever)

DCC

  • A card that wastes a day in a players career in this game.
  • A card that has no value to a kid that cannot buy
  • A card that has no potential unless buyers use it
  • A card that should actually "Double Crystals" when you receive them.

CTF mode

  • To easy
  • To many stalemates
  • to many campers
  • to many mults
  • To many druggers
  • to many players that just hide and wait for gold
  • This mode is to easy and it needs updates:
  • 1) when a flag is taken, you should have 2 minutes and 30 seconds to deliver it, otherwise it returns back to its base (Druggers hesitate and just keep killing because they have the drugs, and the flag could remain in the same spot for more than 5 minutes. You could be ready, full on drugs awaiting your dumb team to hurry up and capture the flag instead of dropping and dropping when there isn't a single enemy killing them)
  • 2) Drugs result in a penalty of 80 xp points per captured flag, instead of 100. (Drugging has gotten out of hand, there isn't a single battle that never has a drugger that starts to encourage a whole team to drug)
  • 3)The losing team should be refunded half of the supplies the used in the battle, if they are losing significantly and if they were in the battle for more than 30 minutes.

Supplies (Drops)

  • Supplies should not drop if you are camping near the area that they are marked for.
  • Supply zones that have mines in them, should trigger the mine after 2 minutes of being deployed and blow up the supply itself (Druggers like to place mines in drop zones and the mine would remain there for a long time, only allowing that players teams to use that supply. Its a smart tactic but a landmine is triggered when weight is compressed upon it.

Mines

  • Should have a 2 cm radius, (When triggered anything within 2 cm should be caught in the explosion, therefore make mines more strategically placed, instead of piling them upon one another)
  • Players should take damage from their own mines if they are within radius when the mine is triggered.
  • Winning teams mines in CTF should have a 1 second delay before acting upon its intruder

Video of the week

  • Basically most of the videos you accept are just enhanced by movie editors and they always have the same content. Rank ups that are lame, and some prick always climbing some tower.....

Question of the week

  • Should be based on if you get the answer right or not by being the first to post that answer (I got the right answer 4 times in different QtW's and I didn't get credit because I didn't receive as much likes. Its not fair and I stopped participating. I literally took the time to scroll through all the comments. Oh and this nothing to do with varieties and all that cause guess what whenever theres a contest and special sale, the Russians always get it first and they are a priority because they have more players. The QtW should be First come first serve as well. 

 

(1) Hammer is already not powerfull and you want to decrease even more??? it will become the less populair gun in the game by then.

(2) Thunder is probably for short and long range only thing is that most players use it at short range becouse of the splash damadge.

(3) Twins can be taken out easily if you play it smart keep him/her at distance and use the short ranged gun versus its owner

(4) that 5k crystals probably it is to make sure that ''beginners'' not enter PRO battles if people can't afford that pro battle pass they don't belong there.

(5) DCC is to give an advantage for people who like to buy, if other people can't buy that shouldn't be the problem of buyers.

(6) Multers and druggers you will find in all battles and CTF yes i agree with you that people aren't co-operating they just thinking about how can i make much experience points here so they won't drop the flag (even if it would help their team) for their team mates for example.

(7) The drop zone update has been released to increase the skill in battles not to camp near the drop spot, and don't start about this in the near past evryone was full drugg and could be ful drug after 20 seconds of being not drugger.

(8) its a good idea.

(9) Video of the week ain't video of the week most of the time but TO people don't have much time they are not gonna watch vew hundred video's

(would you???)

(10) The people with the right answer and the most likes will win the question of the week.

 

(hope this helped u a little bit.)

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Huh? Hammer's OP? Its the strongest gun with DA but its balanced without any drugs.I have just bought Twins m1 and well,they get destroyed by railguns easily.Need to practice your Peek-a-boo.Thunder is quite good but I still dont think its OP.

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First of all the old game balance was fine but tanki plans are to let everyone buy OP guns at sale and then rebalance again making Vulcan OP

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You Hate All This and Urge Tanki To Do a Favour To You By Form Of A Update  <_<

i could at least try to "Improve the game with my idea". thats why this section is here. If you wanna act smart go to school and dont do drugs.

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Hammer:

- Range should be a bit less, I could agree with that.

- Is Hammer's reload really that bad? I don't think so, unless someone MU's their reload many times. In that case, that's justified due to how many crystals they spent on MU's. You can already look at drugs. Currency = Win. :P

Besides, you can always stay back a bit and watch the Hammer from a distance. As soon as he lets go that 3rd shot, leap in and WRECK him/her.

Or either way after 1-2 shots it's pretty much guaranteed that he won't be able to kill you unless he's drugging. . .

 

Thunder:

- Reload time was already increased. Want to increase it again? You better make it into some sort of cannon and boost its attack power AND splash damage range.

- Thunder, good at short range? Oh man. . . . Nope. Do you even use Thunder? Unless you're using a Thunder paint, it's tolerable possibly. But especially on drugs, once an enemy gets in close range, that damage can really blow off a huge chunk of health, and in addition to the enemy's attack power it's GG no re. Unless you're going against absolute noobs. :D

- Damage is OK. In fact it's not even that good in the upper ranks without MU's. With MU's it's pretty awesome, and deserved for spending so many crystals on it. Why not MU your hull? Or get a paint? Both solutions affect my Thunder's killing capability greatly.

 

Twins:

- OP against railguns? I don't know man. Railgun has so much range, and possesses the ability to perform the troll peek-a-boo tactic.

Oh well. Can't really say much about Twins. I haven't tried it out in a long time.

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Hammer:

- Range should be a bit less, I could agree with that.

- Is Hammer's reload really that bad? I don't think so, unless someone MU's their reload many times. In that case, that's justified due to how many crystals they spent on MU's. You can already look at drugs. Currency = Win. :P

Besides, you can always stay back a bit and watch the Hammer from a distance. As soon as he lets go that 3rd shot, leap in and WRECK him/her.

Or either way after 1-2 shots it's pretty much guaranteed that he won't be able to kill you unless he's drugging. . .

 

Thunder:

- Reload time was already increased. Want to increase it again? You better make it into some sort of cannon and boost its attack power AND splash damage range.

- Thunder, good at short range? Oh man. . . . Nope. Do you even use Thunder? Unless you're using a Thunder paint, it's tolerable possibly. But especially on drugs, once an enemy gets in close range, that damage can really blow off a huge chunk of health, and in addition to the enemy's attack power it's GG no re. Unless you're going against absolute noobs. :D

- Damage is OK. In fact it's not even that good in the upper ranks without MU's. With MU's it's pretty awesome, and deserved for spending so many crystals on it. Why not MU your hull? Or get a paint? Both solutions affect my Thunder's killing capability greatly.

 

Twins:

- OP against railguns? I don't know man. Railgun has so much range, and possesses the ability to perform the troll peek-a-boo tactic.

Oh well. Can't really say much about Twins. I haven't tried it out in a long time.

You have seen me talk about thunder. I used it from when i was a WO4 to when i became Captain. It got weak after that and im waiting on a sale to purchase m2 hunter and m2 thunder. I have cedar and M1 and M2 thunders can kill me when im using viking M1 in a matter of 4 shots. Before it would take them 7. Micro upgrades. Where do i start? I dont like micro upgrades because the price will increase from 1,000 to 2,00, to 4000, and so on.

 

Hammer.

no its as annoying as isida with its long range. What tanki should do is lower the damage. With my m2 dictator on my main account i get killed in a matter of 2 shots by an m3 hammer unless im using magma.

 

Twins

i dont like the fact that they just ram into you and make you unable to move.

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Hammer

  • Time between shots should be longer than that of a smoky's. [i don't think so. Hammer is vulnerable when it has 1 shot left from the clip, and even with 2 against medium hulls. Plus it doesn't have infinite reload after 3 shots so.. it's easy to kill at times.]
  • RANGE should be less. [No, it was significantly affect after they made the pellets go wider in the rebalance.]
  • Reload time should be about a second longer.

Thunder

  • Reload time should be extended. [it's already quite substantial.]
  • Splash damage should be worth more upon the owner (Therefore denying the fact that Thunder is now mostly effective at short ranges because of the splash damage). [This should be for higher ranks only, when paints like Emerald go out. Otherwise at M0, M1 ranks self-splash hurts a lot.]
  • Damage should be reduced. [i disagree. Damage compensates the reload time currently.]
  • Damage decreasing over distance should have a significant increase (Therefore classing the gun as a MEDIUM CLASS, NOT LONG RANGED. If you intend to make such a stupid idea over a turret that's already overpowered, then update your forum and wiki with the correct information). [i agree, damage decrease with distance should be a little less than Smoky.]

Twins

  • Its better now but it now is overpowered against railguns, and any other weapon (It knocks off aim to easily and it knocks you off course, making it sufficient at short ranges was a step way to forward and not thought out. It is no longer a medium ranged gun, if its not going to do a significant job at medium ranges then why class it as medium ranged. Basically every gun other than railgun and shaft do way better than their intended class at short ranges. [impact force of Twins' plasma balls should be decreased a bit. It takes you too off-course and you are unable to get away in most situations.]

Professional

  • The game is not professional if your going to charge players to buy a pass that takes 5000 crystals out of their pockets each month. [iKR, pro pass is too expensive, no value for money in it.]
  • The game is not professional if your going to force players to buy a pass that they don't want just so they could make private battles with their friends and avoid all the players that have no value, or brains whatsoever)

DCC

  • A card that wastes a day in a players career in this game.
  • A card that has no value to a kid that cannot buy
  • A card that has no potential unless buyers use it
  • A card that should actually "Double Crystals" when you receive them.

[i personally HATE DCC. It's useless for non-buyers. It should have an option to turn off for Daily Missions OR we should get double crystals for the day instead!]

 

CTF mode

  • Too easy
  • Too many stalemates
  • too many campers
  • too many mults
  • Too many druggers
  • too many players that just hide and wait for gold
  • This mode is to easy and it needs updates:
  • 1) when a flag is taken, you should have 2 minutes and 30 seconds to deliver it, otherwise it returns back to its base (Druggers hesitate and just keep killing because they have the drugs, and the flag could remain in the same spot for more than 5 minutes. You could be ready, full on drugs awaiting your dumb team to hurry up and capture the flag instead of dropping and dropping when there isn't a single enemy killing them). [it's a good idea. But it will affect non-druggers who have the skill to hold the flag off for long time and their teammates aren't returning flag quickly at that time.]
  • 2) Drugs result in a penalty of 80 xp points per captured flag, instead of 100. (Drugging has gotten out of hand, there isn't a single battle that never has a drugger that starts to encourage a whole team to drug).  [i totally agree that druggers go out of hand at times. There should be a limit to number of drugs usable per battle depending on its length OR the idea that you suggested. If a drugger captures a point/flag with two or more drugs active, then he will be deducted a part of his experience points.]
  • 3)The losing team should be refunded half of the supplies the used in the battle, if they are losing significantly and if they were in the battle for more than 30 minutes. [Yes, I agree here too. To keep the losing faction from leaving the map, and have something to fight for if the winning team keeps on winning - a payback of a fraction of supplies they used from their own in the battle would be excellent, specially for lower ranks.]

Supplies (Drops)

  • Supplies should not drop if you are camping near the area that they are marked for. [No, it will hurt shaft users too much. Drops near camping zone is the lifeline.]
  • Supply zones that have mines in them, should trigger the mine after 2 minutes of being deployed and blow up the supply itself (Druggers like to place mines in drop zones and the mine would remain there for a long time, only allowing that players teams to use that supply. Its a smart tactic but a landmine is triggered when weight is compressed upon it. [Pretty okay idea. I don't know.]

Mines

  • Should have a 2 cm radius, (When triggered anything within 2 cm should be caught in the explosion, therefore make mines more strategically placed, instead of piling them upon one another). [brilliant, it would help against mines getting wasted too much. But, then mines could turn out to be too effective. then..]
  • Players should take damage from their own mines if they are within radius when the mine is triggered. [Agreed, get out in time or pay for your deeds. :P]
  • Winning teams mines in CTF should have a 1 second delay before acting upon its intruder. [i don't think so.]

Video of the week

  • Basically most of the videos you accept are just enhanced by movie editors and they always have the same content. Rank ups that are lame, and some prick always climbing some tower.....

Question of the week

  • Should be based on if you get the answer right or not by being the first to post that answer (I got the right answer 4 times in different QtW's and I didn't get credit because I didn't receive as much likes. Its not fair and I stopped participating. I literally took the time to scroll through all the comments. Oh and this nothing to do with varieties and all that cause guess what whenever theres a contest and special sale, the Russians always get it first and they are a priority because they have more players. The QtW should be First come first serve as well.

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Hammer

  • Time between shots should be longer than that of a smoky's. [i don't think so. Hammer is vulnerable when it has 1 shot left from the clip, and even with 2 against medium hulls. Plus it doesn't have infinite reload after 3 shots so.. it's easy to kill at times.]
  • RANGE should be less. [No, it was significantly affect after they made the pellets go wider in the rebalance.]
  • Reload time should be about a second longer.
Thunder
  • Reload time should be extended. [it's already quite substantial.]
  • Splash damage should be worth more upon the owner (Therefore denying the fact that Thunder is now mostly effective at short ranges because of the splash damage). [This should be for higher ranks only, when paints like Emerald go out. Otherwise at M0, M1 ranks self-splash hurts a lot.]
  • Damage should be reduced. [i disagree. Damage compensates the reload time currently.]
  • Damage decreasing over distance should have a significant increase (Therefore classing the gun as a MEDIUM CLASS, NOT LONG RANGED. If you intend to make such a stupid idea over a turret that's already overpowered, then update your forum and wiki with the correct information). [i agree, damage decrease with distance should be a little less than Smoky.]
Twins
  • Its better now but it now is overpowered against railguns, and any other weapon (It knocks off aim to easily and it knocks you off course, making it sufficient at short ranges was a step way to forward and not thought out. It is no longer a medium ranged gun, if its not going to do a significant job at medium ranges then why class it as medium ranged. Basically every gun other than railgun and shaft do way better than their intended class at short ranges. [impact force of Twins' plasma balls should be decreased a bit. It takes you too off-course and you are unable to get away in most situations.]
Professional
  • The game is not professional if your going to charge players to buy a pass that takes 5000 crystals out of their pockets each month. [iKR, pro pass is too expensive, no value for money in it.]
  • The game is not professional if your going to force players to buy a pass that they don't want just so they could make private battles with their friends and avoid all the players that have no value, or brains whatsoever)
DCC
  • A card that wastes a day in a players career in this game.
  • A card that has no value to a kid that cannot buy
  • A card that has no potential unless buyers use it
  • A card that should actually "Double Crystals" when you receive them.
[i personally HATE DCC. It's useless for non-buyers. It should have an option to turn off for Daily Missions OR we should get double crystals for the day instead!] CTF mode
  • Too easy
  • Too many stalemates
  • too many campers
  • too many mults
  • Too many druggers
  • too many players that just hide and wait for gold
  • This mode is to easy and it needs updates:
  • 1) when a flag is taken, you should have 2 minutes and 30 seconds to deliver it, otherwise it returns back to its base (Druggers hesitate and just keep killing because they have the drugs, and the flag could remain in the same spot for more than 5 minutes. You could be ready, full on drugs awaiting your dumb team to hurry up and capture the flag instead of dropping and dropping when there isn't a single enemy killing them). [it's a good idea. But it will affect non-druggers who have the skill to hold the flag off for long time and their teammates aren't returning flag quickly at that time.]
  • 2) Drugs result in a penalty of 80 xp points per captured flag, instead of 100. (Drugging has gotten out of hand, there isn't a single battle that never has a drugger that starts to encourage a whole team to drug).  [i totally agree that druggers go out of hand at times. There should be a limit to number of drugs usable per battle depending on its length OR the idea that you suggested. If a drugger captures a point/flag with two or more drugs active, then he will be deducted a part of his experience points.]
  • 3)The losing team should be refunded half of the supplies the used in the battle, if they are losing significantly and if they were in the battle for more than 30 minutes. [Yes, I agree here too. To keep the losing faction from leaving the map, and have something to fight for if the winning team keeps on winning - a payback of a fraction of supplies they used from their own in the battle would be excellent, specially for lower ranks.]
Supplies (Drops)
  • Supplies should not drop if you are camping near the area that they are marked for. [No, it will hurt shaft users too much. Drops near camping zone is the lifeline.]
  • Supply zones that have mines in them, should trigger the mine after 2 minutes of being deployed and blow up the supply itself (Druggers like to place mines in drop zones and the mine would remain there for a long time, only allowing that players teams to use that supply. Its a smart tactic but a landmine is triggered when weight is compressed upon it. [Pretty okay idea. I don't know.]
Mines
  • Should have a 2 cm radius, (When triggered anything within 2 cm should be caught in the explosion, therefore make mines more strategically placed, instead of piling them upon one another). [brilliant, it would help against mines getting wasted too much. But, then mines could turn out to be too effective. then..]
  • Players should take damage from their own mines if they are within radius when the mine is triggered. [Agreed, get out in time or pay for your deeds. :P]
  • Winning teams mines in CTF should have a 1 second delay before acting upon its intruder. [i don't think so.]
Video of the week
  • Basically most of the videos you accept are just enhanced by movie editors and they always have the same content. Rank ups that are lame, and some prick always climbing some tower.....
Question of the week
  • Should be based on if you get the answer right or not by being the first to post that answer (I got the right answer 4 times in different QtW's and I didn't get credit because I didn't receive as much likes. Its not fair and I stopped participating. I literally took the time to scroll through all the comments. Oh and this nothing to do with varieties and all that cause guess what whenever theres a contest and special sale, the Russians always get it first and they are a priority because they have more players. The QtW should be First come first serve as well.

thank you for agreeing with me. Your reviews make sense and are no doubt honarable. There should be a new concept for ctf though.

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