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If you have M4 Rail, the 1st tank gets 90% damage of standard Rail, the 2nd tank gets 180% damage and the 3rd tank gets 270%. Teammates also count (however, they do not want to sit in front of you like target dummies and get pecked to death by enemy Smokies and Thunders).

 

On the other hand, how often do you hit 2 tanks in a line? Every 5th or 10th shot? What about 3 tanks in a line? Every 40th or 80th shot?

In the right situation, I'd love to be part of creating a "super-shot" through the heart of a team. Just need to be asked by my teammate. I often wish I had an isida partner with me when I am geared up with titan/vulcan with the "rain fire from above" alt.

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In the right situation, I'd love to be part of creating a "super-shot" through the heart of a team. Just need to be asked by my teammate. I often wish I had an isida partner with me when I am geared up with titan/vulcan with the "rain fire from above" alt.

I am usually that Isida in battles. I prioritize healing a Vulcan + preferably a heavy hull who has the Incendiary Band alteration over the rest of my allies. It all depends on the map. If it's a big map where the Vulcan can't hit many enemies then I would help the midfielders. If it's a small map like Sandal or Sandbox then I would stick to the Vulcan and any allies around him/her.

 

I'm a selfless Isida. I had a K/D of more than 4 back when I used to main Smoky but ever since I bought Isida M2, My K/D has been declining mainly because I sacrifice myself for the safety of my allies. (Mainly when I'm helping the flag carrier leave the enemy base or when the person I'm healing fails to protect me.) Many Vulcans thank me and protect me from intruders when I continue to heal them. Others would literally ignore that I and themself are being sprayed by a firebird and they would leave me to die and sooner themselves as well. There was this one time one of them cursed me for dying and not healing them. You have to have a good bit of patience and understanding to be able to wave that off.

 

I'd love to meet you in a battle and help you decimate the enemy team. 

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I am usually that Isida in battles. I prioritize healing a Vulcan + preferably a heavy hull who has the Incendiary Band alteration over the rest of my allies. It all depends on the map. If it's a big map where the Vulcan can't hit many enemies then I would help the midfielders. If it's a small map like Sandal or Sandbox then I would stick to the Vulcan and any allies around him/her.

 

I'm a selfless Isida. I had a K/D of more than 4 back when I used to main Smoky but ever since I bought Isida M2, My K/D has been declining mainly because I sacrifice myself for the safety of my allies. (Mainly when I'm helping the flag carrier leave the enemy base or when the person I'm healing fails to protect me.) Many Vulcans thank me and protect me from intruders when I continue to heal them. Others would literally ignore that I and themself are being sprayed by a firebird and they would leave me to die and sooner themselves as well. There was this one time one of them cursed me for dying and not healing them. You have to have a good bit of patience and understanding to be able to wave that off.

 

I'd love to meet you in a battle and help you decimate the enemy team.

There are 2 types of Isida players. Those with Hornet or Wasp tend to follow the attackers everywhere, even to enemy base, the ones with Viking or Hunter tend to heal campers but sometimes they form the infamous Isida trains, share overdrives and destroy enemy defence.

 

Dictator and heavy hull Isidas usually do not help the team very much, they get killed easily.

Edited by GorgoBlesk

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There are 2 types of Isida players. Those with Hornet or Wasp tend to follow the attackers everywhere, even to enemy base, the ones with Viking or Isida tend to heal campers but sometimes they form the infamous Isida trains, share overdrives and destroy enemy defence.

 

Dictator and heavy hull Isidas usually do not help the team very much, they get killed easily.

Hmm, I guess I'm a constantly lucky Isida then. Usually, I'm one of the MVPs in the team even with my heavy hull (not bragging). I know who to target, when to target them, how to approach them, when I should back off, when I know I'm screwed etc. 

 

I understand what you mean by Dictator + Isida not helping the team out much (I lightly cringe every time I see one, it's just so...unnatural) but Titan and sometimes Mammoth can really come in handy. When you say that they don't help the team very much, are you talking about in all game modes? I'm pretty sure I am very much needed on the Blue team of Assault battles. Would you want a Wasp + Isida healing you while under constant Magnum, Thunder, Rail and Twins shots? No, you wouldn't. You would want a durable Hull that can withstand a lot of punches while dishing out healing touches of angels. 

 

I'm not touching Viking unless it is to unleash a much-needed Overdrive at a critical point in a battle. (In the future of course)

Hornet dies too quickly. 

 

Another problem that people who scream "Nerf Isida!!" don't acknowledge is that Isida's can waste a lot of their ammo trying to kill or even damage an enemy. You could have your beam locked on to them but you're not doing damage because on your "victim's" screen, your beam hasn't attached to them or it did but not enough to initiate a tick of damage. Many times I have wasted  >2 out of 5 seconds trying to get one tick of damage on a moving enemy. Don't even get me started on them jamming up to the side of the Isida's hull whilst driving foward or backwards.  The people who complain about Isida's damage are the ones who get killed by an Isida head on. That is all the experience they know and they often don't have a good modification of the turret to even try it or see the disadvantages that come with it. 

 

Above is partially the reason why I don't use Isida with Hornet. My aim gets knocked off too easily and I waste too much ammo trying to successfully lock-on to an enemy or deliver healing to an important teammate at a critical moment. Titan does not make me feel that; I can keep a steady beam on my enemies and my allies. I bought the Broadband Emitters alteration (by accident sadly) but I realised that it's worth it. The people who jam up to the side of my hull die now instead of me wasting ammo. Of course, it would be easier to use it on a Hornet because of the range reduction but I don't mind it as other Isidas do. 

 

 

Also, I think there are 3 types of Isidas. You seemed to have put the trait of the two common combinations with Isida. 

 

My 3 are:

 

1. The Isida who runs past a teammate in need of healing to attack enemies. (I despise these)

 

2. The passive Isida who prioritizes healing over damaging enemies but ultimately does both.

 

3. The Isida who would follow their allies but they have the mentality of "Kill this guy first, then heal my ally closeby"

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Another problem that people who scream "Nerf Isida!!" don't acknowledge is that Isida's can waste a lot of their ammo trying to kill or even damage an enemy. You could have your beam locked on to them but you're not doing damage because on your "victim's" screen, your beam hasn't attached to them or it did but not enough to initiate a tick of damage. Many times I have wasted  >2 out of 5 seconds trying to get one tick of damage on a moving enemy. Don't even get me started on them jamming up to the side of the Isida's hull whilst driving foward or backwards.  The people who complain about Isida's damage are the ones who get killed by an Isida head on. That is all the experience they know and they often don't have a good modification of the turret to even try it or see the disadvantages that come with it. 

 

There's a cheap alteration that significantly increases the cone angle of Isida, I think it makes gameplay a lot less stressful with it.

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I mentioned that in my post if you didn't notice.

My bad.

 

So your problem is what hull to use? Viking is ideal with isida, and it's overdrive gives a massive damage boost to it if you saw the V-Log.

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My bad.

 

So your problem is what hull to use? Viking is ideal with isida, and it's overdrive gives a massive damage boost to it if you saw the V-Log.

I don't like to attack anyway. Viking is not for me; I like being able to keep a steady beam on my target. I also like defending and supporting the defenders and midfielders. In terms of which Hull I should use for the Overdrives, I'm still leaning heavily towards Titan.

 

I'm already seeing that after the overdrive update, Vikings will be considered as the primary priority for being destroyed. I'll stick with Titan to hopefully nullify the effects of Vikings OD. 

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These new overdrive will completely ruin the game balance. Players should choose their hull by physical parametres like speed, height, weight and turret position, not by a stupid overdrive...

 

Overdrives should have been never added to Tanki.

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These new overdrive will completely ruin the game balance. Players should choose their hull by physical parametres like speed, height, weight and turret position, not by a stupid overdrive...

 

Overdrives should have been never added to Tanki.

Hull-specific Overdrives? No. 

 

Current Overdrive? Yes, it was very much needed.

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Hull-specific Overdrives? No. 

 

Current Overdrive? Yes, it was very much needed.

The current overdrive can just be removed as well, because it promotes drugging, spawn killing, mine flooding, and all the problems of imbalances in the game.

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The current overdrive can just be removed as well, because it promotes drugging, spawn killing, mine flooding, and all the problems of imbalances in the game.

It can be used to partially counter spawnkilling for the team being blown out. If you get all drugs at the start of your life then you have a chance to run them out of your base to get a bit of breathing room. 

 

If it wasn't implemented then you would see a lot fewer battles with the losing team getting a mediocre score despite their heavy defeat. 

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It can be used to partially counter spawnkilling for the team being blown out. If you get all drugs at the start of your life then you have a chance to run them out of your base to get a bit of breathing room. 

 

If it wasn't implemented then you would see a lot fewer battles with the losing team getting a mediocre score despite their heavy defeat.

 

The winning team can just get the overdrive more often just by spawn killing the losing team.

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The winning team can just get the overdrive more often just by spawn killing the losing team.

Yeah but that isn't always the case. It's better to let the losing team also have an overdrive than leaving it the way it was. With a good team composition, one of the players on the losing team could give 2 or 3 of his/her allies Overdrive to drive the enemies out so they could get some breathing room.

 

I was thinking about what you said when Tanki said they were gonna make it a permanent mechanic in the game. Even though they can get it faster, the players being spawn killed can also get it and defend themselves. Heck, all you need these days is one player on the team being spawnkilled to whip out their Compact Tanks alteration and that'll drive them away. 

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Yeah but that isn't always the case. It's better to let the losing team also have an overdrive than leaving it the way it was. With a good team composition, one of the players on the losing team could give 2 or 3 of his/her allies Overdrive to drive the enemies out so they could get some breathing room.

 

I was thinking about what you said when Tanki said they were gonna make it a permanent mechanic in the game. Even though they can get it faster, the players being spawn killed can also get it and defend themselves. Heck, all you need these days is one player on the team being spawnkilled to whip out their Compact Tanks alteration and that'll drive them away. 

Nope.

 

Winning team will just spawn-kill the tank that utilized it's overdrive - most likely on one other team-mate. (how many times u spawn next to 3-4 tanks?).  So that OD was wasted. Unlike the spawn-killers which will be able to share with more.  It's a loop that defending losing team can not overcome.

 

OD has made some bad battles much worse.  90% of the time it's impossible for a come-back.

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Nope.

 

Winning team will just spawn-kill the tank that utilized it's overdrive - most likely on one other team-mate. (how many times u spawn next to 3-4 tanks?).  So that OD was wasted. Unlike the spawn-killers which will be able to share with more.  It's a loop that defending losing team can not overcome.

 

OD has made some bad battles much worse.  90% of the time it's impossible for a come-back.

It doesn't have to be for a comeback, it is just for them to have some breathing room to get back on their feet to earn score. Yes the team doing the blowout will share Overdrives but Y'all are just looking at it from that point. I've seen many battles where the team being blown out drives the team doing it out of their base and the battle would continue on the middle of the playing field. 

 

Also, can we please get back on-topic? 

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so emm eh emm i hate to be that guy but

 

when are you fools gonna nerf duplet

 

 

 

You should nerf shock freeze, fools!

 

The thing that needs a nerf more than anything is firebird and all of its alterations.

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The thing that needs a nerf more than anything is firebird and all of its alterations.

Not all of the alterations. only Firebird itself and Compact Tanks. No one should be able to shoot someone with it for less a second then run away confident that it is a confirmed kill. The description sounds good on paper but is too powerful in practical use. 

 

According to the Wiki, it gains this effect by increasing the fuel consumption. How about we change it to:

 

 

Unstable Fuel Tanks

 

For the fans of the "put it on fire and roll away" tactic. Irregular consumption of the fuel tanks decreases the damage but greatly increases the intensity of the napalm. 

 

Temperature limit: +100%

Heating rate: +200%

 

Energy consumption: +50%

Damage: -30%

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Not all of the alterations. only Firebird itself and Compact Tanks. No one should be able to shoot someone with it for less a second then run away confident that it is a confirmed kill. The description sounds good on paper but is too powerful in practical use. 

 

According to the Wiki, it gains this effect by increasing the fuel consumption. How about we change it to:

 

 

Unstable Fuel Tanks

 

For the fans of the "put it on fire and roll away" tactic. Irregular consumption of the fuel tanks decreases the damage but greatly increases the intensity of the napalm. 

 

Temperature limit: +100%

Heating rate: +200%

 

Energy consumption: +50%

Damage: -30%

You are doubling the temp limit and tripling the heating rate while reducing energy by 50% and damage by 30%.

On "paper" it appears to get a huge buff with a relatively smaller nerf.

 

What is the net effect of this?  

Does it do more or less overall damage?

How much faster does it do damage?

 

Seems like it would allow a firebird to do way too much damage in a short burst and then run away.

Would any tank survive a 2 or 3 second flaming?

 

If the afterburn can kill almost any tank, does not really matter what damage nerf you give it - it will win out anyway.

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so emm eh emm i hate to be that guy but

 

when are you fools gonna nerf duplet

Duplet seems like the best Hammer alteration but Hammer somehow needs it against strong Fire and Freeze.

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You are doubling the temp limit and tripling the heating rate while reducing energy by 50% and damage by 30%.

On "paper" it appears to get a huge buff with a relatively smaller nerf.

 

What is the net effect of this?  

Does it do more or less overall damage?

How much faster does it do damage?

 

Seems like it would allow a firebird to do way too much damage in a short burst and then run away.

Would any tank survive a 2 or 3 second flaming?

 

If the afterburn can kill almost any tank, does not really matter what damage nerf you give it - it will win out anyway.

Oh, I'm sorry. I knew I should have been a little more specific. 

 

The alteration was supposed to be interpreted as being AFTER the Firebird nerf. So for this, we are assuming that base Firebird is "weaker" than it is right now.

 

The nerf would most likely be reverting it, as close as possible, back to how it was before the devs made that highly unnecessary  change to it. 

This would result in an increase in direct damage and an increase in maximum temperature but a decrease in fire-tick damage and consecutive decreases in the fire-tick damage as the tank cools down. 

 

For the Compact Tanks alt now, because there is a DIRECT DAMAGE and TEMPERATURE increase in stock Firebird, the direct damage would be lowered and with the temperature increase, comes the consecutive decrease in its afterburn damage according to the stage of cooldown. 

 

This way was also tweaked to combat the major increase in Firebird protection modules. When they revert the Firebird back to its original state, it now has to deal with modules from almost every player. 

 

I've thought as far ahead as possible so I could fit it in with the other turrets and hulls comfortably. 

 

 

Also, does anyone have the stats of Firebird before the buff? I need to compare them to the current stats to see which is generally stronger in a head to head fight. 

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